Goblin

Goblins or Golin’dar are the “Quick People” of the gobliniods races. Many view goblins as cowardly backstabbers and bottom feeders living in the lower reaches of cities, not worthy of notice or acknowledgement. The fact of the matter is, the goblins of Eberron are quite different, and noticeably diverse. Some goblins living in cities get along as second class citizens, but many others have callings as spies and scouts in military divisions, mercenary companies, and even secret societies.

Goblins are small creatures, smaller than even halflings, standing between 3’2” and 3’4”. Most goblins weigh about 25-30 lbs., making them lithe and wiry in build. Goblins have large, pointed, cup-like ears that are shaped like those of an elf, but webbed and slightly smaller. Goblin ears are very mobile, moving them according to their mood and mindset. Upturned ears are a common sign of alertness, while ears that are down often mean concentration or sadness. This makes reading the emotional range of goblins complex.

Goblin skin is commonly of a light green or orange hues, with little variations. They have slightly elongated skulls with sharp teeth. This gives them a gruff look, but not an unwelcome one.
Goblins are people that prefer dark places. Many of them were born in mountains, and they find the most comfort living in caves. Caves, for goblins, are durable and hold up well against attack, giving them a strong means of defense. It is common for goblins to use their small size to their advantage. Though this lends people towards cowardice, goblins are pragmatic enough to realize front line combat is a stupid endeavor, so they need every advantage they can get.

Though they get annoyed by stereotypes, goblins actually have thick skins and care little for others’ opinions. They live their lives how they wish, and the stereotypes put on them are a just a way for people to give hate to their fear. They waste no time on such people. By that same token, they rarely form opinions about people they know until they spend a lot of time with them, learning as much as possible. They are not casual with the word “friend”, but their definition of such a word is often crude and difficult for non-goblinoids to understand.

Goblins in cities, though thick-skinned, are often shy and reserved. They go about their lives with little notice, and try to remain concealed. Goblins of the khesh’dar (Silent Folk) are more confident and assertive in their dealings with others, as a display of their power in their own right.

Goblin Traits

  • Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.
  • Age. Goblins reach adulthood at age 8 and live up to 60 years.
  • Alignment. Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely.
  • Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
  • Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
  • Languages. You can speak, read, and write Common and Goblin.
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