These small humanoids are gnarled and ugly. Their temperaments tend toward cowardice, cruelty and greed, but a few exhibit nobler qualities. Goblins come in many hues, from dull tan and ashen gray to various shades of green. Their red eyes shine in dim light like a rat’s.

In Glantri, they are divided between the urbane, subservient city goblins and the feral, independent forest goblins.

RESTRICTIONS: Goblins use six-sided dice (d6) to determine their hit points. They may advance to a maximum of 8th level of experience. Goblins may use any type of weapon that has been “cut down” to their size. Thus, they cannot use a two-handed sword or long bow, but may use a short sword or short bow. They may wear nothing more protective than chain armor, but may employ a shield.

SPECIAL ABILITIES: Goblins have infravision (heat-sensing sight) which allows them to see 60 feet in the dark. Goblins are very accurate with all missile weapons and gain a bonus of +1 on "to hit" rolls. A goblin’s sneaky nature and small stature grants a -2 bonus on its armor class when being attacked by creatures larger than man-sized. When rolling for individual initiative (an Optional rule) goblins add +1, in addition to any Dexterity adjustments. Underground, Goblins are difficult to spot; there is a one-third chance (a roll of 1 or 2 on 1d6) that a goblin will not be seen in normal light if the character finds some cover (such as shadows), and remains absolutely quiet and still. All goblins speak Common, Goblin, and Hobgoblin.



ADVANCEMENT: As per the Halfling advancement table.

Level Title Exp. Points Hit Dice Spells
1 Gobling 0 1d6 None
2 Goblin Warrior 2,000 2d6 None
3 Goblin Swordmaster 4,000 3d6 None
4 Goblin Hero 8,000 4d6 None
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