Goblin

Bestiary- every time the blog is updated, we will be including a post detailing various enemy creatures from Gray Realm. This is meant to give an impression of the wide array of strange beings that inhabit this campaign setting. For the initial post, we decided to start with something simple:

Goblin

NO. ENCOUNTERED: 3d6
SIZE: Small (3-5' tall)
HIT DICE: 1d6
MOVE:  20'
ARMOR CLASS: 12
NO. of ATTACKS: 1
DAMAGE: By weapon
SPECIAL: Darkvision (60')

SAVES:  Physical

INTELLIGENCE: Low to average (5-10)
ALIGNMENT: Lawful Evil
TYPE:  Humanoid
ORGANIZATION: Tribe
ACTIVITY CYCLE: Nocturnal
EXPERIENCE:  35

The Goblin is by far one of the most mischievous denizens of Gray Realm, being a thieving and malicious imp that preys upon unwary travelers and adventurers. The average Goblin stands between three and five feet with a lanky build. Goblins make up for the lack of muscle with their speed and cunning, but the Goblin’s greatest strength lies in sheer numbers. Goblin families are massive, with Goblin mothers giving birth to litters of twelve to eighteen children at a time. As such, although a lone Goblin may prove a small threat to the seasoned adventure, one should be wary to incur the wrath of its siblings…

Combat:

While their darkvision is helpful at night and underground, goblins hate bright sunlight and receive a -1 to their attack rolls when in it. Goblins can use any weapon, but prefer more simple weapons like short swords, spears, and maces. The common rabble wear leather armor while the chiefs wear chain mail. Goblins have little strategy in battle other than avoiding face-to-face fights and arranging ambushes. They only attack if they are confident of victory by greater numbers or some infallible trap.


Habit/Society:
Goblins usually inhabit dark caves which emit a foul stench. They use no sanitation and seem resistant to the diseases that so easily breed in such filth. They multiply quickly and develop a maze-like network of tunnels around their lair in order to expand. When they finally do outgrow their home they migrate en mass. All their possessions, most of which are stolen, are carried with them. Goblins are very communal and only the chieftains have separate living quarters.

A typical tribe has 40-400 (4d10 x 10) adult male warriors. For every 40 (band), there is a leader (1st lvl. fighter, prefers battle axe). For every 200 (clan), there is a chieftan (2nd-4th lvl. fighter) and 1d2 assassins (1st-6th lvl.). Larger tribes (400+) are ruled by a goblin king (5th-7th lvl. fighter), accompanied by (or controlled by) a shaman (also 5th-7th lvl).

The tribe has a very clear pecking order and the goblins are constantly fighting among themselves to move up the social ladder. Goblins hate most other humanoids, especially gnomes and dwarves. There is a 30% chance that 10% of the force will be mounted upon worgs.



[These stats have been adapted from the updated 1993 2nd Edition Advanced Dungeons & Dragons Monstrous Manual
and from the 2011 Castles & Crusades Monsters & Treasure manual for use in our campaign using the Castles & Crusades SIEGE engine.]