Goblin
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.
Goblin
- Name
- Goblin
- Ac
- 14 (11)
- Hd
- 1d8-1
- Attacks
- 1 Weapon
- Damage
- 1d6 or Weapon Type
- Movement
- 20' Unarmored 30'
- No_appearing
- 2d4, Wild 6d10, Lair 6d10
- Save
- Fighter 1
- Morale
- 7
- Treasure
- R each, C in lair
- Xp
- 10
- Description
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 weighs 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.
One out of every eight goblins will be a warrior of 3-3 Hit Dice (145 XP). Goblins gain a +1 bonus to their morale if they are led by a warrior. In a lair or other settlement, one out of every fifteen will be a chieftain of 5-5 Hit Dice (360XP) in chainmail with an Armor Class of 15 (11) and movement of 10' that gains a +1 bonus to damage due to strength. In lairs or settlements of 30 or more goblins, there will be a goblin king of 7-7 Hit Dice (670 XP), with an Armor Class of 16 (11), wearing chainmail and carrying a shield, with a movement of 10', and having a +1 bonus to damage. Goblins have a +2 bonus to morale while their king is present (this is not cumulative with the bonus given by a warrior leader). In addition, a lair has a chance equal to 1 on 1d6 of a shaman being present (or 1-2 on 1d6 if a goblin king is present). A shaman is equivalent to a regular goblin statistically, but has Clerical abilities at level 1d4+1.
- Tags
- #Goblin #BasicFantasyRPG
- World
- ec4eba21-0f28-493d-9c68-a30d96366bfa
- Folder
- 35236
- IsShared
- on
Basic Information
Genetics and Reproduction
Goblins Reproduce much like other Humanoids.
Ecology and Habitats
Dark Forested Regions, Caves, and Caverns, Abandon Ruins
Dietary Needs and Habits
Goblins will eat almost anything but prefer meat .
Behaviour
Most Goblins are evil-minded with wicked tendencies. They are fearful when alone or outnumbered but won't hesitate to craft or scheme to gain the upper hand in an ambush. They Prefer taking other people's things instead of working to make their own. They often fight amongst themselves over petty possessions or who is superior, and it usually takes a more powerful leader within their ranks to whip them into a capable force.
Additional Information
Social Structure
Goblins Live in a Clan or Tribal Structure in Remote and Difficult areas to Traverse in the Kingdom of Aard.
Uses, Products & Exploitation
There is often a reward for the eradication of Goblins Wardens of the Kingdom of Aard often pay 2 gp per pair of goblin ears.
Average Intelligence
Average to below-average humanoid Intelligence.
Perception and Sensory Capabilities
Goblins have Darkvison and can see 60' in darkness.
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