Goblin Common 1
Goblin Common 1 — The Encounter
Warren rank-and-file with a stolen blade and no conscience · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Goblin Common 1
For every chief on a throne and every shaman with a fetish there are a hundred of these: the common goblin, the warren's blood and bone. It owns nothing it did not steal, fears nearly everything, and survives by the only law that has ever served its kind — never stand alone. In a pack it is fearless, swarming and shrieking and biting at heels; cut off from the others it crumbles into a sniveling thing that bargains, lies, and bolts for the nearest hole. Underestimating it has killed more confident heroes than any dragon, for the danger was never the single goblin but the forty more behind it. They breed fast, hold grudges longer than they have any right to, and remember the face of anyone who has bloodied the warren. A village that drives off a goblin raid has not won; it has merely told the warren where the village is.
Run Goblin Common 1 in Sixty Seconds
- Mob it up — Mob Courage only works with two allies near, so never let this goblin fight alone.
- Open by ganging on the nearest target two-to-one for the advantage dice.
- Kill-priority is any isolated PC; the swarm piles onto whoever strays.
- When bloodied or outnumbered it Nimble-Escapes to hide and regroup rather than die.
- Three ways to run it: a swarm of many as a single encounter, screening troops around a goblin boss, or a fleeing skirmish line that lures the party into the warren.
Goblin Common 1
Small humanoid (goblinoid), neutral evil
CR 1 · 200 XP · GUIDELINEMob Courage. Signature. While the goblin can see two or more allied creatures within 30 feet, it has advantage on attack rolls and on saves against being frightened. Alone, it would rather flee than fight.
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Actions
Multiattack. The goblin makes two attacks with its scavenged blade, or one with its blade and one with a thrown javelin.
Scavenged Blade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
Javelin. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.
A lean, sharp-eared goblin in mismatched leather, hefting a notched blade and grinning at the prospect of an easy kill among many.
Goblin Common 1, Bound
Companion · acts on your initiative
Bound · GUIDELINEPack Tagalong (signature). Goblin Common 1 counts as an ally for the goblin's Mob Courage, and gains the same benefit while it can see the goblin within 30 feet.
Actions
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
Reactions
Scamper. When attacked in melee, Goblin Common 1 can move up to 10 feet without provoking opportunity attacks.
A smaller goblin who shadows the warrior, throwing stones and cackling from just out of reach.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Keep it near other goblins so Mob Courage stays on. Open by swarming the nearest target two-to-one, then Nimble Escape if the odds turn. Kill-priority is whoever is isolated. Pair it with more goblins — that is the entire point.
A scaled-up trooper for higher-level warrens. Mob up, flank, and hide-and-strike with Nimble Escape. Pair it with a bigger threat; it has no tricks beyond numbers.
Use as elite warren rank-and-file in a lair, never solo. Cluster around the boss for Mob Courage and screen it. Pair it with a flagship threat; alone it simply runs.
Put Goblin Common 1 on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is Goblin Common 1?
Its native build is CR 1 (200 XP), a Tier 1 trooper meant to be fielded in numbers. The sheet also gives Tier 2 and Tier 3 numbers for higher-level goblin forces.
Can Goblin Common 1 be a companion or ally?
Yes — a common goblin makes a serviceable minion ally or henchman, brave in a group and cowardly alone. It also ships with its own bound companion, Nibs, a slinger tagalong.
Is it a solo boss?
No. It is rank-and-file by design — no legendary actions, weak alone. Run it as part of a swarm or screening a flagship threat.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
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