Goblin Species in Nune | World Anvil
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Goblin

Goblins are a race of monstrous creatures that were banished from the Feywild with the Elves many millennia ago. It is said that along with their banishment, that goblins were cursed by the Faerie Queen, turning them into twisted and deranged versions of their ancestors.

Today, goblins are bottom feeders of society. They can be found in most large cities in the slums, living in and around garbage, scavenging what they can. Goblins love filth and refuse, and most other races are disgusted by them as a result. Goblins living in society and around other civilized races tend to be harmless and docile. Goblins that are living in the wilderness are quite different, however. Sometimes referred to as feral goblins, it seems that goblins who do not have the structure of a more civilized society around them have developed into quite different monsters from their more docile cousins. Feral goblins are nuisances at best and downright evil at worst. Their tribes will raid villages, killing and stealing whatever they can get away with. They relish in causing pain, and make sacrifices to their dark gods, hoping that they will in exchange one day allow them to return to their homeland in the Feywild.

Goblins are small, standing around 3 - 3 and a half feet tall and weighing around 40 pounds. They typically have greenish or grey skin, large ears, and yellow or black eyes. Goblins have great hearing and even greater sense of smell.  

Game Statistics (3.5e)

  • -2 Strength, +2 Dexterity, Constitution +1.
  • Size: Small. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
  • Speed: 30 feet.
  • Darkvision out to 60 feet.
  • +4 racial bonus on Move Silently and Ride checks.
  • +2 racial bonus on Listen checks.
  • Scent (Ex): This extraordinary special quality allows a goblin to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Goblins can identify familiar odors just as humans do familiar sights. Goblins can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a goblin detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. Whenever the goblin comes within 5 feet of the source, the goblin pinpoints the source’s location. A goblin with the Track feat can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Goblins tracking by scent ignore the effects of surface conditions and poor visibility.
  • Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.

Game Statistics (5e)

  • Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.
  • Age. Goblins reach adulthood at age 8 and live up to 60 years.
  • Alignment. Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely.
  • Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
  • Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
  • Languages. You can speak, read, and write Common and Goblin.

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