Goblin
· · CR Unknown
CR 1/4 small humanoid, neutral evil — that's Goblin. AC 15, 2 hit dice, 30-ft speed. Native to forest, grassland, hill, and underground. Senses include darkvision 60 ft. Speaks common and goblin. Notable trait: Nimble Escape — The goblin can take the Disengage or Hide action as a bonus action on each of its turns.. Sourced from Monster Manual (5e 2014).
Stat Block
- Challenge Rating
- Unknown
- Type
- —
- Size
- —
- Alignment
- —
- Speed
- —
- Habitats
- Forest, Grassland, Hill, Underground
- Sources
- Monster Manual (5e 2014)
Ecology
Goblins are scavenger humanoids who breed fast, eat anything, and live in tribes of 20–200 in caves, ruined keeps, abandoned mines, and warrens dug under hills. They subsist on small game, foraged plants, and stolen livestock. A goblin tribe leaves an environment stripped of game within months — they're an ecological pressure wherever they settle.
Behaviour
Cowardly individually, vicious in groups. They obey strength and reward cunning. A goblin will sell out its boss for a copper, then betray the buyer for two. Goblin culture worships whichever creature is currently hurting them most — bugbears, hobgoblins, dragons, demonic patrons. Almost all goblin tribes serve a stronger master, and the master's death triggers civil war.
Origin
Created in many origin myths as the by-product of grander species — discarded experiments by giant-kin, runaway servants of fey courts, or fallen nature spirits cursed for rebellion. In Forgotten Realms canon, goblinoids serve Maglubiyet, a brutal war-god who steals their souls on death to fight in his eternal army.
Related Monsters
Frequently Asked Questions about Goblin
- Where does Goblin live?
- Habitats for Goblin: Forest, Grassland, Hill, Underground.