Rules edition: This Dungeon Master guide uses the legacy Goblin monster from the 2014 Basic Rules. It is about running Goblin NPCs in encounters, not building a player character with Fighter class levels. The encounter advice can be adapted to other systems.
What the 2014 Goblin stat block does
The Basic Rules Goblin is a Small CR 1/4 creature with AC 15, 7 hit points, a 30-foot speed, and Nimble Escape. Its scimitar and shortbow attacks each have a +4 attack bonus and deal 1d6 + 2 damage on a hit. Nimble Escape lets it take the Hide or Disengage action as a bonus action on each of its turns. The stat block does not give it Pack Tactics or Fighter class features.
Use terrain and choices
Place Goblins where cover, obstacles, elevation, or multiple paths create choices for the party. A Goblin can attack and then Hide or Disengage with its bonus action, but hiding still follows the normal sight and cover rules. Make the creature’s location and the available cover clear enough for players to make informed decisions. Goblins can retreat, negotiate, call for help, or protect something important; they do not have to fight to the death.
Vary the encounter objective. The group might defend a bridge while civilians cross, rescue a captive, prevent a warning signal, or capture a Goblin carrying useful information. This gives the party decisions beyond eliminating every opponent.
Adjust difficulty for the actual party
The CR 1/4 stat block is only a starting point. Encounter difficulty depends on party size, character levels, terrain, and the number of other threats. Use the 2014 encounter-building guidance and adjust after considering how difficult it is for the group to reach or see the Goblins. Several low-CR creatures can still pressure a low-level party when their attacks concentrate on one character.
For an elite Goblin, choose a clear change—more hit points, a stronger ally, better cover, or one additional ability—and check how it changes the encounter. Adding Action Surge or other player-character Fighter features is homebrew, not a feature of the Goblin stat block. Tell players when an enemy has unusual abilities if their characters could recognize them.
Give each group a reason to act
Goblin groups can be frightened, ambitious, hungry, protective, or divided. Set a simple goal for each group and decide what would make its members change course. One Goblin might value a captive’s safety; another might want to impress a leader. Let those motives appear through choices and dialogue rather than making every Goblin behave the same way.
Use retreat and morale as encounter options. A group may run when its objective becomes impossible, when an escape route is threatened, or when a leader falls. A different group might hold its ground to protect a home. These are DM choices for the scene, not rules traits that every Goblin must follow.
Build a memorable scene
Show how the encounter connects to the campaign. Scattered equipment may reveal who armed the Goblins; a failed raid may be an attempt to recover food; a captured scout may know only part of a larger plan. Give the party more than one way to respond, then let their choices affect what happens next.
For the player-character build, see our legacy Goblin Fighter guide. For more class advice, see the Fighter guide.