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  Goblin, 1st-Level Warrior
  Small Humanoid (Goblinoid)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 size, +1 Dex, +2 leather armor, +1 light shield), touch 12, flat-footed 14
Base Attack/Grapple: +1/–3
Attack: Morningstar +2 melee (1d6) or javelin +3 ranged (1d4)
Full Attack: Morningstar +2 melee (1d6) or javelin +3 ranged (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft.
Saves: Fort +3, Ref +1, Will –1
Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6
Skills: Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2
Feats: Alertness
Environment: Temperate any
Organization: Gang (4–9), band (10–100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th–6th level), warband (10–24 with worg mounts), or tribe (40–400 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th–8th level, 10–24 worgs, and 2–4 dire wolves)
Challenge Rating: 1/3
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +0

Goblin Sounds

by Scott Schwartz | http://opengameart.org/users/maclaird

A goblin stands 3 to 3-1/2 feet tall and weighs 40 to 45 pounds. Its eyes are often dull and glazed, varying in color from red to yellow. A goblin’s skin color ranges from yellow through any shade of orange to a deep red for goblins who live in arid regions, goblins living in more humid environments usually have skill ranging from yellow to deep green; usually however, all members of a tribe are about the same color. Goblins wear clothing of dark leather, tending toward drab, soiled-looking colors. Goblins speak Goblin; those with Intelligence scores of 12 or higher may also speak Common or Orc, a few are found with a working knowledge of Gnoll.

Most goblins encountered outside their homes are warriors; the information in the statistics block is for one of 1st level.

Folk Lore

On Earth stories of the goblin originated in north-western Europe during medieval times. These creatures were depicted as mischievous if not completely evil and often represented mob mentality or the senseless violence of gangs. The story of Beowulf stated that goblins were the descendants of the Bible’s Cain.

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Environment

The goblins of Ǻrth inhabit all manner of temperate climes. Goblins are survivors, and will tenaciously eek out an existence in places stronger or more sophisticated races would rather avoid. While goblins hunt and scavenge above ground, they prefer to make their homes in shallow natural caves which might offer them some protection from large predators.

Most isolated areas of Auctorus will be home to a tribe or two of goblins. However, the western badlands known as the Goblin Waste has become something of a goblin homeland.

Goblins as Player Characters

Goblin characters possess the following racial traits.

— –2 Strength, +2 Dexterity, –2 Charisma.

—Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalties on grapple checks, lifting and carrying limits 3/4 those of Medium characters.

—A goblin’s base land speed is 30 feet.

—Darkvision out to 60 feet.

— +4 racial bonus on Move Silently and Ride checks.

—Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.

—Favored Class: Rogue.

The goblin warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Combat

Being bullied by bigger, stronger creatures has taught goblins to exploit what few advantages they have: sheer numbers and malicious ingenuity. The concept of a fair fight is meaningless in their society. They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise.

Goblins have a poor grasp of strategy and are cowardly by nature, tending to flee the field if a battle turns against them. With proper supervision, though, they can implement reasonably complex plans, and in such circumstances, their numbers can be a deadly advantage.

 

Skills: Goblins have a +4 racial bonus on Move Silently and Ride checks. Goblin cavalry (mounted on worgs) usually select the Mounted Combat feat in place of the Alertness feat, which reduces their Spot and Listen check modifiers from +3 to +1.

Challenge Rating: Goblins with levels in NPC classes have a CR equal to their character level –2.

Creature Sightings

Goblins are often encountered on the edges of human society where they make their way as brigands and thieves.

Goblin

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