Size:
Small
Type:
Humanoid
Form:
biped
Temper:
craven
, tyrannical
# App:
4d6
Lair:
Diet:
Combat Dice:
0
Hit Points:
6 + 1d4
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
skirmisher
Ground:
± 20'
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
1 stone club or 1 thrown rock
Circumstance: Combat
1 stone club or 1 thrown rock
Special
Darkvision
30' range.
Environments
any
Small, wicked humanoids that favor ambushes, overwhelming odds, and dirty tricks
Goblins are small, wicked humanoids that favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise. An adult goblin stands 3 to 3½ feet tall and weigh 40 to 45 pounds. Its eyes are usually bright and crafty-looking, varying in color from red to yellow. A goblin's 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. Goblins wear clothing of dark leather, tending toward drab, soiled-looking colors. They have Darkvision with a 30' range.
The statistics given above are for a standard Goblin in leather armor with a shield; they have a natural Movement rate of 30' and a natural Armor Class of 11.
Some goblins ride dire wolves into combat, and large groups of goblins will often employ them to track and attack their foes.
Basic Fantasy Role-Playing Game
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: BECMI
Action
1 weapon
1-6 or weapon
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e
Attributes
Strength: 8
Dexterity: 14
Constitution: 10
Intelligence: 10
Wisdon: 8
Charisma: 8
Skills
stealth: +6
Offense
Scimitar
Circumstance: Melee
4 to hit, reach 5 ft., one target. (1d6 + 2) slashing damage.
Offense
Shortbow
Circumstance: Ranged
4 to hit, range 80/320 ft., one target. (1d6 + 2) piercing damage.
Trait
Nimble Escape
The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Trait
Passive Perception
9
Items
scimitar
shortbow
Senses
darkvision 60 ft.
Languages
Common
Goblin
Environments
underdark
grassland
forest
hill
Goblins are small, black-hearted, selfish humanoids that lair in caves, abandoned mines, despoiled dungeons, and other dismal settings. Individually weak, goblins gather in large-sometimes overwhelming-numbers. They crave power and regularly abuse whatever authority they obtain.
Goblinoids
Goblins belong to a family of creatures called goblinoids. Their larger cousins, hobgoblins and bugbears, like to bully goblins into submission. Goblins are lazy and undisciplined, making them poor servants, laborers, and guards.
Malicious Glee
Motivated by greed and malice, goblins can't help but celebrate the few times they have the upper hand. They dance, caper with sheer joy when victory is theirs. Once their revels have ended, goblins delight in the torment of other creatures and embrace all manner of wickedness.
Leaders and Followers
Goblins are ruled by the strongest or smartest among them. A goblin boss might command a single lair, while a goblin king or queen (who is nothing more than a glorified goblin boss) rules hundreds of goblins, spread out among multiple lairs to ensure the tribe's survival. Goblin bosses are easily ousted, and many goblin tribes are taken over by hobgoblin warlords or bugbear chiefs.
Challenging Lairs
Goblins festoon their lairs with alarms designed to signal the arrival of intruders. Those lairs are also riddled with narrow tunnels and bolt-holes that human-sized creatures can't navigate, but which goblins can crawl through with ease, allowing them to flee or to circle around and surprise their enemies. Rat Keepers and Wolf Riders. Goblins have an affinity for rats and wolves, raising them to serve as companions and mounts, respectively. Like rats, goblins shun sunlight and sleep underground during the day. Like wolves, they are pack hunters, made bolder by their numbers. When they hunt from the backs of wolves, goblins use hit-and-run attacks.
Worshipers of Maglubiyet
Maglubiyet the Mighty One, the Lord of Depths and Darkness, is the greater god of goblinoids. Envisioned by most goblins as an eleven-foot-tall battle-scarred goblin with black skin and fire erupting from his eyes, he is worshiped not out of adoration but fear. Goblins believe that when they die in battle, their spirits join the ranks of Maglubiyet's army on the plane of Acheron. This is a "privilege" that most goblins dread, fearing the Mighty One's eternal tyranny even more than death.
