Goblin1.pngArmor Class: 6
Hit Dice: 1−1
Move: 90’ (30’)
Fighting Capability: +1
Saving Throw: 6
Damage: By weapon
Dungeon Encounter: 2d8
Wilderness Encounter: 6d10
Morale: 7 (9 with chieftain present)
Alignment: Chaotic
XP Value: 8

Goblins are twisted, evil counterparts of elves. It is said in myth and legend that the goblin race was created thousands of years ago by their diabolical master, the Dark Lord Amœdicus, who used the blackest of magic and either the corpses of dead elves or the soil in which they’d been buried to create an unholy, twisted, wretched mockery of natural life. Goblins tend to be smaller than humans, misshapen and ugly, with skin of dull gray or gray-green (sometimes sporting random patches of scales). Their eyes are either red and reptilian or yellow-green and catlike.

Goblins can see out to 90’ in perfect darkness, but sunlight makes them nauseous and weak in the knees, imparting a −1 penalty to attack rolls for goblins forced to fight in daylight. They are known to ally with dire wolves, riding them as mounts. Goblins are not fond of men or any of the human-kindred races, but they positively despise elves.

In their own tongue, goblins call themselves rukh (“goblin”) or rutcha-hai (“the goblin people”). Some goblins (marked by red eyes and scaly skin) are known as snaga-hai, and these seem to be low-class soldiers or slaves. They’re said to be particularly aggressive and stupid, even by other goblins. (The word snaga also means “maggot” in the goblin-tongue.)

The goblin language is called Rukhish, with the commonest dialect being Arkhänian Rukhish. In this tongue, the goblins have plenty of nasty-sounding names for the other races, whom they hate: tarku (human), golug (elf), kuzdu (dwarf), urku (ogre), vok (gnome), and balaakh (a half-goblin, half-human hybrid).


The Shade Isle Campaign jhiggins327 jhiggins327