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Goblins are Everywhere | 5e Monsters

Author: MMPapps Corp.

Addon: Content which can be added into any game - new or existing!

Price: $7.99

Goblins are Everywhere | 5e Monsters

We present goblins adapted to nine environments: Ice, City, Mountain, Swamp, Volcanic, Desert, Forest, Jungle, and Sea.

Goblins Are Everywhere is a monster supplement for 5e that presents goblins not as a single disposable low-level nuisance, but as a species defined by relentless adaptation. Instead of escalating into high-CR warlords or legendary tyrants, this book keeps goblins within their natural ceiling and explores how they thrive in radically different terrain.

These are not alternate ancestries. They are alternate habitats.

The intent of this product is environmental identity and encounter variety. Each biome presents three goblins—CR 1/8, 1/4, and 1/2—whose abilities reflect survival strategies shaped by climate, geography, and opportunity. Their strength does not lie in raw power. It lies in numbers, positioning, and terrain mastery.

Goblins rarely rule themselves. Where organization rises above petty gangs or tribal clusters, leadership often comes from hobgoblins, bugbears, or other stronger goblinoids. This book focuses on the rank-and-file survivors—the ones who infest every corner of the world.

Jurisdictions, history, and alignment nuances are intentionally undefined. Ice goblins may haunt glacial passes, desert goblins may trail caravans, city goblins may infest sewer systems beneath proud capitals. They are not organized empires. They are opportunists.

Goblins do not conquer worlds, they infest them.

How dangerous they become depends entirely on how prepared the party is to fight where the goblins are strongest.

Ice Goblins

Ice Goblin Snow Skulk (CR 1/8): Light-footed ambusher who blends into snowfall and white terrain, striking before vanishing into flurries.

Ice Goblin Iceblade (CR 1/4): Frost-bitten skirmisher whose chilled strikes slow fleeing enemies across slick ground.

Ice Goblin Frost Trapper (CR 1/2): Battlefield controller who prepares icy patches, brittle bridges, and snow-laden hazards.

City Goblins

City Goblin Alley Skulk (CR 1/8): Urban lookout who disappears into alleys, scaffolds, and drainage tunnels.

City Goblin Thief (CR 1/4): Agile cutpurse and rooftop runner specializing in ambush strikes and quick escapes.

City Goblin Saboteur (CR 1/2): Arsonist and infrastructure-wrecker who weaponizes oil, scaffolds, and sewer hazards.

Mountain Goblins

Mountain Goblin Cliff Skitterer (CR 1/8): Climbing specialist who uses height and narrow ledges to harass larger foes.

Mountain Goblin Slingfighter (CR 1/4): High-ground ranged combatant who rains stones from above.

Mountain Goblin Rockbreaker (CR 1/2): Terrain manipulator who triggers small rockslides and destabilizes footing.

Swamp Goblins

Swamp Goblin Mire Skulker (CR 1/8): Mud-concealed ambusher who strikes from shallow water and reed cover.

Swamp Goblin Netter (CR 1/4): Restraining skirmisher who entangles enemies in muck and difficult terrain.

Swamp Goblin Rotcaller (CR 1/2): Poison-wielding controller who weakens foes before fading into fog.

Volcanic Goblins

Volcanic Goblin Ash Skulk (CR 1/8): Smoke-blurred ambusher who thrives in drifting ash and low visibility.

Volcanic Goblin Obsidian Cutter (CR 1/4): Brutal melee fighter wielding razor-sharp volcanic glass blades.

Volcanic Goblin Cinderhand (CR 1/2): Fire-flinging skirmisher who creates burning zones and heat pressure.

Desert Goblins

Desert Goblin Sand Skitter (CR 1/8): Elusive ambusher who uses dunes and shifting sand for concealment.

Desert Goblin Raider (CR 1/4): Hit-and-run attacker who strikes caravans and retreats into open terrain.

Desert Goblin Dustcaller (CR 1/2): Battlefield obscurer who creates sandbursts to disrupt vision and formation.

Forest Goblins

Forest Goblin Thorn Skulk (CR 1/8): Poison-pricking ambusher hidden among undergrowth and brambles.

Forest Goblin Archer (CR 1/4): Foliage-concealed ranged attacker who strikes from partial cover.

Forest Goblin Vine Snarer (CR 1/2): Controller who restrains targets with entangling growth and hidden lines.

Jungle Goblins

Jungle Goblin Canopy Skulk (CR 1/8): Vine-swinging scout who attacks from above before repositioning.

Jungle Goblin Dart Hunter (CR 1/4): Blowgun specialist using venom-coated darts in dense foliage.

Jungle Goblin Beastkeeper (CR 1/2): Skirmisher who coordinates minor jungle fauna to disrupt enemies.

Sea Goblins

Sea Goblin Reef Clinger (CR 1/8): Aquatic ambusher who clings to coral and rocky seabeds before striking.

Sea Goblin Harpoon Raider (CR 1/4): Piercing attacker who drags enemies beneath the surface.

Sea Goblin Netcaster (CR 1/2): Water-control specialist who entangles foes and pulls them deeper into the tide.

Compatible Products

Goblins can be found everywhere. See our Fantasy Maps.

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