Goblin, Teerac (CR 1/3)

Small Humanoid (Goblinoid)
Alignment: Usually lawful 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
Special Qualities:
Feats: Alertness
Skills: Hide +5, Listen +2, Move Silently +5, Ride +4, and Spot +2
Advancement: By character class
Climate/Terrain: Temperate marsh
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)
Treasure/Possessions: Standard

Source: Converted

Goblins are small humanoids that many consider little more than a nuisance. However, if they are unchecked, their great numbers, rapid reproduction and evil dispositions enable them to overrun and despoil civilized areas.

Goblins have flat faces, broad noses, pointed ears, wide mouths, and small, sharp fangs. Their foreheads slope back, and their eyes are usually dull and glazed, varying in color from red to yellow. They walk upright, but their arms hang down almost to their knees. Goblins' 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. They wear clothing of dark leather, tending toward drab, soiled-looking colors.

Goblins speak Goblin; those with Intelligence scores of 12 or above also speak Common.

Most goblins encountered outside their homes are warriors; the information in the statistics block is for one of 1st level. (See page 39 in the DUNGEON MASTER's Guide for more about the warrior class.)

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, 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).

Goblin Society

Goblins are tribal. Their leaders are generally the biggest, strongest, and sometimes even the smartest around.

They have almost no concept of privacy, living and sleeping in large common areas, only the leaders live separately. Goblins survive by raiding and stealing (preferably from those who cannot defend themselves easily), sneaking into lairs, villages, and even towns by night to take what they can. They are not above waylaying travelers on the road or in forests and stripping them of all possessions, up to and including the clothes on their backs, Goblins sometimes capture slaves to perform hard labor in the tribe's lair or camp.

These creatures live wherever they can, from dank caves to dismal ruins and their lairs are always smelly and filthy due to an utter lack of sanitation. Goblins often settle near civilized areas to raid for food, livestock, tools, weapons, and supplies. Once a tribe has despoiled a locale, it simply packs up and moves on to the next convenient area. Hobgoblins and bugbears are sometimes found in the company of goblin tribes, usually as bullying leaders. Some goblin tribes form alliances with worgs, which carry them into combat.

Goblin bands and tribes have noncombatant young equal in number to the adults.

The chief goblin deity is Maglubiyet, who urges his worshipers to expand their numbers and overwhelm their competitors.

Goblin Characters

A goblin's favored class is rogue; goblin leaders tend to be rogues or fighter/rogues. Goblin clerics worship Maglubiyet and can choose two of the following domains: Chaos, Evil, and Trickery. Most goblin spellcasters, however, are adepts. Goblin adepts favor spells that fool or confuse enemies.

Teerac goblin tribe lives on the border between the Stonelands and Goblin Marches.

The members of this tribe, unlike other goblins, can tolerate the light of the sun without compromising their health, and are often found abroad at hours during which any of their cousins would be fast asleep. Then, too, Teerac goblins seem perfectly comfortable wearing chain armor. They also demonstrate other qualities of civilization and sophistication foreign to their brethren as well

Although they harpoon fish as a dietary staple, they also eat a surprising number of the fruits and leafy plants which grow near or in the lake, particularly a blood red lily which may have life extending properties for the goblinoids.