High Goblin Illusionist

Medium fey (goblinoid), neutral evil

Armor Class 12 (15 with mage armor)
Hit Points 45 (10d8)
Speed 30 ft.

9 (-1) 14 (+2) 10 (+0) 17 (+3) 13 (+1) 12 (+1)

Skills Arcana +6, Deception +5, Perception +4, Stealth +5
Senses Darkvision 60ft., passive Perception 14
Languages Cathian, Goblin
Challenge 7 (2,900 XP)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Innate Spellcasting. The goblin’s spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:

Spellcasting. The goblin is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The goblin has the following wizard spells prepared:

*Enchantment spell of 1st level or higher


Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.


Instinctive Charm (Recharges after the goblin casts an enchantment spell of 1st level or higher). The goblin tries to magically divert an attack made against it, provided that the attacker is within 30 feet of it and visible to it. The goblin must decide to do so before the attack hits or misses.

The attacker must make a DC 14 Wisdom saving throw. On a failed save, the attacker targets the creature closest to the goblin, other than the goblin or itself. If multiple creatures are closest, the attacker chooses which one to target.

Of all the breeds of goblin, the high goblin is the most rare. High goblins look very much like elves and often use this to their advantage.

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