Goblin Raider 1
Goblin Raider 1 — The Encounter
Snarling axe-goblin who hits first and laughs after · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Goblin Raider 1
Raiders are the cutting edge of any goblin host, the ones who go over the wall first because they are too quick to think and too vicious to wait. They live for the rush of a breached gate and the panic of an unready village, and they measure their worth in trophies hacked from those who ran too slow. A Raider fights in a screaming knot of its fellows, each spurring the others to greater recklessness, and a lone one is far less dangerous than three together. They favour the notched axe because it bites and tears, and they throw hatchets at any foe quick enough to keep its distance. Discipline is alien to them; a Raider will break off mid-kill to chase loot, settle a grudge, or simply flee when the tide turns, only to return the moment the odds shift back. Chieftains channel this frenzy by pointing it at a wall and getting out of the way.
Run Goblin Raider 1 in Sixty Seconds
- Charge first Round one, Reckless Charge the nearest soft target to knock it prone, then follow with both axe swings.
- Fight as a pack Raiders are deadly in numbers and weak alone; cluster them and trade War-Whoops for stacked advantage.
- Kill-priority: the prone Once a PC is down, the raider piles on with allies, exploiting prone targets for easy hits.
- When bloodied It Disengages, hurls a hatchet, and looks for fresh prey or an exit, rejoining when the odds turn.
- Three ways to run it Wall-breacher (first over the rampart), pack-skirmisher (gang tactics with kin), or raider-captain (uses War-Whoop to buff a goblin mob).
Goblin Raider 1
Small humanoid (goblinoid), chaotic evil
CR 2 · 450 XP · GUIDELINENimble Escape. The raider can take the Disengage or Hide action as a bonus action on each of its turns.
Reckless Charge. If the raider moves at least 15 ft. straight toward a creature and hits it with a notched axe on the same turn, the target takes an extra 4 (1d8) slashing damage and must succeed on a DC 12 Strength save or be knocked prone. As a signature flourish, the raider may make this charge with advantage on the attack roll, but the first attack against it before its next turn also has advantage.
Actions
Multiattack. The raider makes two notched axe attacks.
Notched Axe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8+2) slashing damage.
Thrown Hatchet. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 6 (1d6+2) slashing damage.
Bonus Actions & Reactions
War-Whoop. Once per turn as a bonus action, the raider lets out a savage cry; one allied goblin within 30 ft. that can hear it gains advantage on its next attack roll this round.
A wiry goblin bares a mouthful of broken teeth as it swings a crudely notched axe, hide armour rattling with the bones of past kills.
Goblin Raider 1, Bound
Companion · acts on your initiative
Bound · GUIDELINEPack Frenzy (signature). Once per short rest, Goblin Raider 1 whips the warband into a frenzy; allies within 20 ft. deal +2 damage on their next melee hit this round.
Actions
Hand-Axe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6+2) slashing damage.
Reactions
Dodge Aside. When hit by an attack, Goblin Raider 1 uses Nimble Escape's instinct to twist away, reducing the damage by 1d6 if it has cover within 5 ft.
A scrawny tagalong who echoes the lead raider's war-cry and steals from the bodies after.
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.
Open with a Reckless Charge to knock a target prone, then hack twice. Use Nimble Escape to dart between foes. Run it in a screaming pack of three or more; one raider alone folds fast.
Charge the squishiest PC, knock it down, and pin it with War-Whoop'd allies. Throw hatchets at fleeing targets. Field it as the shock element beside a tougher goblin leader.
Lead a wave of raiders to swamp the party while a bigger threat holds the center. Knock down and gang up on isolated PCs. This is a minion-leader, not a solo boss; pair it with a flagship adversary.
Put Goblin Raider 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 Raider 1?
It is a CR 2 add-on at its native Tier 1 (AC 14, HP 42). Tier 2 (~CR 6) and Tier 3 (~CR 11) versions are included with identical traits and scaled numbers for higher-level games.
Can Goblin Raider 1 be a companion or ally?
Yes, though an uneasy one. A Raider works as a brutal sellsword or pack-leader if it respects whoever pays it, but its frenzy and greed make it unreliable. Use the bound companion Snag for a tamer ally, or play the Raider as a loyal-until-the-loot-shows mercenary.
Why field more than one?
Raiders are built to fight in packs; a single one is fragile and easily out-actioned by a party. Reckless Charge and War-Whoop reward numbers, so three or more raiders with a leader make a genuinely threatening Tier 1 encounter.
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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