Goblin Shaman 1
Goblin Shaman 1 — The Encounter
Hooded hedge-witch of the warren's whispering spirits · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Goblin Shaman 1
Goblins do not pray so much as bargain, and the Shaman is their broker with the unseen. This one is the warren's hedge-witch, a keeper of bones and grudges who tends the sick, curses the absent, and reads the future in the way a thrown knuckle lands. It claims to hear the spirits of every goblin that ever died in the tunnels, and perhaps it does, for its blessings put a fervour into the warband that mere chieftains cannot. In a fight the Shaman hangs back among the warriors, mending the wounded, hurling biting spirits at the foe, and barking spirit-borne commands that send enemies stumbling the wrong way. Kill it and the warband's nerve often breaks with it. The Shaman knows this, and so it guards its own skin above all, certain the spirits have promised it a long life and unwilling to test that promise in the front rank.
Run Goblin Shaman 1 in Sixty Seconds
- Buff first Round one, cast bless on the warband and conjure spiritual weapon before anyone trades blows.
- Heal the line Use Healing Word and cure wounds to keep frontline goblins standing one round longer than they should.
- Kill-priority (for PCs): the shaman Its blessings and heals prop up the whole warband, so the party should drop it first; play it as guarded and elusive.
- When bloodied It Disengages behind its warriors, commands a PC away, and heals itself, certain the spirits will save it.
- Three ways to run it Healer (sustains the warband), curse-witch (command and spirit bolts to disrupt), or oracle (a captured guide who bargains with spirits for the party).
Goblin Shaman 1
Small humanoid (goblinoid), neutral evil
CR 2 · 450 XP · GUIDELINENimble Escape. The shaman can take the Disengage or Hide action as a bonus action on each of its turns.
Spirit-Speaker. The shaman is a Wisdom-based caster (spell save DC 13, +5 to hit with spell attacks). It knows guidance, resistance, and thaumaturgy at will and can cast each of the following twice per day: bless, cure wounds, healing word, spiritual weapon, and command. As a signature rite, once per day it may cast bless on up to three goblins and itself, harnessing the warren's hungry spirits.
Actions
Multiattack. The shaman makes one fetish-wand attack and casts a cantrip, or casts one spell.
Spirit Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 8 (2d6+1) necrotic damage as biting spirits gnaw at the target.
Bone Wand. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage.
Bonus Actions & Reactions
Healing Word. As a bonus action (2/day), the shaman speaks a word of mending; a creature it can see within 60 ft. regains 7 (1d4+5) hit points.
A stooped goblin in spirit-robes mutters over a fistful of bone fetishes, one clawed hand raised to ward off whatever it alone can see.
Goblin Shaman 1, Bound
Companion · acts on your initiative
Bound · GUIDELINESpirit Ward (signature). Once per short rest, Goblin Shaman 1 ties a fetish to an ally; that ally gains 5 temporary hit points and advantage on its next saving throw.
Actions
Bone Rattle. Ranged Spell Attack: +4 to hit, range 30 ft., one target. Hit: 5 (1d8+1) necrotic damage.
Reactions
Warding Whisper. When an ally within 30 ft. fails a saving throw, Goblin Shaman 1 lets it reroll once (1/day).
A wizened apprentice goblin hung with charms, forever muttering to spirits only it can hear.
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 by blessing the warband and dropping spiritual weapon, then heal and sling Spirit Bolts from the rear. Kill-priority for the PCs is the shaman itself. Pair it with raiders who guard it; alone it folds.
Stack bless and command to derail the party, keep the front line healed, and stay behind a screen. Run it as the support heart of a goblin host beside a bigger leader, never solo.
Buff and sustain a lair full of minions while a flagship boss does the killing. Re-heal whoever the party focuses. This is a force-multiplier; pair it with a bigger threat rather than fielding it alone.
Put Goblin Shaman 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 Shaman 1?
It is a CR 2 support add-on at its native Tier 1 (AC 13, HP 36, spell DC 13). Tier 2 (~CR 6) and Tier 3 (~CR 11) versions are included with the same kit and scaled numbers.
Can Goblin Shaman 1 be a companion or ally?
Yes. A Shaman makes a potent ally healer and buffer, blessing and mending the party as readily as a warband. Use the bound companion Mossfinger for a lighter version, or run the Shaman as a spirit-broker hireling who reads omens for the group.
Which spells does it use?
All SRD-standard: guidance, resistance, and thaumaturgy at will, plus bless, cure wounds, healing word, spiritual weapon, and command. Its danger is sustain and disruption, not raw damage, so removing it quickly collapses the goblins it supports.
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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