Encounters: Goblin Marches - Caves (Night)
Goblin (CR 1/3)
Small Humanoid (Goblinoid)
Alignment: Usually neutral evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +2, and Spot +2
AC: 15 (+1 size, +1 Dex, +2 leather, +1 light shield), touch 12, flat-footed 14
Hit Dice: 1d8+1 (5 hp)
Fort +3, Ref +1, Will -1
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple -3
Attack: Morningstar +2 melee; or javelin +3 ranged
Full Attack: Morningstar +2 melee; or javelin +3 ranged
Damage: Morningstar 1d6; or javelin 1d4
Special Attacks: -
Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6
Skills: Hide +5, Listen +2, Move Silently +5, Ride +4, and Spot +2
Advancement: By character class
Climate/Terrain: 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-5th level), warband (10-24 with worg mounts), or tribe (40-400 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)
Source: Monster Manual
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, over-whelming 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 gain a +4 racial bonus to Move Silently checks. Goblin cavalry (mounted on worgs) gain a +6 bonus to Ride checks and the Mounted Combat feat (neither of these benefits is included in the statistics block).