Goblin
Small humanoid (goblinoid)
Armor Class: 6
Hit Dice: 1−1 (average 3 hp)
Movement: 60 ft
Attacks: 1 weapon (1d6)
Morale: 7
Alignment: Chaotic
XP: 100
Description
Goblins are small, black-hearted humanoids that lair in caves, ruins, and dungeons. They stand 3–4 feet tall, with wide eyes adapted for darkness and large, pointed ears.
Special Abilities
Darkvision: Goblins can see in complete darkness up to 60 ft.
Light Sensitivity: In full sunlight, Goblins suffer −1 to attack rolls.
Pack Tactics: When a Goblin attacks a creature that is adjacent to an ally, it rolls its attack roll twice and takes the better result.
Tactics
Goblins rarely stand and fight; they prefer to set ambushes, use ranged weapons, and flee when outnumbered. They keep wolves or dire wolves as pets and mounts.
Encounter
Roll 1d6 for the type of encounter:
| d6 | Encounter |
|---|---|
| 1 | Lone scout (1 goblin) |
| 2 | Patrol (1d6 goblins) |
| 3 | Warband (2d6 goblins, 1 leader) |
| 4 | With wolf mounts (1d4 goblin riders) |
| 5 | Raiding party (3d6 goblins) |
| 6 | Lair entrance — full tribe inside |
Treasure
Goblins carry crude equipment and whatever they've pilfered. A typical goblin has 2d6 cp and a 10% chance of 1d6 sp.