If you want soldiers or thugs, hire hobgoblins. If you want someone clubbed to death in their sleep, hire bugbears. If you want mean little fools, hire goblins.
Bree-Yark!|small-caps
5e Tools
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e (Goblin Boss)
Actions/Abilities/Traits: D&D 5e (Goblin Boss)
Attributes
Strength: 10
Dexterity: 14
Constitution: 10
Intelligence: 10
Wisdon: 8
Charisma: 10
Skills
stealth: +6
Offense
Scimitar
Circumstance: Melee
4 to hit, reach 5 ft., one target. (1d6 + 2) slashing damage.
Offense
Javelin
Circumstance: Melee, Ranged
2 to hit, reach 5 ft. or range 30/120 ft., one target. (1d6) piercing damage.
Offense
Shortbow
Circumstance: Ranged
4, range 80/320 ft. (1d6 + 2) Piercing damage, plus 2 (1d4) Piercing damage if the attack roll had Advantage.
Action
Multiattack
The goblin makes two attacks with its scimitar. The second attack has disadvantage.
Bonus Action
Nimble Escape
The goblin takes the Disengage or Hide action.
Reaction
Redirect Attack
When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.
Trait
Nimble Escape
The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Trait
Passive Perception
9
Items
javelin
scimitar
Items
chain shirt
scimitar
shield
shortbow
Senses
darkvision 60 ft.
Languages
Common
Goblin
Environments
underdark
grassland
forest
hill
Goblin bosses are often the most imaginative, disruptive, or forceful goblins. Through a combination of luck, cowardice, and callousness, these leaders avoid harm at the expense of their followers.
5e Tools
Actions/Abilities/Traits: D&D 5e (Goblin Boss)
Actions/Abilities/Traits: D&D 5e (Goblin Gang Member)
Actions/Abilities/Traits: D&D 5e (Goblin Gang Member)
Attributes
Strength: 8
Dexterity: 16
Constitution: 10
Intelligence: 10
Wisdon: 10
Charisma: 8
Skills
stealth: +5
Offense
Dagger
Circumstance: Melee
5 to hit, reach 5 ft., one target. (1d4 + 3) piercing damage.
Offense
Light Crossbow
Circumstance: Ranged
5 to hit, range 80/320 ft., one target. (1d8 + 3) piercing damage.
Trait
Nimble Escape
The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Trait
Passive Perception
10
Items
dagger
light crossbow
Senses
darkvision 60 ft.
Languages
Common
Goblin
Actions/Abilities/Traits: D&D 5e (Goblin Gang Member)
Actions/Abilities/Traits: D&D 5e (Goblin Hexer)
Actions/Abilities/Traits: D&D 5e (Goblin Hexer)
Attributes
Strength: 8
Dexterity: 16
Constitution: 12
Intelligence: 16
Wisdon: 10
Charisma: 10
Skills
sleight of hand: +5
stealth: +7
Offense
Hex Stick
Circumstance: Melee, Ranged
5, reach 5 ft. or range 60 ft. (2d8 + 3) Psychic damage.
Action
Multiattack
The goblin makes two Hex Stick attacks. It can replace one attack with a use of Spellcasting.
Reaction
Jinx
A creature the goblin can see hits it with an attack roll. dwis 13, the triggering creature. The attack misses instead.
Spellcasting
Frequency:
At Will
Attribute: int
The goblin casts one of the following spells, using Intelligence as the spellcasting ability (spell save 13):
Minor Illusion
Spellcasting
Frequency:
Daily
Attribute: int
The goblin casts one of the following spells, using Intelligence as the spellcasting ability (spell save 13):
Blindness/Deafness
Faerie Fire
Grease
Trait
Passive Perception
10
Senses
Darkvision 60 ft.
