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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  
Reflex: 1  
Will: 0  
Abilities:   Str: 8
Dex: 13
Con: 11
Int: 10
Wis: 11
Cha: 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).

Goblin Characters

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.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002