Name: Goblin
Size/Type: Small Trollr
Hit Dice: 5d6 (17 hp)
Wound: 5
Initiative: +2
Speed: 25 feet (5 hexes)
Armor Class: 13 (+1 size, +2 Dex), touch 13, flat-footed 11
BAB/Grapple: +3/-2
Attack: Bite +6 melee (1d8+3 and trollskin shivers) or Claw +6 melee (1d8+3 and earthblood venom)
Full Attack: Bite and claw +2/+2 melee or 2 claws +2/+2 melee
Space/Reach: 1 hex wide/1 hex
Special Attacks: Earthblood Venom, Trollskin Shivers
Special Qualities: Cavern Vision, Spirit Sense, Sunlight Vulnerability
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 8, Dex 15, Con 10, Int 5, Wis 11, Cha 5
Skills: Concentration +8, Disguise +10, Endurance +8, Hide +10, Listen +10, Search +10, Sleight of Hand +10, Spot +10
Proficiencies: Master Geography, Master Nature, Expert Lower Worlds
Feats: Multiattack, Ability Focus (Goblin Fever), Swarmfighting
Challenge Rating: 2
Salvage: 33 sp Curiosities

Goblins are ugly, loathsome, twisted creatures with milky white eyes and boil-covered grayish-brown skin that looks like rotten flesh covered with mud. Their clothing resembles old rags and they stand between three and four feet tall at their full height but only two to three feet in their usual hunched-over bestial stance, which has led more than one unfortunate warrior to underestimate them—true, they are among the weakest of the trolls, but their dangerous claws and fangs and their tendencies to come in packs makes them a force to be reckoned with nonetheless.

Goblins speak their own language.

Lone goblins are cowards, preferring to flee rather than fight, and even to flee into the sunlight that will burn them to cinders rather than surrender, as their warped minds can’t conceive of any foes treating them better than the goblins would treat a surrendering foe. Goblins are rarely alone, however, and in groups they are nearly suicidally brave, ganging up on foes to make things as unfair as possible in their favor and throwing their lives away just to get in a few lucky bites or scratches with their disease-carrying fangs or venomous claws.

Goblins are the favored minions of more powerful trolls, so if goblins are doing anything other than fleeing alone or rushing enemies in great number, there is likely a grendel, hag, or other powerful creature controlling them somehow.

Cavern Vision: Goblins have darkvision with no maximum range, and can see through magical darkness if the darkness effect’s spell level is no higher than than half their hit dice. However, while in direct or indirect sunlight they take a -5 penalty on all rolls involving vision.

Earthblood Venom (Su): Delivered via claws, Fortitude DC 14 in darkness, 12 in indirect sunlight, 10 in direct sunlight. The save DC is Constitution-based.

Spirit Sense (Su): Goblinns are aware of the presence of all other spirits within 10 feet per hit die, sensing their type, exact location, and general emotional state. Detected creatures can attempt to mentally “hide” from this sense by making Bluff checks against the goblin’s Sense Motive in the same way one would make Hide checks against an observer’s Spot check to hide physically, with living creatures and foliage counting as concealment against this sense.

Sunlight Vulnerability: While in indirect sunlight, goblins become more vulnerable to fire and light, taking 50% more damage from any effect with the [Fire] or [Light] descriptor or taking 1d6 fire damage from such an effect if it does not already deal damage.

If exposed to direct sunlight, goblins take 2d6 fire damage each round (times 1.5 for the above vulnerability) as long as they are exposed; a Fortitude save against DC 15 halves the damage. Also, while exposed to direct sunlight, a goblin’s disease and poison are rendered impotent and are not delivered via a bite or claw attack as normal.

Trollskin Shivers (Su): Delivered via bite, Fortitude DC 13 in darkness, 11 in indirect sunlight, 9 in direct sunlight. The save DC is Charisma-based.

Consumables: Goblin meat is completely inedible; even if one could get past the taste, the poison in its body would be worse than that delivered by its claws and the meat has no nutritional value.

Curiosities: A goblin’s fangs and claws are considered exotic weapons in the Swords group with the Finesse quality, taken twice, so they can be fashioned into daggers, darts, and similar small bladed weapons with the same qualities. Additionally, if a goblin is killed while not in direct or indirect sunlight, its poison will not have denatured and 3 doses of the goblin’s poison can be recovered; these doses immediately denature if exposed to sunlight, but if kept in a totally opaque container they will keep indefinitely.


Saga of the Northlands PsychicTheurge