Languages
Common
Goblin
Environments
forest
grassland
hill
planar, acheron
planar, feywild
underdark
Goblin hexers use flashy and disruptive magic. Many goblin hexers are theatrical, dressing and behaving in exaggerated mimicry of archmages.
5e Tools
Actions/Abilities/Traits: D&D 5e (Goblin Hexer)
Actions/Abilities/Traits: D&D 5e (Goblin Minion)
Actions/Abilities/Traits: D&D 5e (Goblin Minion)
Attributes
Strength: 8
Dexterity: 15
Constitution: 10
Intelligence: 10
Wisdon: 8
Charisma: 8
Skills
stealth: +6
Offense
Dagger
Circumstance: Melee, Ranged
4, reach 5 ft. or range 20/60 ft. (1d4 + 2) Piercing damage.
Bonus Action
Nimble Escape
The goblin takes the Disengage or Hide action.
Trait
Passive Perception
9
Items
dagger (3)
Senses
Darkvision 60 ft.
Languages
Common
Goblin
Environments
forest
grassland
hill
planar, acheron
planar, feywild
underdark
Goblin minions enjoy participating in the disruptive schemes of clever leaders but are quick to flee when confronted by their comeuppance.
5e Tools
Actions/Abilities/Traits: D&D 5e (Goblin Minion)
Actions/Abilities/Traits: D&D 5e (Goblin Psi Brawler)
Actions/Abilities/Traits: D&D 5e (Goblin Psi Brawler)
Attributes
Strength: 9
Dexterity: 17
Constitution: 12
Intelligence: 16
Wisdon: 15
Charisma: 10
Saving Throws
Saving Throw Bonuses
Intelligence: +5
Wisdom: +4
Skills
stealth: +7
Offense
Unarmed Strike
Circumstance: Melee
5 to hit, reach 5 ft., one target. (1d4 + 3) bludgeoning damage plus 3 (1d6) psychic damage.
Action
Multiattack
The goblin makes two Unarmed Strike attacks.
Bonus Action
Nimble Escape
The goblin takes the Disengage or Hide action.
Bonus Action
Telekinetic Shove
The goblin targets one creature it can see within 30 feet of itself with a thrust of telekinetic force. The target must succeed on a 13 Strength saving throw or have the prone condition.
Trait
Mental Burst
When the goblin dies, its pent-up mental energy explodes in a psychic blast. Each creature within 5 feet of it must succeed on a 13 Intelligence saving throw or take 5 (2d4) psychic damage.
Trait
Mental Fortitude
The goblin has advantage on saving throws against effects that would make it have the charmed or frightened condition.
Trait
Passive Perception
12
Resistances
psychic
Senses
darkvision 60 ft.
Languages
Common
Goblin
telepathy 30 ft.
Goblin psi brawlers use their psionic talents to heighten their physical might. Their strikes crackle with psychic energy, and while angered, goblin psi brawlers can unleash a telekinetic thrust strong enough to knock enemies to the ground.
5e Tools
Actions/Abilities/Traits: D&D 5e (Goblin Psi Brawler)
Actions/Abilities/Traits: D&D 5e (Goblin Psi Commander)
Actions/Abilities/Traits: D&D 5e (Goblin Psi Commander)
Attributes
Strength: 12
Dexterity: 19
Constitution: 13
Intelligence: 17
Wisdon: 15
Charisma: 10
Saving Throws
Saving Throw Bonuses
Intelligence: +5
Wisdom: +4
Skills
stealth: +8
Offense
Psychic Blade
Circumstance: Melee, Ranged
6 to hit, reach 5 ft. or range 60 ft., one creature. (2d6 + 4) psychic damage, and the target must subtract 1d4 from the next attack roll or saving throw it makes before the end of the goblin's next turn.
Action
Multiattack
The goblin makes three Psychic Blade attacks.
