Goblin 10
Goblin 10 — The Encounter
Twin-Axe Reaver of the Warren-Camp · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Goblin 10
Among the warren-camps that fester in old quarries and burned woodland, the largest and meanest goblins claw their way to the front of the warband and earn a second axe. Folk call such a one a reaver: not a chieftain, but a killer set loose ahead of the mob to break a line before the spears arrive. It fights in a spinning fury, hurling a hand-axe to fell a fleeing scout, then closing to hew with the heavy blade. Reavers are cowards by instinct and savages by trade, slipping into the dark the moment a fight turns against them, only to circle back and fall upon the wounded. They keep no honor and take no prisoners worth ransom. Where one reaver howls, a dozen lesser goblins answer, and the camp's drums beat faster. Kill the reaver and the warband loses its nerve; let it live and it will lead the rush over your barricade.
Run Goblin 10 in Sixty Seconds
- It's a skirmisher, not a wall. The reaver wants to hit, hurt, then vanish. Treat Nimble Escape as its real weapon and chase it down before it relocates.
- Open with the throw. First action is the Throwing Axe at a squishy caster or archer, then it charges the nearest lightly armored target and turns on Reckless Whirl.
- Reckless Whirl is the trap. When it whirls it hits hard with advantage but everyone hits it back with advantage too, and the backswing pings the first melee attacker for 1d6.
- Kill-priority: drop the reaver to break the warband's nerve; it leads the rush and the lesser goblins follow its drum.
- Three ways to run it: lone breaker softening a line, a pair leapfrogging via Nimble Escape, or a whole reaver-pack escorting a bigger boss.
Goblin 10
Small humanoid (goblinoid), neutral evil
CR 2 · 450 XP · GUIDELINENimble Escape. The reaver can take the Disengage or Hide action as a bonus action on each of its turns.
Reckless Whirl. Signature. At the start of its turn, the reaver can choose to attack recklessly. If it does, it has advantage on melee attack rolls this turn, and attack rolls against it have advantage until the start of its next turn. While whirling, the first creature that hits it with a melee attack takes 3 (1d6) slashing damage from a wild backswing of its second axe.
Actions
Multiattack. The reaver makes two attacks: one with its Heavy Axe and one with its Throwing Axe (melee or thrown).
Heavy Axe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) slashing damage.
Throwing Axe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
A barrel-chested goblin brute clad in studded leather and a banded hide skirt, snarling as it swings a chipped headsman's axe in one hand and winds up a throwing axe in the other.
Goblin 10, Bound
Companion · acts on your initiative
Bound · GUIDELINEPack Tactics (signature). Goblin 10 has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of that creature and not incapacitated.
Actions
Notched Hatchet. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Reactions
Scamper. When an enemy ends its turn within 5 feet of Goblin 10, it can move up to half its speed without provoking opportunity attacks.
A wiry goblin scout who fights at the reaver's heel, darting in to gang up on whoever the big one has already bloodied.
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 hurling the Throwing Axe at a soft caster, then close on the most lightly armored PC and trigger Reckless Whirl for advantage. When clustered, run several reavers as a pack so Nimble Escape lets them Disengage-and-hide after each strike. Kill-priority is the player who hits hardest in melee; pair the reaver with a goblin mob or a hobgoblin captain as the camp's front-line breaker.
Scale it as a champion of the warband: open with Reckless Whirl into a frontliner, throwing axes only when a target tries to flee. Use Nimble Escape to dart between threats and keep advantage from clustered allies. Pair it with a bigger threat (an ogre or a goblin boss) so the party cannot focus it down before the lesser goblins swarm.
At this tier it is the lieutenant of a warren-lord, not a solo threat. Open in melee with Reckless Whirl, let Reckless Whirl punish the first riposte, and use Nimble Escape to relocate to fresh targets each round. Run it alongside minions and a lair full of traps, and always pair it with a far larger flagship boss so the action economy stays brutal.
Put Goblin 10 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 10?
Its home tier is CR 2 (450 XP), built for level 1-4 parties: AC 14, 45 HP, +4 to hit, save DC 13. The tier table also gives scaled CR 6-ish (Tier 2) and CR 11-ish (Tier 3) versions with the same traits and bigger numbers.
Can Goblin 10 be a companion or ally?
Yes. Snagtooth, Bound is the ready-made allied version (AC 13, 27 HP) with Pack Tactics, a Notched Hatchet attack, and the Scamper reaction, so it can fight at a PC's side or as a captured guide instead of an enemy.
Is the reaver a solo boss?
No. It has no legendary actions and is a front-line add-on, not a centerpiece. Run it with a goblin mob or pair it with a larger flagship threat; a four-PC party will out-act a single reaver on its own.
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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