Goblin | 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 |
| 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.
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