Action
Synaptic Rend {@recharge 5}
The goblin unleashes a 30-foot-radius sphere of psychic energy, centered on a point the goblin can see within 60 feet of itself. Each creature in that area must make a 13 Intelligence saving throw. On a failed save, a creature takes 14 (4d6) psychic damage and has the incapacitated condition until the end of the goblin's next turn. On a successful save, a creature takes half as much damage only.
Bonus Action
Nimble Escape
The goblin takes the Disengage or Hide action.
Reaction
Psionic Shield
When the goblin or one of its allies within 15 feet of it is hit by an attack roll, the goblin conjures a shield of force. The target of the attack gains a +3 bonus to its AC against the triggering attack roll, potentially causing it to miss.
Spellcasting (Psionics)
Frequency:
At Will
Attribute: int
The goblin casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save 13):
mage hand (the hand is invisible)
minor illusion
Spellcasting (Psionics)
Frequency:
Daily
Attribute: int
The goblin casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save 13):
charm person
dissonant whispers
telekinesis
Trait
Mental Burst
When the goblin dies, its pent-up mental energy explodes in a psychic blast. Each creature within 5 feet of it must succeed on a 13 Intelligence saving throw or take 10 (4d4) psychic damage.
Trait
Mental Fortitude
The goblin has advantage on saving throws against effects that would make it have the charmed or frightened conditions.
Trait
Passive Perception
12
Resistances
psychic
Senses
darkvision 60 ft.
Languages
Common
Goblin
telepathy 60 ft.
Goblin psi commanders are among the few psionic goblins who manage to fully control the power within themselves. Awakened to the total breadth of their psionic abilities, goblin psi commanders wield blades of pure psychic energy. They can throw barriers of mental force while toppling foes with a single, mind-splitting burst.
5e Tools
Actions/Abilities/Traits: D&D 5e (Goblin Psi Commander)
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSE
Environments
any
Action
weapon
1 * weapon (1d6 or by weapon)
Special
Infravision
90'.
Special
Hate the sun
-1 to-hit in full daylight.
Special
Wolf riders
20% of goblin groups encountered have wolf riders: ¼ of the group mounted on dire wolves.
Special
Hate dwarves
Attack on sight.
Special
Goblin king and bodyguards
A 3HD (15hp) king and 2d6 2HD (2d6hp) bodyguards live in the goblin lair. They do not suffer attack penalties in daylight. The king gains a +1 bonus to damage.
Special
Hoard
Only have treasure type C when encountered in the wilderness or in their lair.
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Uncommon
any
Offense
1 Attack
Circumstance: Combat
1d6 or by weapon
Treasure
Treasure: Individual 3d6 sp; Lair 1d12×1,000 cp (75%), 1d6×1,000 sp (50%), 1d6 gems (25%), 1d3 jewellery (20%), 2d4 potions (40%)
Special
Sunlight Weakness
Fight at -1 if exposed to direct sunlight.
Special
Infravision
60-ft range.
Special
Caving Knowledge
25% chance to note new or unusual construction.
Special
Racial Hatred
Deep racial hatred of gnomes and dwarfs. Attack them on sight.
Small, wicked humanoids that favor ambushes, overwhelming odds, and dirty tricks
Goblins are tribal, with the strongest ruling the tribe. The tribes all owe fealty to the goblin king. Some think goblins are a distant cousin to kobolds, and like their cousins they prefer to live underground. They detest direct sunlight, and will fight at -1 if exposed to it. They have infravision with 60-ft range.
Goblins are good cavers and have a chance (25%) to note new or unusual construction.
Goblins have a deep racial hatred of gnomes and dwarfs and will attack them on sight.
Goblins speak kobold, orcish, hobgoblin, lawful evil, and their own foul tongue.
See also: Nilbog (under "Other Creatures").
Goblins are small evil creatures with red eyes and a yellow to red coloured skin tone. They typically wear leather armour. They have an average lifespan of 50 years.
