Goblin, 1st-Level Warrior

Small Humanoid (good reflex) (Goblinoid) — CR 0.33

Monster Manual v.3.5 (MM), p. 133Updated 3.5

Goblin, 1st-Level Warrior is a D&D 3.5 monster from MM, p. 133. CR 0.33, HD 1d8+1 (5 hp).

Hit Dice
1d8+1 (5 hp)
Initiative
+1
Speed
Land 30 ft
Armor Class
15, touch 12, flat-footed 14
Base Attack / Grapple
+1/-3
Attack
Morningstar +2 melee (1d6) or javelin +3 ranged (1d4)
Full Attack
Morningstar +2 melee (1d6) or javelin +3 ranged (1d4)
STR
11
DEX
13
CON
12
INT
10
WIS
9
CHA
6
Fort / Ref / Will
+3 / +1 / -1
Challenge Rating
0.33
Alignment
Usually Neutral-Evil
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 100% noncombatants 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)
Treasure
Standard
Environment
Plains
Level Adjustment

Special Abilities

Feats

This little humanoid has a flat face, broad nose, pointed ears, wide mouth, and small, sharp fangs. It walks upright, but its arms hang down almost to its knees.

Description

Goblins are small humanoids that many consider little more than a nuisance. However, if they are unchecked, their great numbers, rapid reproduction, and evil disposition enable them to overrun and despoil civilized areas.

A goblin stands 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Its eyes are usually dull and glazed, varying in color from red to yellow. A goblin’s skin color ranges from yellow through any shade of orange to a deep red; usually all members of a single tribe are about the same color. Goblins wear clothing of dark leather, tending toward drab, soiled-looking colors.

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

Most goblins encountered outside their homes are warriors; the information in the statistics block is for one of 1st level.

Combat

Being bullied by bigger, stronger creatures has taught goblins to exploit what few advantages they have: sheer numbers and malicious ingenuity. The concept of a fair fight is meaningless in their society. They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise.

Goblins have a poor grasp of strategy and are cowardly by nature, tending to flee the field if a battle turns against them. With proper supervision, though, they can implement reasonably complex plans, and in such circumstances their numbers can be a deadly advantage.

Skills: Goblins have a +4 racial bonus on Move Silently and Ride checks. Goblin cavalry (mounted on worgs) usually select the Mounted Combat feat in place of the Alertness feat, which reduces their Spot and Listen check modifiers from +3 to +1.

Challenge Rating: Goblins with levels in NPC classes have a CR equal to their character level –2.

Skills: Goblins have a +4 racial bonus on Move Silently and Ride checks. Goblin cavalry (mounted on worgs) usually select the Mounted Combat feat in place of the Alertness feat, which reduces their Spot and Listen check modifiers from +3 to +1.

Challenge Rating: Goblins with levels in NPC classes have a CR equal to their character level -2.