Goblin

The second-class citizens of the planes. Unwashed, unloved, underfoot. Most are ignored, assuming that the goblins of Sigil are little more than the ones inhabiting a thousand worlds in the Prime Material Plane. These industrious creatures bear that scorn, willingly or no and either do all they can to earn a better reputation for themselves, or sink into cruelty, lashing out.

Physical Description

3 to 4 feet tall, wiry and strong, with mottled, hairless, smooth, greenish-gray skin that subtly changes color to match the surroundings. Wide-set eyes, large pointed ears, large feet, quick hands, and a wide mouth with many teeth. Female goblins tend to be larger, stronger and more prone to violence than males. The favor darker clothes, usually scavenged and mis-matched. Goblins are not believed to be long lived, reaching adulthood at 10 years. No goblin has ever been known to have died of old age.

Base Age Age Mod Middle Age Old Venerable
8 +1d4 20 30 40
Gender Base Height Height Mod Base Weight Weight Mod
Male 2'10 +2d6 40 *1d4
Female 3'2 +2d8 45 *1d4

Personality

Being bullied by bigger, stronger creatures has taught goblins to exploit what few advantages they have.

Society

Relations

Reactions to goblins range from abject hatred, cold suspicion, to indifferent denial of their very existence. Those few that extend kindness to a goblin are as likely to receive lifelong gratitude as they are to have their hand bitten by a suspicious outcast.

Alignment

Sigil's Goblins are creatures of extremes, some are the vilest of criminals while others go above and beyond to prove they can be as heroic as any Aasimar. While they can be of any alignment, they tend to not be neutral.

Religion

Sigil's Goblins have turned against their creator, and even the evil aligned refuse to speak his name. Those that care to study them believe that turning away from the oppressive power may be how they've managed to rise above their more primitive cousins.

Language

Goblins usually speak common and almost always speak the language of their less civilized cousins, though they only use it amongst themselves.

Names

Goblins are not given names at birth. Instead, when they reach adulthood, they choose their own name. They tend to take the name of a thing they find powerful, and a verb and put the words together to form a name. This gives us goblins with names such as Daggerhowl, Wolfbleed, Firejump, and so on.

Adventurers

Notable Goblins

Racial Traits

  • –2 Strength, +4 Dexterity, –2 Charisma: Goblins are fast, but weak and unpleasant to be around.
  • Small Size: Small (gain a +1 size bonus to AC, +1 size bonus to attack rolls, –1 penalty to CMB and CMD, and +4 size bonus on Stealth checks.)
  • Normal Movement: base speed (30 feet.)
  • Senses: darkvision (60 feet.)
  • Racial Skill Bonuses: Craft +2, Ride +2, Stealth +4.
  • Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose any of these bonus languages: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc.
Most content is Copyright 2000, Wizards of the Coast, Inc..