OSRIC
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: Pathfinder 2e (Goblin Commando)
Actions/Abilities/Traits: Pathfinder 2e (Goblin Commando)
Ability
Goblin Scuttle
Circumstance: Trigger: A goblin ally ends a move action adjacent to the command
The goblin commando Steps.
Offense
Melee
Circumstance: combat round (melee)
horsechopper +8 [+3/-2] (reach 10 feet, trip, versatile P), Damage 1d8+3 slashing
Offense
Ranged
Circumstance: combat round (ranged)
shortbow +8 [+3/-2] (deadly 1d10, range increment 60 feet, reload 0), Damage 1d6 piercing
Trait
Goblin
A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Item
horsechopper
leather armor
shortbow (20 arrows)
Language
Common
Perception
darkvision
Actions/Abilities/Traits: Pathfinder 2e (Goblin Commando)
Actions/Abilities/Traits: Pathfinder 2e (Goblin Pyro)
Actions/Abilities/Traits: Pathfinder 2e (Goblin Pyro)
Ability
Arcane Spontaneous Spells
DC 16, attack +6; 1st burning hands, grease (3 slots); Cantrips (1st) light, mage hand, produce flame, tanglefoot
Ability
Goblin Scuttle
Circumstance: Trigger: A goblin ally ends a move action adjacent to the pyro.
The goblin pyro Steps.
Offense
Melee
Circumstance: combat round (melee)
torch +7 [+2/-3] (fire), Damage 1d4 bludgeoning plus 1 fire
Trait
Goblin
A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Item
torch
Language
Common
Perception
darkvision
Actions/Abilities/Traits: Pathfinder 2e (Goblin Pyro)
Actions/Abilities/Traits: Pathfinder 2e (Goblin War Chanter)
Actions/Abilities/Traits: Pathfinder 2e (Goblin War Chanter)
Ability
Goblin Scuttle
Circumstance: Trigger: A goblin ally ends a move action adjacent to the war cha
The goblin war chanter Steps.
Ability
Goblin Song
1 status penalty to Perception checks and Will saves for 1 minute.Success As critical success, but the target is affected for only one round.Critical Failure The target is temporarily immune to Goblin Song for 1 hour.
Ability
Occult Spontaneous Spells
DC 17, attack +7; 1st bless, soothe (2 slots); Cantrips (1st) ghost sound, inspire courage, mage hand, message, telekinetic projectile
Offense
Melee
Circumstance: combat round (melee)
dogslicer +8 [+4/+0] (agile, backstabber, finesse), Damage 1d6+2 slashing
Offense
Ranged
Circumstance: combat round (ranged)
shortbow +8 [+3/-2] (deadly 1d10, range increment 60 feet, reload 0), Damage 1d6 piercing
Trait
Goblin
A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Item
dogslicer
leather armor
shortbow (10 arrows)
Language
Common
Perception
darkvision
Actions/Abilities/Traits: Pathfinder 2e (Goblin War Chanter)
Actions/Abilities/Traits: Pathfinder 2e (Goblin Warrior)
Actions/Abilities/Traits: Pathfinder 2e (Goblin Warrior)
Ability
Goblin Scuttle
Circumstance: Trigger: A goblin ally ends a move action adjacent to the warrior
The goblin warrior Steps.
Offense
Melee
Circumstance: combat round (melee)
dogslicer +8 [+4/+0] (agile, backstabber, finesse), Damage 1d6 slashing
Offense
Ranged
Circumstance: combat round (ranged)
shortbow +8 [+3/-2] (deadly 1d10, range increment 60 feet, reload 0), Damage 1d6 piercing
Trait
Goblin
A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Item
dogslicer
leather armor
shortbow (10 arrows)
Perception
darkvision
Actions/Abilities/Traits: Pathfinder 2e (Goblin Warrior)
Goblins are small, black-hearted, selfish humanoids that lair in caves, abandoned mines, despoiled dungeons, and other dismal settings. Individually weak, goblins gather in large-sometimes overwhelming-numbers. They crave power and regularly abuse whatever authority they obtain.
