The smallest of the Goblinoids, as well as the most prevalent, Goblins are known for their cunning and their cowardice. It is rare that a Goblin finds itself with the abundance of courage common amongst adventurers, but those who do seem determined to make up for the failings of their kin. Goblins are generally seen as fodder for even the greenest of heroes, but their devious traps have claimed the lives of powerful foes, and it would be unwise to underestimate a Goblin’s lair.
Goblins are short and goofy-looking creatures, with comically wide mouths full of pointed teeth, distended and skinny ears, and spindly arms that end in disproportionately large hands. Their skin is often green, but Goblins with skin tones of orange, grey, or blue are not unheard of across the multiverse. Their eyes are yellow and gleam like a nocturnal predator’s when hit by torchlight. When they have hair it is often a stringy, brown, unwashed mess.
Alignment: Goblins often have a chaotic evil alignment, but chaotic neutral goblins are common as well. Good aligned goblins certainly exist, but are far from the norm.
Age: Goblins reach maturity by roughly age 5, rarely living past 40.
Languages: Goblins speak Common and Goblin
Type: Goblins are humanoids with the subtype (Goblinoid)
Stat Increases: +2 Dex, +1 Int
Senses: Darkvision (60ft)
Sneaky: Goblins are proficient in Stealth.
Nimble Escape: Opportunity attacks have disadvantage against Goblins.
Redirect Attack: A Goblin may position itself between foes in an attempt to make a melee hit against it strike another creature within 5ft of the Goblin instead. Make a Dexterity saving throw with a save DC equal to the attack roll. On a success the attack is redirected. If the original attack would not hit the new target’s AC, the attack does not hit. This ability can be used only once, but recharges on a short or long rest.
One Trap Mind: Goblins have advantage on Int (Investigation) checks made to find traps.