“ | If you want soldiers or thugs, hire Hobgoblins. If you want someone clubbed to death in their sleep, hire Bugbears. If you want mean little fools, hire Goblins. | „ |
~ Stalman Klim, Slave Lord |
“ | When Maglubiyet conquered the goblin gods, he intended to leave only Khurgorbaeyag alive as a harsh overseer who would keep the goblins under heel. But the goblins' pantheon included a trickster deity who was determined to get the last laugh... | „ |
~ Volo's Guide to Monsters |
Summary
They breed fast, they spread fast; the Goblins are a small humanoid race and most well known of the Goblinoids.
Usually 3 feet tall, they carry various types of weaponry, though favor ambushes when engaging enemies, becoming annoying with large hoards.
Various types of warriors number their clans, with some like the Hexer even being able to use magic.
The most dreadful type of Goblin to encounter however is the Nilbog whose mere presence causes everyone to act opposite to how they want to, causing them to toss their gold into a box and go away empty-handed with them being unable to do anything.
Powers and Stats
Tier: 9-B | Varies between at least 9-B, likely 9-A up to 9-A | 9-B | Varies between 9-B, to at least 9-B, likely 9-A up to 9-A | 9-B
Keys: Regular | Boss/Chief/Leader | Hexer | Nilbog | Blue
Name: Goblin, Nibolg, Blue
Origin: Dungeons and Dragons
Gender: Varies
Age: Varies
Classification: Small Humanoid, Goblinoid
Powers and Abilities:
Superhuman Physical Characteristics, Small Size (Type 0; They stand at 3 feet[1] tall), Enhanced Senses (They have night vision[2]), Damage Boost (Via Fury of the Small[3]), Weapon Mastery (Most Goblins are warriors[1] which means they adept at using a variety of weapons[4]), Stealth Mastery (Shown here[2]), Resistance to Empathic Manipulation (Shown here[3])
Same as before
Same asa regular Goblin plus Magic, Non-Physical Interaction (Magic in D&D can affect abstract, incorporeal, intangible, conceptual, or nonexistent beings), Curse Manipulation (They can use hexes to directly harm people[5]), Status Effect Inducement (Via Blinding Hex[5]), Attack Reflection (Via Lead from the Rear[5]), Statistics Amplification (Via Incite Bravery[5]), Statistics Reduction and Smoke Manipulation (Via Vexing Cloud[5])
All powers of a regular Goblin plus Mind Manipulation, Healing, Damage Reduction, Causality Manipulation (As a result of the fabric of space time being strained due to magic some Goblins get afflicted by Nilbogism which makes so people are compelled to act opposite of how they would, and all damage and healing used on the Nilbog is reversed in its effect[6]), Magic, Non-Physical Interaction
Has access to the following spells[7] which grants it: Mind Manipulation (Via Vicious Mockery[8]), Empathic Manipulation (Via Tasha's Hideous Laughter[9]), Telekinesis (Via Mage Hand[10]), Madness Manipulation (Via Confusion[11])
Superhuman Physical Characteristics, Small Size (Type 0; Are smaller[12] than Goblins), Enhanced Senses (Have night vision[13]), Weapon Mastery (Are skilled in using spears[13]), Stealth Mastery (Shown here[13])
Have the following[13] psionic abilities[12] granting them: Forcefield Creation (Via Inertial Armor[14]), Empathic Manipulation (Via Charm Person[15]), Mind Manipulation (Via Ego Whip, Empty Mind, Mental Barrier[16], and Mind Thrust[17]), Telekinesis (Via Far Hand[18]), Ectoplasm Manipulation and Heat Manipulation (Via Finger of Fire[19])
Attack Potency: Wall level (The average Goblin is a CR 1/3[1] monster in 3.5e which makes them on par with casters who can use Burning Hands) | Varies between at least Wall level, likely Small Building level up to Small Building level+ (Goblin leaders are level 4 to 8[1] but their CR is their level minus 2[1] so the lower end of leaders are on par with animals like the Rothé while the higher ends are comparable to casters who can cast Conjure Barrage) | Wall level (As a level 3[5] monster in 4e they too are on par with casters who can use Burning Hands) | Varies from Wall level, to at least Wall level, likely Small Building level up to Small Building level+ (Any Goblin can end up as a Nilbog) | Wall level (As a Cr 1/2[13] monster in 3.5e they're comparable to casters who can use Burning Hands)
Speed: Subsonic (Comparable to beings capable of dodging point blank arrows) | Varies from Subsonic up Hypersonic+ with High Hypersonic+ reactions (Keeps up with adventurers who can dodge lightning) | Varies from Subsonic to Hypersonic+ with High Hypersonic+ | Subsonic
Lifting Strength: Peak Human (As a small creature with a strength score of 11[1] they can at max push 391.22342 kg) | At least Peak Human | At least Peak Human | At least Peak Human, Below Average Human via Mage Hand | Peak Human (Due to being a small creature with a strength score of 8[13] they can at max push 272.155 kg), Below Average Human via Telekinesis (The Far Hand skill allows it to move 5 pounds freely in the air)
