Goblin Trapper¶
Small humanoid (goblinoid), neutral evil
Armor Class 15 (leather armor, shield) Hit Points 24 (7d6) Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 15 (+2) | 10 (+0) | 12 (+1) | 12 (+1) | 8 (-1) |
Skills Investigation +3, Perception +3, Stealth +6 Senses darkvision 60 ft., passive Perception 13 Languages Common, Goblin Challenge 1 (200 XP) Proficiency Bonus +2
Nimble Escape. The Trapper can take the Disengage or Hide action as a bonus action on each of its turns.
Trap-Sense. The Trapper knows the location, trigger, and effect of every Lair Defense in his clan's lair. He moves past them freely.
Actions¶
Multiattack. The Trapper makes two attacks with his shortbow.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Smoke Pot (3/day). The Trapper hurls a clay pot up to 30 feet at a point he can see. The pot bursts and a 10-foot radius sphere of thick smoke centered on that point spreads around corners. The sphere lasts for 1 minute or until a strong wind disperses it. Vision inside the sphere is heavily obscured. The Trapper starts each encounter with 3 smoke pots.
Set Snare (1/short rest). As an action, the Trapper places a hidden snare in an unoccupied 5-foot square adjacent to him. The snare is a hidden trap (DC 13 Perception to spot, DC 13 Investigation to identify the trigger). The first Medium or smaller creature that enters the square must succeed on a DC 13 Dexterity saving throw or be restrained. A creature can use its action to make a DC 12 Strength (Athletics) check to free itself or an adjacent restrained creature.
Reactions¶
Yank the Rope. When an enemy the Trapper can see triggers a Lair Defense in the same Location as the Trapper, the Trapper may spend his reaction to sharpen the effect: the defense's save DC increases by 2 for that trigger.
Description¶
The Trapper is the clan's mechanical mind: rope, pitch, cut logs, clay pots, and a working knowledge of what will and will not tumble when pulled. He knows every trigger in the warren by touch. When the clan retreats, he stays just long enough to arm one last surprise.
Design notes¶
Sits at the Medium tier of the Goblins axis alongside the Goblin Boss and Juju at CR 1. Distinguishes from Boss (melee leader) and Juju (spellcaster) by owning the lair-defense economy. Smoke Pot gives the Trapper a persistent on-demand obscurement tool that reinforces the Goblins identity (hide, ambush, snipe, retreat) without stepping on the Juju's spell list. Trap-Sense and Yank the Rope tie the Trapper mechanically to the lair's own defenses, so his death is felt as the clan's snares getting easier and the smoke pots running out.
Set Snare is a limited on-table trap so the Trapper contributes to containment even outside his prepared lair.