Trash Goblins for Dungeons & Dragons Fifth Edition

Goblins aren’t well-loved in the world. So it’s no surprise that many take to garbage heaps to hide and build a new way-of-life for themselves. Over the years, these “trash goblins” (they hate that term, by the way) have developed a culture that revolves around refuse. It’s in the waste of other humanoids they find food, tools, art, and their homes.

Oddly, trash goblins adopted a sense of humility within this filthy lifestyle choice. Perhaps it’s living among the unwanted things of others that helped them see something more in themselves. Of course, that’s not to say they still aren’t the violent little shits that all adventurers know and love. It’s just that they’re much more stoic about their violent-little-shittiness than their non-trash-dwelling cousins.

Trash goblins wear armor and wield weapons cobbled out of junk, most of which is covered in offal and disease. And they stink nearly as bad any ghast, sending those with uninitiated noses into violent wretching fits. Perfectly evolved for their environment, these goblins’ skins have become naturally mottled, making it easier for them to hide among their trash heaps.

Trash Goblin

Small humanoid (goblinoid), neutral evil


Armor Class 15 (armor scraps, shield)

Hit Points 8 (2d6)

Speed 30 ft.


Abilities Str 8 (-1), Dex 14 (+2), Con 11 (+0), Int 8 (-1), Wis 10 (+0), Cha 7 (-2)


Saving Throws Con +2

Skills Stealth +6

Damage Resistances poison

Senses darkvision 60 ft., passive Perception 10

Languages Common, Goblin

Challenge 1/2 (100 XP)


Stench. Any creature that starts its turn within 5 feet of the trash goblin must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the goblin’s Stench for 24 hours.

Garbage Camouflage. The goblin has advantage on Dexterity (Stealth) checks made to hide among garbage.

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.


Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. If the target is a creature, it must succeed on a DC 11 Constitution save or become infected with sewer plague as detailed in the Dungeon Master’s Guide (page 257).

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Constitution saving throw or become infected with sewer plague as detailed in the Dungeon Master’s Guide (page 257).

 

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