Goblins live on Goblin Island. They are known for their cleverness and cunning, but most are seen as an unfriendly and quick-tempered folk.

Goblins are very protective of their Zeio nuts, which are only found and grown on the island. The nut itself is used by the locals in food and in medicine; however its true tendencies are virtually unknown among the Goblin community.

Goblins are short with scabby skin and features and pointy ears. Skin and hair colour varies just like humans, as well as eye colour.


To be a member of race who is clever, cunning, and stealthy.

To be a hero that speaks before they think.

To be a member of a race that favours the Monk and Rogue classes.


Goblins have the following race traits.

Ability Modifiers: Your Dexterity and Intelligence scores increase by 1 each.

Small: As Small-sized creatures, Goblins gain a +2 size bonus on all Stealth checks and gain a +2 bonus to their Reflex Defence, but their lifting and carrying limits are three-quarters that of Medium-size characters.

Speed: Goblin Base Speed is 4 squares.

Goblin Punch: Goblins receive a +2 race bonus to Melee Strike checks when making unarmed attacks, and a +4 race bonus to damage rolls when using combat gloves.

Sleepel: Once per encounter, Goblins can inflict sleep on one target within their line of sight. The Goblin makes a Spellcasting check and compares the result to the target's Magic Defence. If the roll equals or exceeds the target's Magic Defence, the target falls asleep for 1d4 rounds of combat. The sleeping target is considered prone. This ability can be used freely outside of combat (target is asleep for 1 minute).

Languages: Goblins can read/write and speak Gobbledegook and Basic.