Goblin Hexer

Monster Manual (2025) p. 143

Size
Small
Type
fey (goblinoid)
Alignment
chaotic neutral
AC
13
Initiative
3
Hit Points
45 (10d6+10)
Speed
walk 30 ft.
Skills
Stealth +7, Sleight of Hand +5
Senses
darkvision 60 ft.
Passive Perception
10
Languages
Common, Goblin
Challenge
3
Lineage
Goblin
Environment
forest, grassland, hill, planar (acheron), planar (feywild), underdark
STR
8
−1
DEX
16
+3
CON
12
+1
INT
16
+3
WIS
10
+0
CHA
10
+0

Traits

Proficiency Bonus

+2

Treasure

Implements: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme. Individual: The monster doesn't have a treasure hoard, but it might keep monetary treasure.

Actions

Multiattack

The goblin makes two Hex Stick attacks. It can replace one attack with a use of Spellcasting.

Hex Stick

Melee or Ranged Attack Roll: +5, reach 5 ft. or range 60 ft. Hit: 12 (2d8 + 3) Psychic damage.

Spellcasting

The goblin casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):

  • At will: Minor Illusion
  • 1/day each: Blindness/Deafness, Faerie Fire, Grease

Reactions

Jinx

Trigger: A creature the goblin can see hits it with an attack roll. Response: Wisdom Saving Throw: DC 13, the triggering creature. Failure: The attack misses instead.

Spells

Minor Illusion [5.5e], Blindness/Deafness [5.5e], Faerie Fire [5.5e], Grease [5.5e]

Other data

description

Goblins are Feywild embodiments of recklessness and ruin. They delight in wreckage—the louder, the more energetic, and the more convoluted, the better. Goblin raids are often as much opportunities to enjoy setting fires and tormenting livestock as they are parts of more disruptive plots. Goblins obey those who accomplish the wildest plans. Such leaders might be goblin raid masterminds, bombastic magic-users, or those capable of making the loudest noises. Hobgoblins and forceful humanoids might also command ornery groups of goblins, directing their destructiveness toward banditry, sabotage, or war. The deity Maglubiyet claims to be the god of goblins, hobgoblins, and bugbears, and on the Infinite Battlefield of Acheron, the deity commands innumerable goblinoid legions. In ages long past, Maglubiyet witnessed the destructive propensity of goblinoids and relocated a population of them from the Feywild to his realm on the Outer Planes. Since then, hordes of these more martial-minded goblins have flourished, with some finding their ways to Material Plane worlds. These vicious invaders seek to sow ruin in preparation for their god's conquest.

Goblin Hexer: Goblin hexers use flashy and disruptive magic. Many goblin hexers are theatrical, dressing and behaving in exaggerated mimicry of archmages.