Goblin Warriors

Goblin Warrior
Usual stats for a member of the Goblins.

SizeAndType: Small Humanoid (Goblinoid)
HitDice: 1d8 (4)
Initiative: + 1 (Dex)
Speed: 30 ft.
ArmorClass: 15 ( + 1 size, + 1 Dex, + 3 studded leather)
Attacks: Morningstar + 1 melee; or javelin + 3 ranged
Damage: Morningstar 1d8 – 1; or javelin 1d6 – 1
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Darkvision 60 ft.
Saves: Fort + 2, Ref + 1, Will + 0
Abilities: Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8
Skills: Hide + 6, Listen + 3, Move Silently + 4, Spot + 3
Feats: Alertness
ClimateAndTerrain: Temperate and warm land and underground
Organization: Gang (4 – 9), band (10 – 100 plus 100% noncombatantsplus 1 3rd – level sergeant per 20 adults and 1 leader of 4th – 6th 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)
ChallengeRating: 1/4
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Description
General
Goblins speak Goblin Language; those with Intelligence scores of 12 or above also speak Common.

Combat
They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise.

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).

A goblin’s favored class is rogue. Goblin clerics can choose two of the following domains: Chaos, Evil, and Trickery. Most goblin spellcasters are adepts. Goblin adepts favor spells that fool or confuse enemies.

Goblin Warriors

D&D 3.0: Tales from Mystara Galero