| Id | 48 |
|---|---|
| Name | Goblin |
| Size and Type | 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. |
| Saves_Fort | 2 |
| Saves_Ref | 1 |
| Saves_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 |
| 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) |
| CR | 0.25 |
| Treasure | Standard |
| Alignment | Usually neutral evil |
| Advancement | By character class |
| Description |
Goblins speak Goblin; those with Intelligence scores of 12 or above also speak Common. Combat 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. |