Goblin Species in Faerûn | World Anvil
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Goblin

Overview

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.    

Goblin CR: 1/4 (50 XP)

Small humanoid (goblinoid), neutral evil
Armor Class: 15 (leather armor and shield)
Hit Points: 7 (2d6)
Speed: 30 ft

STR

8 -1

DEX

14 +2

CON

10 +0

INT

10 +0

WIS

8 -1

CHA

8 -1

Skills: Stealth +6
Senses: Darkvision 60 feet, Passive Perception 9
Languages: Common, Goblin
Challenge Rating: 1/4 (50 XP)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 feet, one target. Hit: 1d6 + 2 slashing damage.   Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 feet, one target. Hit: 1d6 + 2 piercing damage.

   

Goblin Wolf Rider CR: 1/2 (100 XP)

Small humanoid (goblinoid), neutral evil
Armor Class: 15 (leather armor and shield)
Hit Points: 14 (4d6)
Speed: 30 ft

STR

8 -1

DEX

14 +2

CON

10 +0

INT

10 +0

WIS

10 +0

CHA

8 -1

Skills: Animal Handling +2, Stealth +6
Senses: Darkvision 60 feet, Passive Perception 10
Languages: Common, Goblin
Challenge Rating: 1/2 (100 XP)

Cavalry Training. When the goblin hits a target with a melee attack while mounted on a wolf, the wolf can make one melee attack against the same target as a reaction.   Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 feet, one target. Hit: 1d6 + 2 slashing damage.   Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 feet, one target. Hit: 1d6 + 2 piercing damage.

   

Goblin Sentry CR: 1 (200 XP)

Small humanoid (goblinoid), neutral evil
Armor Class: 17 (studded leather armor and shield)
Hit Points: 18 (4d6 + 4)
Speed: 30 ft

STR

8 -1

DEX

16 +3

CON

12 +1

INT

10 +0

WIS

8 -1

CHA

9 -1

Skills: Stealth +6
Senses: Darkvision 60 feet, Passive Perception 9
Languages: Common, Goblin
Challenge Rating: 1 (200 XP)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.   Slasher. Once per turn when the goblin hits a creature with an attack that deals slashing damage, it can reduce the speed of the target by 10 feet until the start of its next turn. In addition, if the goblin scores a critical hit that deals slashing damage, the target has disadvantage on all attack rolls until the start of the goblin's next turn.

Actions

Multiattack. The goblin makes two attacks with its scimitar.   Scimitar. Melee Weapon Attack: +5 to hit, reach 5 feet, one target. Hit: 1d6 + 3 slashing damage.

   

Goblin Boss CR: 1 (200 XP)

Small humanoid (goblinoid), neutral evil
Armor Class: 17 (chain shirt and shield)
Hit Points: 21 (6d6)
Speed: 30 ft

STR

10 +0

DEX

14 +2

CON

10 +0

INT

10 +0

WIS

8 -1

CHA

10 +0

Skills: Stealth +6
Senses: Darkvision 60 feet, Passive Perception 9
Languages: Common, Goblin
Challenge Rating: 1 (200 XP)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Multiattack. The goblin makes two attacks with its scimitar. The second attack has disadvantage.   Scimitar. Melee Weapon Attack: +4 to hit, reach 5 feet, one target. Hit: 1d6 + 2 slashing damage.   Javelin. Melee or Ranged Weapon Attack: +2 to hit, reach 5 feet or range 30/120 feet, one target. Hit: 1d6 piercing damage.

Reactions

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.

Lifespan
40 to 60 years
Average Height
4 feet
Average Weight
60 pounds

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