GOBLIN – 5e stats

Small humanoid (goblinoid), neutral evil

Armor Class 15 (leather armor, shield)
Hit Points 7 (2d6)
Speed 30 ft.

Proficiency Bonus +2
Proficiency Bonus +2 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
8 (-1)14 (+2)10 (+0)10 (+0)8 (-1)8 (-1)

Skills Stealth +6
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 1/4 (50 XP)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

ACTIONS

  • ScimitarMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
  • ShortbowRanged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


Description

Goblins are small, evil humanoids with flat faces, broad noses, pointed ears, wide mouths and small, sharp fangs. Their foreheads slope back, and their eyes are usually dull and glazed. They always walk upright, but their arms hang down almost to their knees. Their skin colors range from yellow through any shade of orange to a deep red. Usually a single tribe has members all of about the same color skin. Their eyes vary from bright red to a gleaming lemon yellow. They wear clothing of dark leather, tending toward dull soiled-looking colors. Goblins are typically neutral evil in alignment, caring only for their own needs and survival.

Combat

Goblins are not very brave or strong, but they make up for it with cunning and numbers. They prefer to attack from hiding, using their Nimble Escape feature to disengage or hide as a bonus action. They also use traps, snares, and other dirty tricks to gain an advantage over their enemies. Goblins often flee when they are outnumbered or outmatched, unless they are compelled by a stronger leader or a fanatical devotion to their god, Maglubiyet.

Habitat & Society

Goblins live in tribal societies, often dominated by other goblinoids such as hobgoblins and bugbears. They dwell in underground lairs or in dismal places such as swamps, forests, hills, or ruins. They have little concept of privacy, hygiene, or aesthetics, and their lairs are often filthy and foul-smelling. Goblins are constantly competing for power and resources, and their leaders are usually the strongest or the smartest among them. Goblins speak a language called Ghukliak, which has many dialects and variations. In addition to their own language, some goblins can speak in the kobold, orc, and hobgoblin tongues.

Ecology

Goblins are omnivorous scavengers, eating anything they can find or steal. They have a fast metabolism and a short lifespan, reaching adulthood at age 8 and rarely living longer than 60 years. They reproduce quickly and often, resulting in overpopulation and scarcity of food. Goblins have many natural enemies, such as elves, dwarves, humans, and other goblinoids. They also worship a pantheon of gods led by Maglubiyet, the god of war and conquest, who demands blood and sacrifice from his followers. Goblins usually spoil their habitat, driving game from it and depleting the area of all resources. They are decent miners, able to note new or unusual construction in an underground area, and any habitat will soon be expanded by a maze-like network of tunnels.

Underground Engineering

Goblins are adept at digging and carving out tunnels and mazes in the underground. They use these networks for various purposes, such as hiding, raiding, mining, or worshipping. Goblins often construct their mazes with traps, dead ends, secret passages, and hidden rooms to confuse and ambush their enemies. Some goblins also use their tunnels to connect with other goblinoid settlements or to reach valuable resources such as metals, gems, or magic.

Some examples of goblin underground engineering are:

  • The Cragmaw Hideout: A natural cave complex that serves as the base of operations for the Cragmaw goblins. The caves are filled with stalactites, stalagmites, pools of water, and a waterfall. The goblins have also added some wooden bridges, fences, and platforms to make the caves more accessible. The caves are guarded by wolves, a bugbear leader named Klarg, and a captured human named Sildar Hallwinter.
  • The Goblin Cave: A large cavern where a goblin tribe has made their home. The cave is divided into several areas, such as a sleeping area, a kitchen, a treasure room, and a ritual site. The cave is also full of traps, such as spikes, nets, tripwires, and falling rocks. The cave is inhabited by various creatures, such as an adult black dragon, a dwarf rogue, and a merchant.
  • The Purple Worm Tunnels: A series of tunnels that were created by a massive purple worm that burrows through the earth. The tunnels are wide enough for a large creature to pass through, and are often used by goblins and other underground dwellers as shortcuts or escape routes. The tunnels are dangerous, however, as the purple worm can return at any time and devour anything in its path.
  • The Goblin Warrens: A network of interconnected burrows that house hundreds of goblins and their pets. The warrens are chaotic and crowded, with no clear organization or hierarchy. The goblins scavenge and steal whatever they can from nearby settlements or travelers, and store their loot in hidden caches throughout the warrens. The warrens are also infested with vermin, diseases, and rival factions that constantly fight for dominance.
  • The Goblin Mines: A series of shafts and chambers that goblins use to extract valuable minerals from the earth. The mines are poorly constructed and maintained, often collapsing or flooding without warning. The goblins use crude tools and methods to mine the ore, such as pickaxes, hammers, carts, ropes, and explosives. The mines are also guarded by slaves, traps, and monsters that the goblins have captured or tamed.