Goblins are as prolific as humankind, but as a people, they're less creative and more prone to warlike behavior. Most goblins live in the wild places of the world, often underground, but they stay close enough to other humanoid settlements to prey on trade caravans and unwary travelers. Goblins form tribes, each ruled by a chieftain. The chieftain is usually the strongest member of the tribe, though some chieftains rely on guile more than martial strength.

Description and Homelands

Wandering tribes of goblins, hobgoblins, and bugbears dwell throughout Faerûn. They are widely regarded as unintelligent and uncivilized, deserving attention only for the sake of eradicating them. Not all goblins are dim-witted, however, and a few are able to rise beyond their ilk. Stories tell of goblins and, to a small extent, bugbears and hobgoblins who have joined groups of adventurers and accomplished great feats. Like heroes of other infamous races, a few goblins have been able to gain enough renown to be accepted into cities, even if the welcome remains somewhat cold.

Goblins are generally short-tempered and inclined to fits of rage. They lurk in the shadows of civilization, striking at the vulnerable. Goblinoids who separate from their fellows generally remain easily provoked, though they prove less sadistic than others of their kind. Although few goblinoid adventurers are able to profess truly altruistic intentions, they nonetheless welcome any good that might arise from treasure-hunting and exploration. Goblins able to overcome the shadows of their heritage often find that standing in the light is much warmer than walking in the darkness.

Goblin tribes are scattered throughout Faerûn and usually contain a few hobgoblins and bugbears. Tribes made up mostly of hobgoblins and bugbears are more rare because such groups (when they form) frequently threaten civilization and are summarily eliminated. Goblins are pests, but they usually harass only outlying settlements and lone travelers and are thus left to their foul activities.

Goblin Racial Traits

In common parlance, "goblin" refers to a specific sort of small, ill-tempered humanoid, but the word also refers to related beings of various sizes, such as bugbears and hobgoblins.


Big, tough goblins that love to fight, bugbears are the champions, picked guards, and muscle for more clever goblins. Bugbears take whatever they want and bully others into doing their work. They hunt for food, eating any creature they can kill—including other goblins.

Average Height: 6' 10"–7' 2"
Average Weight: 250–300 lb.

Ability Scores: +2 Strength, +2 Dexterity
Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Common, Goblin
Skill Bonuses: +2 Intimidate, +2 Stealth
Oversized: You can use weapons of your size or one size larger than you as if they were your size.
Predatory Eye: You can use predatory eye as an encounter power.

Predatory Eye Bugbear Racial Power
You maneuver into an advantageous position and strike your foe with ruthless determination.
Minor Action Personal
Effect: If you have combat advantage against a target, you deal +1d6 damage on the next attack you make against that target. You must apply this bonus before the end of your next turn.
Increase extra damage to +2d6 at 11th level and +3d6 at 21st level.


Goblins are wicked, treacherous creatures that love plunder and cruelty. They're not very big or strong, but they're dangerous when they gang up. Goblins breed quickly and can live most anywhere, from caves to ruins to a city's sewers. They survive by raiding and robbery, taking every usable item they can carry from their victims.

Average Height: 3' 4"– 3' 8"
Average Weight: 40–55 lb.

Ability Scores: +2 Dexterity, +2 Charisma
Size: Small
Speed: 6 squares
Vision: Low-light

Languages: Common, Goblin
Skill Bonuses: +2 Stealth, +2 Thievery
Goblin Reflexes: You gain a +1 racial bonus to your Reflex defense.
Goblin Tactics: You can use goblin tactics as an at-will power.

Goblin Tactics Goblin Racial Power
You avoid your enemy's blow and cleverly slink past his defenses.
Immediate Reaction Personal
Trigger: You are missed by a melee attack.
Effect: You shift 1 square.


Hobgoblins live for war and bloodshed, killing or enslaving creatures weaker than themselves. More aggressive and organized than their goblin and bugbear cousins, they see all other creatures as lesser beings to be subjugated, and they reserve a special loathing for all fey, especially elves and eladrin. Hobgoblins prize their possessions and make their own weapons and armor. Compared to their more brutish kin, they wear decent clothing and armor, and they maintain their personal armaments with care. Hobgoblins prefer bold colors, especially crimson and black.

Average Height: 6' 1"– 6' 5"
Average Weight: 190–240 lb.

Ability Scores: +2 Constitution, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Common, Goblin
Skill Bonuses: +2 Athletics, +2 History
Battle Ready: You gain a +2 bonus to initiative checks.
Hobgoblin Resilience: You can use hobgoblin resilience as an encounter power.

Hobgoblin Resilience Hobgoblin Racial Power
You shake off an effect that would cripple a lesser warrior.
Immediate Reaction Personal
Trigger: You suffer an effect that a save can end.
Effect: You make a saving throw against the effect.
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