3e SRD:Goblin

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This material is published under the OGL 1.0a.

Goblin

Size/Type: Small Humanoid (Goblinoid)
Hit Dice: 1d8 (4 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
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 Attacks:
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
Feats: Alertness
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)
Challenge Rating: 1/4
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class

Goblins speak Goblin; those with Intelligence scores of 12 or above also speak Common.

Combat

They 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).

Goblin Characters

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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