3e SRD:Goblin
| This material is published under the OGL 1.0a. |
Goblin
| Size/Type: | Small Humanoid (Goblinoid) |
|---|---|
| Hit Dice: | 1d8 (4 hp) |
| Initiative: | +1 (Dex) |
| Speed: | 30 ft. |
| AC: | 15 (+1 size, +1 Dex, +3 studded leather) |
| Attacks: | Morningstar +1 melee; or dart +3 ranged |
| Damage: | Morningstar 1d8-1; or dart 1d4-1 |
| Face/Reach: | 5 ft. by 5 ft./5 ft. |
| Special Attacks: | |
| Special Qualities: | Darkvision 60 ft. |
| Saves: | Fort +2, Ref +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/Terrain: | Temperate and warm land and underground |
| Organization: | Gang (4-9), band (10-100 plus 100% noncombatants plus 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 |
| Treasure: | Standard |
| Alignment: | Usually neutral evil |
| Advancement: | By character class |
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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