Goblin Dreg

Small humanoid (goblinoid), Minion, neutral evil


Armor Class
10
Hit Points
5 (2d6-2)
Speed
30 ft.

STR DEX CON INT WIS CHA
6 (-2) 10 (0) 8 (-1) 5 (-3) 8 (-1) 8 (-1)

Condition Immunities
unconscious
Senses
darkvision 60 ft., passive Perception 9
Languages
Goblin
Challenge
1/8 (25 XP)
Proficiency Bonus
+2

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

Too Dumb To Die. Once reduced to zero hit points, the goblin dreg dies at the end of their next turn. Until then, they remain conscious.

Pack Tactics. The goblin dreg has advantage on attack roll against a creature if at least one of the dreg’s allies is within 5ft. of the creature and the ally isn’t incapacitated.

Pile of Garbage. The goblin dreg so resembles a pile of scraps that they have advantage when taking the Hide action.

Actions

Bite Melee Weapon Attack +2 to hit, reach 5ft., one target. Hit: 1 (1d3) piercing damage.

Flintlock (1/Day). While Hidden, the goblin dreg can shoot at a target within 90 feet. The target takes 2d6 piercing damage on a failed DC 15 Dexterity saving throw, or half as much on a successful one.

Swarm of Goblin Dregs (3-5)

Medium swarm of small humanoids (goblinoid), Minion, neutral evil


Armor Class
10
Hit Points
14 (4d8-4)
Speed
30 ft.

STR DEX CON INT WIS CHA
12 (+1) 10 (0) 8 (-1) 5 (-3) 8 (-1) 8 (-1)

Damage Resistances
bludgeoning, piercing, slashing
Condition Immunities
charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned, unconscious
Senses
darkvision 60 ft., passive Perception 9
Language
Goblin
Challenge
2 (450 XP)
Proficiency Bonus
+2

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Small goblin dreg. The swarm can’t regain hit points or gain temporary hit points.

Too Many To Kill, Too Dumb To Die. The first time the swarm of goblin dregs would be reduced to half HP, they instead are reduced to half HP +1. Once reduced to 0 HP, the swarm dies at the end of their next turn. Until then, they remain conscious.

Actions

Multiattack. The swarm of goblin dregs makes three melee attacks.

Bites. Melee Weapon Attack +2 to hit, reach 0ft., one target in the swarm’s space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.

Variant: Goblin Dreg Kegthrall

Small humanoid (goblinoid), Minion, neutral evil


Armor Class
10
Hit Points
5 (2d6-2)
Speed
30 ft.

STR DEX CON INT WIS CHA
6 (-2) 10 (0) 8 (-1) 5 (-3) 8 (-1) 8 (-1)

Condition Immunities
unconscious
Senses
darkvision 60 ft., passive Perception 9
Languages
Goblin
Challenge
1/8 (25 XP)
Proficiency Bonus
+2

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

Too Dumb To Die. Once reduced to zero hit points, the goblin dreg dies at the end of their next turn. Until then, they remain conscious.

Pack Tactics. The goblin dreg has advantage on attack roll against a creature if at least one of the dreg’s allies is within 5ft. of the creature and the ally isn’t incapacitated.

Actions

Bite Melee Weapon Attack +2 to hit, reach 5ft., one target. Hit: 1 (1d3) piercing damage.

Boozey Bits (1/Ever). The goblin dreg kegthrall can ignite the barrel of rum and gunpowder that is strapped to their back. Once it is ignited, it explodes at the end of their turn, dealing 5 (1d10) bludgeoning damage to all creatures within a 20 foot radius. After using this ability, the kegthrall may take the Dash action as a bonus action.

Swarm of Goblin Dregs (6-9)

Large swarm of small humanoids (goblinoid), Minion, neutral evil


Armor Class
12
Hit Points
31 (7d10-7)
Speed
30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (0) 8 (-1) 5 (-3) 8 (-1) 8 (-1)

Damage Resistances
bludgeoning, piercing, slashing
Condition Immunities
charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned, unconscious
Senses
darkvision 60 ft., passive Perception 9
Languages
Goblin
Challenge
3 (700 XP)
Proficiency Bonus
+2

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Small goblin dreg. The swarm can’t regain hit points or gain temporary hit points.

Too Many To Kill, Too Dumb To Die. The first time the swarm of goblin dregs would be reduced to half HP, they instead are reduced to half HP +1. Once reduced to 0 HP, the swarm dies at the end of their next turn. Until then, they remain conscious.

Actions

Multiattack. The swarm of goblin dregs makes four melee attacks.

Bites. Melee Weapon Attack +2 to hit, reach 0ft., one target in the swarm’s space. Hit: 9 (2d8) piercing damage, or 4 (1d8) piercing damage if the swarm has half of its hit points or fewer.

Swarm of Goblin Dregs (10+)

Huge swarm of small humanoids (goblinoid), Minion, neutral evil


Armor Class
14
Hit Points
55 (10d12-10)
Speed
30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (0) 8 (-1) 5 (-3) 8 (-1) 8 (-1)

Damage Resistances
bludgeoning, piercing, slashing
Condition Immunities
charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned, unconscious
Senses
darkvision 60 ft., passive Perception 9
Language
Goblin
Challenge
5 (1,800 XP)
Proficiency Bonus
+3

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Small goblin dreg. The swarm can’t regain hit points or gain temporary hit points.

Too Many To Kill, Too Dumb To Die. The first time the swarm of goblin dregs would be reduced to half HP, they instead are reduced to half HP +1. Once reduced to 0 HP, the swarm dies at the end of their next turn. Until then, they remain conscious. Until then, they remain conscious.

Actions

Multiattack. The swarm of goblin dregs makes six melee attacks.

Bites. Melee Weapon Attack +3 to hit, reach 0ft., one target in the swarm’s space. Hit: 15 (2d10+4) piercing damage, or 9 (1d10+4) piercing damage if the swarm has half of its hit points or fewer.