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Goblinoid
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

NilbogRender
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

Blue Goblin-removebg-preview

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:

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])

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.

  • Multiattack: The Goblin Boss being the strongest of the Goblins physically is a capable fighter who can preform a flurry of attacks in the same amount of time a regular Goblin can do one.
  • Redirect Attack[2]: The Goblin Boss can if they're targeted by an attack quickly swap with a Goblin minion of its that's nearby and have them get hit instead.

  • Hexing Rod: The Hexer's main combat tool, they use it both a way to cast their spells and can use it like a club in melee range.
  • Stinging Hex: A ranged hex which the Hexer can shoot at its enemies to cause them harm.
  • Blinding Hex:A hex which they can use to blind their enemies.
  • Vexing Cloud: The Hexer creates a cloud which both hampers the abilities of enemies and offers its allies concealment in order to use their sneaking abilities.
  • Incite Bravery: When a fellow Goblin moves in, the Hexer can make them move further then they otherwise could and then make them attack afterwards.
  • Lead from the Rear: If the Hexer is targeted for an attack it can direct it to a nearby ally instead.

    • 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]

  • Charm Person: The Blue is able to make a single target view them as their best friend, with them seeing all the Blue's action in the most favorable light, however if this is used while the Blue is fighting the target they have a higher chance of resisting the ability. The range of this ability is 55 feet.
  • Ego Whip: The Blue lobs psionic energy in order to harm a creature's psyche. The range of this ability is 55 feet.
  • Empty Mind: The blue is able as a reaction use this ability in order to hide their mind from outside forces.
  • Far Hand: The Blue can use this ability in order to freely move a 5 pound heavy object with telekinesis. The range of this ability is 55 feet.
  • Finger of Fire: The Blue shoots a beam of ectoplasm so hot it harms creatures. The range of this beam is 55 feet.
  • Inertial Armor: The Blue's mind generates a forcefield around their body which defends against physical and magical attacks alike. They can have it be either invisible or glimmering.
  • Mental Barrier: The Blue is able to as a reaction create a mental construct of dissembling thoughts in order to defend their mind.
  • Mind Thrust: The Blue hurls psionic energy in order to harm a creature's psyche. The range of this ability is 55 feet.

  • Notable Matchups

    Notable Victories:

    Notable Losses:

    Inconclusive Matches:

    References

    1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Monster Manual 3.5e Page 133
    2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Monster Manual 5e Page 166
    3. 3.0 3.1 Mordenkainen Presents: Monsters of the Multiverse Page 20
    4. Dungeon Master's Guide 3.5e Page 109
    5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 5.8 Monster Manual 4e page 137
    6. Fiend Folio 1e Page 68
    7. 7.0 7.1 Volo's Guide to Monsters Page 182
    8. Player's Handbook 5e Page 285
    9. Player's Handbook 5e Page 280
    10. Player's Handbook 5e Page 256
    11. Player's Handbook 5e Page 224
    12. 12.0 12.1 Psionics Handbook Page 143
    13. 13.0 13.1 13.2 13.3 13.4 13.5 13.6 Psionics Handbook Page 142
    14. Psionics Handbook Page 26
    15. Psionics Handbook Page 59
    16. Psionics Handbook Page 43
    17. Psionics Handbook Page 44
    18. Psionics Handbook Page 74
    19. Psionics Handbook Page 75
    20. 20.0 20.1 Monster Manual 1e Page 47
    21. Monster Manual 4e Page 136-138
    22. Player's Handbook 4e Page 188
    23. Player's Handbook 3.5e Page 9
    24. Player's Handbook 5e Page 225

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