|Size & Type (subtype):||Small Humanoid (Goblinoid)||Hit Dice:||1d8 (4)|
|Initiative: ||+1 (Dex) ||Speed: ||30 ft. |
|Armor Class: ||15 (+1 size, +1 Dex, +3 studded leather) ||Attacks: ||Morningstar +1 melee; or javelin +3 ranged |
|Damage: ||Morningstar 1d8-1; or javelin 1d6-1 ||Face and Reach: ||5 ft. by 5 ft./5 ft. |
|Special Attacks: || ||Special Qualities: ||Darkvision 60 ft. |
|Saving Throws ||Fortitude: 2 |
|Abilities: ||Str: 8|
|Skills: ||Hide +6, Listen +3, Move Silently +4, Spot +3 ||Feats: ||Alertness |
|Climate and Terrain: ||Temperate and warm land and underground ||Climate: ||temperate,warm |
|Terrain: ||desert,forest,hill,marsh,mountains,plains,underground ||Organization: ||Gang (4-9), band (10-100 plus 100% noncombatantsplus 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 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: ||1/4 ||Challenge Rating Value: ||0.25 |
|Treasure: ||Standard ||Alignment: ||Usually neutral evil |
|Advancement: ||By character class |
Goblins speak Goblin; those with Intelligence scores of 12 or
above also speak Common.
They favor ambushes, overwhelming odds, dirty tricks, and any
other edge they can devise.
Skills: Goblins gain a +4 racial bonus to Move Silently
checks. Goblin cavalry (mounted on worgs) gain a +6 bonus to Ride
checks and the Mounted Combat feat (neither of these benefits is
included in the statistics block).
A goblin's favored class is rogue. Goblin clerics can
choose two of the following domains: Chaos, Evil, and Trickery.
Most goblin spellcasters are adepts. Goblin adepts favor spells
that fool or confuse enemies.