Goblin
| XP Value | 75 |
|---|---|
| Treasure Type | I |
| Type | Humanoid |
| Size | Small |
| Climate/Terrain | Caves, Ruins, Subterranean |
| Frequency | Common |
| Number Appearing | 1d6+3 |
| Movement Speed | Moderate |
| Hit Points | 2 (1d3+1) |
| Defense Score | 3 |
| Defense Target | 4+ |
| Melee Attack Score | 3 |
| Attack Target | 5+ |
| Missile Attack Score | 2 |
| Attack Target | 5+ |
| Range | 30 feet |
| Tactics | Mob Attack |
| Immunity | None |
| Resistance | None |
| Weakness | None |
"Goblins are small humanoids that infest abandoned tunnels and decrepit dungeons. They rely on ambushes and sheer numbers to overwhelm intruders. Their lairs are cluttered mazes of scavenged junk and crude barricades, where they skitter through cracks and crawlspaces like vermin. Though cowardly alone, they grow bolder in packs; and in the depths, there are always more of them..."
More Info...
The Goblin Horde...
Like the Drak'nar, Goblins fight with improvised weapons. A GM may want to create more detailed combat encounters with goblins by assigning specific weapons to different creatures. Some goblins might wield short swords or spears, while others might use a bow and arrow. Start with a base Attack Score of 1 and add the Attack Score of the weapon assigned to the creature: this total is their revised Attack Score. Remember to adjust a creature's XP value if their Attack or Defense Scores are adjusted.
Furthermore, a group of Goblins might have a warlord, chief, or wizard among their ranks. Adjusting Intellect and assigning 2 or 3 low level Arcane spells is a quick and easy way to create a Goblin mage, while boosting Strength and Vitality or Hit Points allows a GM to create a war chief armed with a Battle Axe and ready to lead a Goblin raid party!
Attributes
| STR | 3 (2) |
|---|---|
| VIT | 2 (1) |
| DEX | 3 (2) |
| INT | 1 (1) |
| WIS | 2 (1) |
| CHA | 1 (1) |
| Initiative | 2 |
|---|---|
| Awareness | 1 |
| Morale | 1 |