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Site Title

Goblins are small humanoids that many consider little more than a nuisance. However, if they are unchecked, their great numbers, rapid reproduction, and evil dispositions enable them to overrun and despoil civilized areas.
Goblins have flat faces, broad noses, pointed ears, wide mouths, and small, sharp fangs. Their foreheads slope back, and their eyes are usually dull and glazed, varying in color from red to yellow. They walk upright, but their arms hang down almost to their knees. Goblins' skin color ranges from yellow through any shade of orange to a deep red; usually all members of a single tribe are about the same color. They wear clothing of dark leather, tending toward drab, soiled-looking colors.
Goblins speak Goblin; those with Intelligence scores of 12 or above also speak Common.
Most goblins encountered outside their homes are warriors; the information in the statistics block is for one of 1st level.

GOBLIN
Small Humanoid (Goblinoid)
Goblin, 1st-Level Warrior

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 plains

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

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.

Page Last Updated March 13th, 2005

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