Striking Strength: Wall level | Varies between at least Wall level, likely Small Building level up to Small Building level+ | Wall level | Varies from Wall level, to at least Wall level, likely Small Building level up to Small Building level+ | Wall level
Durability: Wall level | Varies between at least Wall level, likely Small Building level up to Small Building level+ | Wall level | Varies from Wall level, to at least Wall level, likely Small Building level up to Small Building level+ | Wall level
Stamina: Superhuman (Should be on par with adventures who can keep fighting after their limbs have been hacked off)
Range: Extended melee range, tens of meters via their bows | Extended melee range, tens of meters via javelins | Extended melee range, tens of meters via spells | Extended melee range, tens of meters via spells | Extended melee range via spears, tens of meters via psionic abilities
Standard Equipment: A scimitar, short bow[2], shield and leather armor | A scimitar, javelin[2], shield and a chain shirt[2] | A hexer rod and leather robes[5] | A shortbow and scepter[7]
Optional Equipment: Short swords, slings, military picks, spears, short bows[20], hand crossbows[5], battleaxes[5] | Spears
Intelligence: Average (While poor strategies they are still adept warriors who are quite skilled in stealth, they also have an intelligence score of 10[1] which makes them on par with regular humans. All Goblins have the thievery skill[21] which makes them adept at stuff like pick pocketing, disabling traps and prying open locks[22]) | Average (Are superior to regular Goblins) | Average | Average | Above average (Maintain an intelligence score of 12[13] which makes them above average humans[23])
Weaknesses: They are hindered by sunlight[20]
Notable Attacks/Techniques:
While cowardly and not great strategists the average Goblin is still adept at using various weapons and has some tricks up its sleeve:
- Nimble Escape[2]: The Goblins are extremely skilled in running away that in the midst of combat they can easily exist an enemy's melee reach without being hit or quickly hide in the middle of a fight.
- Nilbogism: A rare condition which only affects Goblins, theorized to be caused by the space time continuum being straied due to magic.
This condition makes so whatever damage or healing is dealt to the Nilbog gets reversed, and so do the actions of those around of them as adventurers are forced to throw their gold away and walk away empty handed.
At will:
- Mage Hand The Nilbog creates a floating spectral hand which can float to anywhere that's 30 feet away from the Nilbog. It can at max carry 10 pounds and can't exert enough force to damage creatures.
- Tasha's Hideous Laughter: The Nilbog can choose a creature he sees and make them find everything hilarious to such a degree that they can only fall prone and laugh. This spell persists for one minute, and each time the target is harmed the chance of them breaking free from the spell increases. It can't effect beings that have animal like intelligence.
- Vicious Mockery: The Nilbog can string a series of insults in order to inflict psychic mental to its enemies.
Once per day:
- Confusion: The Nilbog creates a sphere where those who enter it gets their minds twisted and spawning delusions, they are then forced to do various random actions[24]
Notable Matchups
Notable Victories:
Notable Losses:
Inconclusive Matches:
References
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Monster Manual 3.5e Page 133
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Monster Manual 5e Page 166
- ↑ 3.0 3.1 Mordenkainen Presents: Monsters of the Multiverse Page 20
- ↑ Dungeon Master's Guide 3.5e Page 109
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 5.8 Monster Manual 4e page 137
- ↑ Fiend Folio 1e Page 68
- ↑ 7.0 7.1 Volo's Guide to Monsters Page 182
- ↑ Player's Handbook 5e Page 285
- ↑ Player's Handbook 5e Page 280
- ↑ Player's Handbook 5e Page 256
- ↑ Player's Handbook 5e Page 224
- ↑ 12.0 12.1 Psionics Handbook Page 143
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5 13.6 Psionics Handbook Page 142
- ↑ Psionics Handbook Page 26
- ↑ Psionics Handbook Page 59
- ↑ Psionics Handbook Page 43
- ↑ Psionics Handbook Page 44
- ↑ Psionics Handbook Page 74
- ↑ Psionics Handbook Page 75
- ↑ 20.0 20.1 Monster Manual 1e Page 47
- ↑ Monster Manual 4e Page 136-138
- ↑ Player's Handbook 4e Page 188
- ↑ Player's Handbook 3.5e Page 9
- ↑ Player's Handbook 5e Page 225
Discussions
Discussion threads involving Goblin (Dungeons and Dragons) |