Goblin 7
Goblin 7 — The Encounter
Cleaver-handed raider of the warren-camps · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Goblin 7
Of the warren-folk the grimoires name goblins: small, sharp-eared, and quick to bleed a careless traveler. This one is no shaman nor king among them but a camp-raider, the sort that haunts the fringes of the goblin-camps where firelight gutters and stolen meat turns on spits. It learned its craft in the press of bodies, where the small survive by being meaner than the large. The cleaver it carries was filed from a butcher's tool; the spike on its shield was driven through by hand, for a goblin would rather wound twice than block once. Folk-tale holds that such raiders never fight where they can ambush, never stand where they can run, and never run where they cannot bite a heel on the way. Take one alone and it is a coward. Take a dozen, with this one in the front rank screaming, and the warren earns its dread.
Run Goblin 7 in Sixty Seconds
- Hold its turn for the bash. Lead with Cleaver, and if it hits, force the DC 12 Strength save to knock the target prone, then let your other goblins swarm the downed PC.
- Kill-priority is the caster. This goblin exists to harass the squishiest back-liner; Stealth +6 and a charge get it there fast.
- When bloodied, it runs. A lone goblin is a coward; use Nimble Escape or Cut and Run to break line of sight and live to ambush again.
- Three ways to run it. As a skirmishing pack member that prones and retreats; as a front-rank enforcer for a bigger boss; or as a trap-line guardian in a warren lair.
- Never stand and trade. Disengage as a bonus action every round so a 4-PC party can't pin it in melee.
Goblin 7
Small humanoid (goblinoid), neutral evil
CR 2 · 450 XP · GUIDELINENimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Spite-Spike Bash. Signature. The center spike of the goblin's shield is its meanest trick. When the goblin hits with its cleaver, it can shove the target with its shield: the target must succeed on a DC 12 Strength saving throw or be knocked prone. While the goblin is within 5 feet of a prone creature, that creature has disadvantage on attack rolls against any target other than the goblin.
Actions
Multiattack. The goblin makes one Cleaver attack and one Shield Bash attack.
Cleaver. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 2) slashing damage.
Shield Bash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and if the target is a creature it must succeed on a DC 12 Strength saving throw or be knocked prone.
Bonus Actions & Reactions
Cut and Run. Bonus Action. The goblin takes the Disengage action, then moves up to half its speed toward an ally or cover.
A green-hided runt in a stitched leather tunic, brandishing a heavy single-bladed cleaver in one fist and a spike-bossed round shield in the other, its tusked face fixed in a permanent snarl.
Goblin 7, Bound
Companion · acts on your initiative
Bound · GUIDELINEPack Cunning (signature). When an ally you can see hits a creature within 5 feet of you, you can use your reaction to make a Cleaver attack against that same creature.
Actions
Cleaver. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
Reactions
Skitter Back. When a creature ends its turn within 5 feet of Goblin 7, it can move up to 10 feet without provoking opportunity attacks.
A leashed warren-runt that fights at your heel and bolts the instant the tide turns, exactly as a goblin should.
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 from cover or with a charge into the squishiest PC, then Shield Bash to knock them prone so allies pile on. Each turn, Cut and Run on a bonus action to skitter behind a frontliner or a corner. Kill-priority is the lone caster; run it as a pack with two or three more goblins and a bigger threat behind them so it never has to trade blows fairly.
Scaled up as a hardened raid-captain among lesser goblins. Open by bashing a key target prone, then Nimble Escape out of reach so the party wastes a turn chasing. Pair it with minions or a warren lair (caltrops, pit traps) and a flagship boss; this is the enforcer, not the centerpiece.
At high tier it is a champion of the warren, deadly only in numbers. Prone-lock a martial PC and let the swarm capitalize, then disengage before the retaliation lands. Always run it with minions or lair hazards and pair it with a bigger threat; do not field it solo.
Put Goblin 7 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 7?
Its home tier is CR 2 (450 XP), built for level 1-4 parties: AC 14, 45 HP, +4 to hit, save DC 12. The stat block scales up to CR-6-ish (Tier 2) and CR-11-ish (Tier 3) numbers if you want it to harass a higher-level party as a captain or champion.
Can Goblin 7 be a companion or ally?
Yes. The companion sidebar gives you Snarltooth, Bound, a leashed warren-runt with Pack Cunning (a free Cleaver reaction when an ally hits a nearby foe) and Skitter Back. It fights at your heel and bolts when the fight turns, exactly as a goblin should.
Is it a solo boss?
No. This is an add-on skirmisher, not a centerpiece; it has no legendary actions and a single coward's reaction. Field it in a pack, behind traps, or as the front-rank enforcer for a larger flagship threat, never alone against a full party.
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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