MACE

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:

d6Encounter
1Lone scout (1 goblin)
2Patrol (1d6 goblins)
3Warband (2d6 goblins, 1 leader)
4With wolf mounts (1d4 goblin riders)
5Raiding party (3d6 goblins)
6Lair 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.