1st-Level Warrior Goblin

MapTool Token

Name1st-Level Warrior Goblin
Sorted NameGoblin, 1st-Level Warrior
FamilyGoblin
Size and TypeSmall Humanoid (Goblinoid)
Hit Dice Count1
Hit Dice1d8+1 (5 hp)
Random Hit Points1d8+1 - 1
Initiative+1
Speed30 ft. (6 squares)
Armor Class15 (+1 size, +1 Dex, +2 leather armor, +1 light shield), 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)

Space/Reach5 ft./5 ft.
Special Attacks-
Special Qualities

Darkvision 60 ft.

SavesFort +3, Ref +1, Will -1
AbilitiesStr 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6
Skills

Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2

Feats

Alertness

EnvironmentTemperate plains
Challenge Rating1/3
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)

TreasureStandard
AlignmentUsually neutral evil
AdvancementBy character class
Level Adjustment+0
VersionSRD
SourcesSystem Reference Document
Stat_Block

1st-level warrior goblin; CR 1/3; Small humanoid (goblinoid); HD 1d8+1; hp 5; Init +1; Spd 30 ft. (6 squares); AC 15 (+1 size, +1 dex, +2 leather armor, +1 light shield), touch 12, flat-footed 14; Base Atk +1; Grp -3; Atk +2 melee (1d6, morningstar) or +3 ranged (1d4, javelin); Full Atk +2 melee (1d6, morningstar) or +3 ranged (1d4, javelin); Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft.; AL NE; SV Fort +3, Ref +1, Will -1; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6

Skills and Feats: Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2; Alertness

Goblin

Goblin, 1st-Level Warrior
Small Humanoid (Goblinoid)
Hit Dice:
1d8+1 (5 hp)
Initiative:
+1
Speed:
30 ft. (6 squares)
Armor Class:
15 (+1 size, +1 Dex, +2 leather armor, +1 light shield), 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)
Space/Reach:
5 ft./5 ft.
Special Attacks:
-
Special Qualities:
Darkvision 60 ft.
Saves:
Fort +3, Ref +1, Will -1
Abilities:
Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6
Skills:
Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2
Feats:
Alertness
Environment:
Temperate plains
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)
Challenge Rating:
1/3
Treasure:
Standard
Alignment:
Usually neutral evil
Advancement:
By character class
Level Adjustment:
+0

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.

Goblins as Characters

Goblin characters possess the following racial traits.

  • -2 Strength, +2 Dexterity, -2 Charisma.
  • Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.

-A goblin's base land speed is 30 feet.

  • Darkvision out to 60 feet.
  • +4 racial bonus on Move Silently and Ride checks.
  • Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
  • Favored Class: Rogue.

The goblin warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Morningstar +2 melee (1d6) or javelin +3 ranged (1d4), or Morningstar +2 melee (1d6) or javelin +3 ranged (1d4)

feats: ALERTNESS, ,