The Endlessness
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Fighting Goblins and Goblinoids in D&D 5e

D&D 5e goblins, hobgoblins, bugbears guide. Stats, tactics, and how to survive the classic low-level encounters.

Fighting Goblins and Goblinoids in D&D 5e

Goblins are 5e's signature low-level enemy. Every campaign has them. Every new adventurer fights them.

Here's the complete guide.

Goblins (CR 1/4)

  • HP: 7.
  • AC: 15 (leather armor, shield).
  • Damage: 1d6+2 (scimitar or shortbow).
  • Speed: 30 ft.
  • Special: Nimble Escape (Disengage or Hide as bonus action).

Tactics

Goblins swarm. They use hit-and-run tactics. Always have missile weapons.

Nimble Escape is the tricky one. Goblins can attack, then hide as a bonus action, making them hard to target on subsequent turns.

Fighting Goblins

  • AOE them. Fireball is overkill but effective. Burning Hands works.
  • Force them to close. Kite if you can.
  • Focus one at a time. Goblins aren't tough. One hit often drops them.

Hobgoblins (CR 1/2)

  • HP: 11.
  • AC: 18 (chainmail, shield).
  • Damage: 1d8+1 (longsword).
  • Special: Martial Advantage (+2d6 damage if an ally is within 5 ft of the target).

Tactics

Hobgoblins are disciplined. They work in formations. They flank.

Martial Advantage is the stinger. A hobgoblin in melee with an ally adjacent deals 1d8 + 2d6 per hit. That's painful.

Fighting Hobgoblins

  • Prevent flanking. Stay in corridors. Force them into 1v1.
  • Take out leaders. Hobgoblin captains buff troops.
  • Ranged combat. Their AC 18 is high; missile fire from cover is good.

Bugbears (CR 1)

  • HP: 27.
  • AC: 16 (hide armor, shield).
  • Damage: 2d8+2 morningstar.
  • Special: Surprise Attack (+2d6 damage on a surprised creature).

Tactics

Bugbears are big. They ambush. They go for surprise attacks.

Surprise Attack can nova a target on round 1 if the bugbear surprises them. +2d6 extra damage.

Fighting Bugbears

  • Avoid surprise. Keep sentries. Use Perception.
  • Kite. Their melee is strong; range is safe.
  • Focus fire. Single bugbear dies fast; multiple are dangerous.

Goblin Bosses

In campaigns, you'll meet:

  • Goblin Bosses (CR 1): stronger goblins with better gear.
  • Hobgoblin Captains (CR 3): leaders with +2 AC and Leadership (ally buff aura).
  • Bugbear Chiefs (CR 3): beefier bugbears with more HP.

These are mini-bosses. Treat them as priority targets.

Goblin Lairs

Classic dungeons include:

  • Goblin caves. Tight tunnels, traps, ambushes.
  • Hobgoblin fortresses. Military discipline, formation tactics, siege equipment.
  • Bugbear encampments. Isolated but deadly.

Terrain matters. Goblins thrive in warren tunnels. Hobgoblins control corridors. Bugbears ambush from cover.

Difficulty Scaling

  • Level 1-3: Goblins are medium. Hobgoblins are hard. Bugbears are scary.
  • Level 4-6: Goblins are easy. Hobgoblins are medium. Bugbear groups are interesting.
  • Level 7+: Individual goblinoids are trivial. Only large groups matter.

The Endlessness and Goblinoids

Our AI Dungeon Master runs goblinoids with their full feature set: Nimble Escape, Martial Advantage, Surprise Attack. Goblin encounters feel like real tactical challenges.

For related reads, our CR and encounter balance, combat rules, and boss fight tactics cover more.

Final Takeaway

Goblins, hobgoblins, bugbears. Know them. They're the foundation of D&D low-level combat. Fight them smart, not hard.

Start a low-level character on The Endlessness and see how goblins play.

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