Goblinoids
Goblins belong to a family of creatures called goblinoids. Their larger cousins, hobgoblins and bugbears, like to bully goblins into submission. Goblins are lazy and undisciplined, making them poor servants, laborers, and guards.
Malicious Glee
Motivated by greed and malice, goblins can't help but celebrate the few times they have the upper hand. They dance, caper with sheer joy when victory is theirs. Once their revels have ended, goblins delight in the torment of other creatures and embrace all manner of wickedness.
Leaders and Followers
Goblins are ruled by the strongest or smartest among them. A goblin boss might command a single lair, while a goblin king or queen (who is nothing more than a glorified goblin boss) rules hundreds of goblins, spread out among multiple lairs to ensure the tribe's survival. Goblin bosses are easily ousted, and many goblin tribes are taken over by hobgoblin warlords or bugbear chiefs.
Challenging Lairs
Goblins festoon their lairs with alarms designed to signal the arrival of intruders. Those lairs are also riddled with narrow tunnels and bolt-holes that human-sized creatures can't navigate, but which goblins can crawl through with ease, allowing them to flee or to circle around and surprise their enemies. Rat Keepers and Wolf Riders. Goblins have an affinity for rats and wolves, raising them to serve as companions and mounts, respectively. Like rats, goblins shun sunlight and sleep underground during the day. Like wolves, they are pack hunters, made bolder by their numbers. When they hunt from the backs of wolves, goblins use hit-and-run attacks.
Worshipers of Maglubiyet
Maglubiyet the Mighty One, the Lord of Depths and Darkness, is the greater god of goblinoids. Envisioned by most goblins as an eleven-foot-tall battle-scarred goblin with black skin and fire erupting from his eyes, he is worshiped not out of adoration but fear. Goblins believe that when they die in battle, their spirits join the ranks of Maglubiyet's army on the plane of Acheron. This is a "privilege" that most goblins dread, fearing the Mighty One's eternal tyranny even more than death.
If you want soldiers or thugs, hire hobgoblins. If you want someone clubbed to death in their sleep, hire bugbears. If you want mean little fools, hire goblins.
Bree-Yark!|small-caps
5e Tools
Small, wicked humanoids that favor ambushes, overwhelming odds, and dirty tricks
Goblins are small, wicked humanoids that favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise. An adult goblin stands 3 to 3½ feet tall and weigh 40 to 45 pounds. Its eyes are usually bright and crafty-looking, varying in color from red to yellow. A goblin's 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. Goblins wear clothing of dark leather, tending toward drab, soiled-looking colors. They have Darkvision with a 30' range.
The statistics given above are for a standard Goblin in leather armor with a shield; they have a natural Movement rate of 30' and a natural Armor Class of 11.
Some goblins ride dire wolves into combat, and large groups of goblins will often employ them to track and attack their foes.
Basic Fantasy Role-Playing Game
Small, grotesque humanoids with pallid, earth-coloured skin and glowing, red eyes. Dwell underground.
OSE
Small, wicked humanoids that favor ambushes, overwhelming odds, and dirty tricks
Goblins are tribal, with the strongest ruling the tribe. The tribes all owe fealty to the goblin king. Some think goblins are a distant cousin to kobolds, and like their cousins they prefer to live underground. They detest direct sunlight, and will fight at -1 if exposed to it. They have infravision with 60-ft range.
Goblins are good cavers and have a chance (25%) to note new or unusual construction.
Goblins have a deep racial hatred of gnomes and dwarfs and will attack them on sight.
Goblins speak kobold, orcish, hobgoblin, lawful evil, and their own foul tongue.
See also: Nilbog (under "Other Creatures").
Goblins are small evil creatures with red eyes and a yellow to red coloured skin tone. They typically wear leather armour. They have an average lifespan of 50 years.
OSRIC