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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.
Hit Dice: 1d8+1 (5 hp)
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 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
Environment: Temperate plains
Organization: Gang (49), band (10100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th6th level), warband (1024 with worg mounts), or tribe (40400 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th8th level, 1024 worgs, and 24 dire wolves)
Challenge Rating: 1/3
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +0
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