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Goblin

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

humanoid goblinoid subterranean chaotic lawful-evil

Basic Fantasy Role-Playing Game

BFRPG

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

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

Darkvision: 30’ range.

Variants

Warrior (one out of every eight goblins)

Goblins gain a +1 bonus to their morale if they are led by a warrior.

Hit Dice3-3
XP145
Chieftain (in lair or settlement, one out of every fifteen)

In chainmail. Gains a +1 bonus to damage due to strength.

Armor Class15 (11)
Hit Dice5-5
Damage1d6+1 or by weapon+1
Movement10'
XP360
Goblin King (in lairs or settlements of 30 or more goblins)

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 Class16 (11)
Hit Dice7-7
Damage1d6+1 or by weapon+1
Movement10'
XP670
Shaman (in lair (1 on 1d6, or 1-2 on 1d6 if goblin king present))

Equivalent to a regular goblin statistically, but has Clerical abilities at level 1d4+1.

Armor Class14 (11)
Hit Dice1-1
Attacks1 weapon
Damage1d6 or by weapon
Movement20' Unarmored 30'
Copyright 2006-2023 Chris Gonnerman. Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0). License

Other Sources

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)
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%

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

Sunlight Weakness: Fight at -1 if exposed to direct sunlight.
Infravision: 60-ft range.
Caving Knowledge: 25% chance to note new or unusual construction.
Racial Hatred: Deep racial hatred of gnomes and dwarfs. Attack them on sight.

Variants

Captain (raiding party (leading))

A goblin raiding party will be led by a captain. Fights as orc (1 HD monster).

Sergeant (raiding party (4 with captain))

Raiding party includes 4 sergeants. Fight as orcs (1 HD monsters).

Sub-chief (war party (leading))

A goblin war party will be led by a sub-chief. Fights as hobgoblin.

Armor Class5
Damage1d8
Sub-chief's Personal Guards (war party (2d4 with sub-chief))

Sub-chief has 2d4 personal guards. Each fights as hobgoblin.

Armor Class5
Damage1d8
War Party (Mounted) (war party (1 in 4 chance))

There is a 1 in 4 chance that any war party will be mounted on worgs.

Chief (lair (leading))

A goblin lair will be led by a chief. Fights as gnoll.

Armor Class4
Damage2d4
Chief's Personal Guards (lair (2d4 with chief))

Chief has 2d4 personal guards. Each fights as gnoll.

Armor Class4
Damage2d4