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|Size/Type:||Small Humanoid (Goblinoid)|
|Hit Dice:||1d8 (4 hp)|
|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 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|
|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)|
|Alignment:||Usually neutral evil|
|Advancement:||By character class|
CombatThey 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).
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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