Goblin (Dungeons & Dragons)
Goblin
Goblins are a ubiquitous monstrous humanoid race in the Dungeons & Dragons (D&D) universe, typically portrayed as small, green-skinned creatures of low intelligence and malicious intent. They are often found dwelling in caves, forests, and ruins, living in tribal societies led by stronger or more cunning individuals.
Physical Characteristics:
Goblins are small, averaging around 3 to 4 feet tall. Their skin color ranges from a sickly yellow-green to a darker, almost brown-green. They have large heads with pointed ears, beady eyes (often red or yellow), and wide mouths filled with sharp teeth. Their bodies are thin and wiry.
Society and Culture:
Goblin society is characterized by brutality, opportunism, and a general lack of hygiene. They are fiercely competitive and often engage in infighting. The strongest goblin typically rules, maintaining control through fear and intimidation. Goblins are generally cowardly and prefer to attack from ambush or with overwhelming numbers. They are known for their crude traps and makeshift weapons.
Alignment:
Goblins are generally considered to be chaotic evil, reflecting their selfish and destructive nature. While individual goblins may deviate from this alignment, the overall culture promotes cruelty and disregard for others.
Combat:
Goblins are weak individually but can be dangerous in large numbers. They often rely on traps, ambushes, and improvised weapons like clubs, daggers, and slings. They also have a penchant for riding wolves or other beasts into battle. Their low intelligence makes them susceptible to tactics and strategies, but their sheer numbers can overwhelm unprepared opponents.
Religion:
Many goblins worship Maglubiyet, a powerful goblin deity known as the Lord of Depths and Darkness. He demands obedience and inspires fear in his followers. Other goblin deities may exist in different campaign settings.
Common Traits:
- Darkvision: Goblins can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. They can't discern color in darkness, only shades of gray.
- Nimble Escape: Goblins can take the Disengage or Hide action as a bonus action on each of their turns.
Variations:
Different settings within D&D may feature variations on the standard goblin, such as snow goblins, jungle goblins, or specific goblin tribes with unique abilities or cultures.
Role in D&D Campaigns:
Goblins often serve as low-level antagonists in D&D campaigns, providing a challenge for beginning adventurers. Their presence can indicate larger threats lurking nearby, such as hobgoblins, bugbears, or more powerful monsters. They are also occasionally encountered as allies or informants, though their trustworthiness is always questionable.