Goblin
Small, wicked humanoids that favor ambushes, overwhelming odds, and dirty tricks
Basic Fantasy Role-Playing Game
| Armor Class | 14 (11) |
|---|---|
| Hit Dice | 1-1 |
| Number Appearing | 2d4 ,Wild 6d10, Lair 6d10 |
| Attacks | 1 weapon |
| Damage | 1d6 or by weapon |
| Movement | 20' Unarmored 30' |
| Save As | Fighter: 1 |
| Morale | 7 or see below |
| XP | 10 |
| Treasure Type | R each; C in lair |
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.
Special Abilities
Variants
Goblins gain a +1 bonus to their morale if they are led by a warrior.
| Hit Dice | 3-3 |
|---|---|
| XP | 145 |
In chainmail. Gains a +1 bonus to damage due to strength.
| Armor Class | 15 (11) |
|---|---|
| Hit Dice | 5-5 |
| Damage | 1d6+1 or by weapon+1 |
| Movement | 10' |
| XP | 360 |
Wearing chainmail and carrying a shield. Has 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).
| Armor Class | 16 (11) |
|---|---|
| Hit Dice | 7-7 |
| Damage | 1d6+1 or by weapon+1 |
| Movement | 10' |
| XP | 670 |
Equivalent to a regular goblin statistically, but has Clerical abilities at level 1d4+1.
| Armor Class | 14 (11) |
|---|---|
| Hit Dice | 1-1 |
| Attacks | 1 weapon |
| Damage | 1d6 or by weapon |
| Movement | 20' Unarmored 30' |
Other Sources
Old-School Essentials Classic Fantasy
| Armor Class | 6 [13] |
|---|---|
| Hit Dice | 1-1 (3hp) |
| Number Appearing | 2d4 (6d10) |
| Attacks | 1 × weapon (1d6 or by weapon) |
| THAC0 | 19 [0] |
| Movement | 60' (20') |
| Saving Throws | D14 W15 P16 B17 S18 (NH) |
| Morale | 7 (9 with king) |
| Alignment | Chaotic |
| XP | 5 (bodyguard: 20, king: 35) |
| Treasure Type | R (C) |
Special Abilities
Variants
Do not suffer attack penalties in daylight.
| Hit Dice | 2 (2d6hp) |
|---|
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 Dice | 3 (15hp) |
|---|---|
| Attacks | 1 × weapon +1 (1d6+1 or by weapon+1) |
OSRIC
| Armor Class | 6 |
|---|---|
| Hit Dice | 1-1 |
| Number Encountered | 40d10 |
| Attacks | 1 |
| Damage | 1d6 or by weapon |
| Move | 60-ft |
| Alignment | Lawful evil |
| Intelligence | Average (low) |
| XP | 1/10+1/hp |
| Size | Small (4-ft tall) |
| Frequency | Uncommon |
| Lair | 40% |
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.
Special Abilities
Variants
A goblin raiding party will be led by a captain. Fights as orc (1 HD monster).
Raiding party includes 4 sergeants. Fight as orcs (1 HD monsters).
A goblin war party will be led by a sub-chief. Fights as hobgoblin.
| Armor Class | 5 |
|---|---|
| Damage | 1d8 |
Sub-chief has 2d4 personal guards. Each fights as hobgoblin.
| Armor Class | 5 |
|---|---|
| Damage | 1d8 |
There is a 1 in 4 chance that any war party will be mounted on worgs.
A goblin lair will be led by a chief. Fights as gnoll.
| Armor Class | 4 |
|---|---|
| Damage | 2d4 |
Chief has 2d4 personal guards. Each fights as gnoll.
| Armor Class | 4 |
|---|---|
| Damage | 2d4 |