GOBLIN (GH: Jebli)

FREQUENCY: Uncommon
NO. APPEARING: 40-400
ARMOR CLASS: 6
MOVE: 6"
HIT DICE: 1-7 HP
% IN LAIR: 40% (80 Goblins: hills, TPL30:5th, REF3.31)
TREASURE TYPE: Individuals [K], Lair [C]
NO. OF ATTACKS: 1 ~ 20 (19/18/16)*** <note>
DAMAGE/ATTACK: 1-6 || weapon
SPECIAL ATTACKS: Nil (missile weapons)
SPECIAL DEFENSES: Nil
STRENGTH: 10
INTELLIGENCE: Average (low)
ALIGNMENT: Lawful evil <'depraved': FR novel>
SIZE: S (4'tall) <43,41"+1d10><72#,68#+5d4>
LEVEL/X.P.VALUE: I | 10 + 1
DEITY: Maglubiyet

    *** For guards && leaders.

Goblins have a tribal society, the strongest ruling the REST, allowing fealty to The Goblin King. <c>
It is possible that goblins are distantly related to kobolds.
Like the latter, goblins enjoy dwelling in dismal surroundings,
although they tend to inhabit caves && similar underground places in
preference to any habitation above ground.

They too hate full daylight and attack at a -1 when in sunlight.
Goblins have normal infravision (60' range).

For every 40 goblins encountered there will be a leader && 4 assistants who are equal to orcs, each having 7 HP and attacking as monsters with a full HD (THACO 19). <>
If 200 or more goblins are encountered there will be the following additional figures:
a sub-chief && 2-8 guards, each fighting as hobgoblins and having 8 HP, AC 5, and doing 1-8 HP damage (THACO 18). <>

There is a 25% chance that any force of goblins encountered will have 10% of its {strength} mounted on huge wolves (qv) and if this is the case there will also be from 10-40 of these creatures without riders.
<worgs or dire wolves?>

LAIR: In their lair there will be the following additional figures:
a goblin chief and 2-8 bodyguards (9-14 HP, AC 4, fight as gnolls doing 2-8 HP of damage, THACO 16), <>
females and young equal to 60% and 100% respectively of the number of male goblins encountered.
As is usual with creatures of this sort, the females and young do not fight.
A goblin lair will be protected by from 5-30 huge wolves not less than 60% of the time.
There is a 20% chance that 2-12 bugbears will be in a goblin lair.
<wargs, probably>

Goblins are typically armed with:
 
10% short sword && military pick 01-10
10% short sword && sling 11-20
10% short sword && spear 21-30
10% sling 31-40
20% morning star 41-60
10% military pick 61-70
30% spear 71-00

    <Note: there are two kinds of military picks: footmans (c. 4' long) and horsemans (c. 2' long)>
    <Note: slings can be fire sling bullets or sling stones>

Leaders && guards will typically have the best weapons, bearing two each.

Goblins are fair miners, and they are able to note new or unusual construction 25% of the time. <link:dsg.mining>
They hate gnomes && dwarves and will attack them in preference to any other creature.
All goblins are slave takers and fond of torture. <(Torture Chamber Furnishings)>

The languages spoken by goblins are: their own, LE, kobold, orcish, and hobgoblin.

Description: Goblins range from yellow through dull orange to brick red<#C11B17:Firebrick3> in skin color.
Their eyes are reddish to lemon yellow.
They dress in dark leather gear, and their garments tend towards dull, soiled-looking colors (brown drab, dirty gray, stained maroon<#810541>).
Goblins reach the age of 50 years or so.

Tribal Spell Casters : Shamen (C7 maximum) OR witch doctors (C7 / MU4 maximum). Not recommended for random encounters.


FREQUENCY: Uncommon

FREQUENCY: Uncommon ([Cold Civilized Mountains])
FREQUENCY: Rare ([Cold Civilized Hills], [Cold Civilized Forest], [Cold Civilized Swamp], [Cold Civilized Plains], [Cold Civilized Desert])

FREQUENCY: Uncommon ([Cold Wilderness Mountains])
FREQUENCY: Rare ([Cold Wilderness Hills], [Cold Wilderness Forest], [Cold Wilderness Swamp], [Cold Wilderness Plains], [Cold Wilderness Desert])

FREQUENCY: Uncommon ([Temperate Civilized Mountains])
FREQUENCY: Rare ([Temperate Civilized Hills], [Temperate Civilized Forest], [Temperate Civilized Swamp], [Temperate Civilized Plains], [Temperate Civilized Desert])

FREQUENCY: Uncommon ([Temperate Wilderness Mountains])
FREQUENCY: Rare ([Temperate Wilderness Hills], [Temperate Wilderness Forest], [Temperate Wilderness Swamp], [Temperate Wilderness Plains], [Temperate Wilderness Desert])

FREQUENCY: Uncommon ([Tropical Civilized Mountains])
FREQUENCY: Rare ([Tropical Civilized Hills], [Tropical Civilized Forest], [Tropical Civilized Swamp], [Tropical Civilized Plains], [Tropical Civilized Desert])

FREQUENCY: Uncommon ([Tropical Wilderness Mountains])
FREQUENCY: Rare ([Tropical Wilderness Hills], [Tropical Wilderness Forest], [Tropical Wilderness Swamp], [Tropical Wilderness Plains], [Tropical Wilderness Desert])


<

DISPOSITION: Hot tempered (DL source, unknown)
MORALS: Depraved (FR source, unknown)

ODOR: S ("You can never get rid of the goblin smell, you know." - Tas, DL Saga Graphic Novel)
>


Quote:
Originally Posted by JMac5892
Thanks -- yep, I'm not thinking of these as hard rules, but rather guidelines to keep in mind as I consider each monster individually.

As for kobolds (and goblins), treating them as 1 HD monsters for attack purposes will give them a whole new dimension... 


Yes.

And as we are in agreement here you too must be a gaming genius! 

Cheerio,
Gary