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Goblin

Small, wicked humanoids that favor ambushes, overwhelming odds, and dirty tricks

Type: Humanoid

Biome: Any

Stat Blocks

Basic Fantasy Role-Playing Game
Armor Class14 (11)
Hit Dice1-1
Number Appearing2d4 ,Wild 6d10, Lair 6d10
Attacks1 weapon
Damage1d6 or by weapon
Movement20' Unarmored 30'
Save AsFighter: 1
Morale7 or see below
XP10
Treasure TypeR each; C in lair

Monster statistics extracted from online SRD wiki, not the published hardcover edition.

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.

Copyright 2006-2023 Chris Gonnerman. Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0). License
Old-School Essentials Classic Fantasy
Armor Class6 [13]
Hit Dice1-1 (3hp)
Number Appearing2d4 (6d10)
Attacks1 × weapon (1d6 or by weapon)
THAC019 [0]
Movement60' (20')
Saving ThrowsD14 W15 P16 B17 S18 (NH)
Morale7 (9 with king)
AlignmentChaotic
XP5 (bodyguard: 20, king: 35)
Treasure TypeR (C)

Monster statistics extracted from online SRD wiki, not the published hardcover edition.

Small, grotesque humanoids with pallid, earth-coloured skin and glowing, red eyes. Dwell underground.

Special Abilities

Infravision: 90'.
Hate the sun: -1 to-hit in full daylight.
Wolf riders: 20% of goblin groups encountered have wolf riders: ¼ of the group mounted on dire wolves.
Hate dwarves: Attack on sight.
Hoard: Only have treasure type C when encountered in the wilderness or in their lair.

Variants

Bodyguard (in lair (2d6))

Do not suffer attack penalties in daylight.

Hit Dice2 (2d6hp)
King (in lair)

A 3HD (15hp) king lives in the goblin lair. Does not suffer attack penalties in daylight. The king gains a +1 bonus to damage.

Hit Dice3 (15hp)
Attacks1 × weapon +1 (1d6+1 or by weapon+1)
Copyright 2017-2019 Gavin Norman. Open Game License v1.0a. License
OSRIC
Armor Class6
Hit Dice1-1
Number Encountered40d10
Attacks1
Damage1d6 or by weapon
Move60-ft
AlignmentLawful evil
IntelligenceAverage (low)
XP1/10+1/hp
SizeSmall (4-ft tall)
FrequencyUncommon
Lair40%

Monster statistics extracted from online SRD wiki, not the published hardcover edition.

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.