Goblins are very common in fantasy settings. They're simple little humanoid monsters with just enough intelligence and civilization to form organized groups and build cities, but not enough to be peaceful and productive. In game terms, they tend to be push-overs individually and generally only pesky in groups.
My players, at least, have grown very used to seeing goblins at low levels. They might not have their stats memorized, but they know generally what to expect in terms of damage and how many hits a goblin can take. That's why I'm working on creating variations on standard monsters, like goblins.
My goal is to create simple varieties that I can either sprinkle in among the standard versions or lay out en masse as a distinct subrace.
Dirt Goblins
Standard variety. (
image)
A dirt goblin’s skin color ranges from yellow through any shade of orange to a deep red.
Grass Goblins
HP: 3 |
AC 15 (+1 size, +1 Dex, +2 leather, +1 light shield) |
Touch 12 |
Flat-Footed 14
Speed: 30 ft.
Attack: Longspear +2 melee reach (1d6) or Javelin +3 ranged (1d4)
Special: Low-light vision,
ambush (deal +1d4 damage to flat-footed opponents)
Saves: Fort +1, Ref +1, Will +1
Abilities: Str 11, Dex 13, Con 9, Int 10, Wis 12, Cha 6
Skills: Hide +9, Listen +4, Move Silently +5, Spot +4
Feats: Alertness
A grass goblin's skin color is generally a shade of green with mottled patches of yellow. Its head is topped with long, spiky green hair.
Cave Goblins
HP: 4 |
AC 16 (+1 size, +1 Dex, +1 natural, +2 leather, +1 light shield) |
Touch 12 |
Flat-Footed 15
Speed: 20 ft.
Attack: Greatclub +3 melee (1d8+1) or Sling +3 ranged (1d3+1)
Special: Darkvision 60 ft.,
frenzy (+2 Str, +2 Con, -2 AC for 1 round)
Saves: Fort +2, Ref +1, Will -1
Abilities: Str 13, Dex 13, Con 10, Int 10, Wis 9, Cha 6
Skills: Hide +5, Listen +6, Move Silently +5, Spot +2
Feats: Alertness
A cave goblin's skin is thick and hairless, usually in shades of grey and brown.
Swamp Goblins
HP: 6 |
AC 14 (+1 size, +2 leather, +1 light shield) |
Touch 11 |
Flat-Footed 14
Speed: 30 ft.
Attack: Kukri +2 melee (1d4 18-20/x2) or Net +2 ranged touch attack (entangle)
Special: Low-light vision,
excretion (+2 Escape Artist, +2 Swim, +2 AC for 1 round)
Saves: Fort +4, Ref +0, Will +0
Abilities: Str 10, Dex 11, Con 15, Int 9, Wis 10, Cha 6
Skills: Escape Artist +2, Hide +5, Listen +2, Move Silently +5, Spot +2, Swim +2
Feats: Alertness
A swamp goblin's skin is moist and slimy, and beneath the slime it is usually a bluish-green or indigo.