Goblin King
Goblin King — The Encounter
Two-faced horned warlord who rules by fear and the lash · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Goblin King
The warren whispers that the king was born twice in one body, and that the second head is the price he paid for the cunning that has kept him alive through a dozen coups. True or not, both heads share a single appetite — for fear, for tribute, for the small ugly pleasure of watching lessers grovel. Nothing surprises him; one head always watches the dark while the other gorges and gloats, so the assassins his rivals keep sending have a poor record. He leads from the front when it suits his pride and from behind a wall of disposable cutters when it suits his survival, and he is shrewd enough to know which is which. His bellowed war-cry can drive the whole warren into a frenzy and freeze a brave heart mid-swing in the same breath. Kingdoms that dismiss him as merely a big goblin tend to learn, too late, that the green tide has a head — and that the head is clever.
Run Goblin King in Sixty Seconds
- He can't be caught off guard — Two Heads gives advantage on most control saves and immunity to surprise; don't waste fear or stuns on him.
- Open with War-Cry to fear the party while the whole warren surges in on the reaction.
- Kill-priority for the king is whoever closes to melee — staff them at 10 ft and shove them prone with the slam.
- When bloodied lean on Throw a Cur and Grobble to redirect hits, spending legendary Staff Strikes off-turn.
- Three ways to run him: a chieftain mini-boss with a warband, a solo-capable warlord for a level 5-10 party, or the head of a full warren at high tier.
Goblin King
Medium humanoid (goblinoid), chaotic evil
CR 5 · 1,800 XP · GUIDELINETwo Heads, One Will. Signature. The king's second head never sleeps. He has advantage on Wisdom (Perception) checks and on saves against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious, and he can't be surprised.
Tyrant's Presence. Each enemy that starts its turn within 15 feet of the king and can see him must succeed on a DC 14 Wisdom save or be frightened until the start of its next turn.
Actions
Multiattack. The king makes two attacks: one with his fanged staff and one with a slam, or two with his fanged staff.
Fanged Staff. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage, and the target must succeed on a DC 15 Strength save or be knocked prone.
War-Cry (Recharge 5-6). The king lets both heads howl. Each allied goblinoid within 60 feet that can hear him can immediately use its reaction to move up to its speed and make one weapon attack with advantage. Each enemy within 30 feet must make a DC 14 Wisdom save or be frightened of the king until the end of its next turn.
Bonus Actions & Reactions
Throw a Cur. When the king is hit by an attack, he can use his reaction to force an allied goblinoid within 5 feet to swap places with him and take the hit instead.
Legendary Actions (3/Round)
Staff Strike. The king makes one Fanged Staff attack.
Bark Orders. The king commands an allied goblinoid within 60 feet to move up to its speed and make one weapon attack as a reaction.
Watchful Slam (Costs 2 Actions). The king's second head spots a threat; he makes one Slam attack with advantage against a creature he can see, even outside his normal reach if it is within 10 feet.
A towering, paunchy goblin warlord, a smaller second head jutting from his shoulder and a horned helm crowning the first, one hand open in a grandiose gesture and the other gripping a vicious fanged staff.
Goblin King, Bound
Companion · acts on your initiative
Bound · GUIDELINEKing's Cur (signature). While within 5 feet of the king, Goblin King can be forced to take hits in his place (see Throw a Cur) and adds 1d6 to its weapon damage while the king is conscious.
Actions
Cleaver. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.
Reactions
Take the Blow. When an attack would hit the king, Goblin King can move up to 5 feet and take the attack instead.
The king's chief enforcer, brutal to lessers and craven before the throne, kept fat and loyal as a living shield.
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.
Run him as a chieftain mini-boss. Open with War-Cry to fear the party and rush minions in, then beat down whoever closes with the reach staff. His legendary actions let him punch above a low-level party, but he plays best fronted by a few goblin shields.
His home tier as a solo-capable boss (band-dropped for the legendary kit). Open with War-Cry + Tyrant's Presence to lock the party in fear and swarm them. Use Throw a Cur and Grobble to shrug focus-fire while spending legendary Staff Strikes between turns. A handful of goblins makes it a proper boss fight.
Field him as a warlord boss leading a full warren. Fear the party, command minion waves, and trade legendary strikes every round; his second head means no surprise round and few control effects stick. Always ring him with cutters as shields.
Put Goblin King 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 King?
His native, solo-capable build is CR 5 (1,800 XP) — a Tier 2 boss whose legendary actions and reaction let him anchor a fight against a full party. The sheet also gives Tier 1 and Tier 3 numbers.
Can Goblin King be a companion or ally?
He is built as an adversary and warlord, far better as a rival or quest-giver than a party ally. He ships with his own bound companion, Grobble, his chief enforcer.
Is he a solo boss?
Yes — three legendary actions plus the Throw a Cur reaction give him the action economy to carry a fight, ideally with goblin minions as living shields.
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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