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Brushy brushy.

"I want to have goblins about me, for I am courageous. The courage which scareth away ghosts, createth for itself goblins--it wanteth to laugh."

– Friedrich Nietzsche, Thus Spoke Zarathustra

Goblins are mythological creatures of unclear origin and contradicting descriptions, but are generally agreed to be small humanoids with a mischievous nature, possibly belonging to the fey family (along with creatures such as redcaps, brownies, leprechauns, kobolds, etc).

The origin of the word "Goblin" can be traced back to the British "Gobelinus", which was the name of a demon that once caused trouble in Normandy. It has been theorized the term began with Kobold, which was a German Fey spirit whose origins can be traced to one of a variety of earlier myths based in Paganism from various other cultures. Kobolds also gave their name to cobalt, due to the fact that new advances of mining in Middle Ages Germany allowed access to large amounts of that element, but the mining was very dangerous, they had no idea how to smelt the mineral, and it turned out to be toxic to touch, so as a result the numerous mine collapses as well as the "theft of the ore, with only poison and ash left behind" were blamed on Kobolds cursing the new metal. Either way, Goblin myths often involve mischief, mining, and chemistry.

In modern fantasy, the term "Goblin" has been very much defined by the Tolkienian conception of the word - as in a species of stunted humanoids in service to evil ("Orc" was another name for said species, with Tolkien claiming the etymology of that word as being an old English term for demon). Goblin appearance has been further shaped by both video- and boardgames, as well as various artists. They are universally smaller than humans, although the exact size varies, and often have large pointy ears (larger, wider/triangular, and more animalistic than elf ears) and either long, crooked, and pointed noses (For DnD goblins, a large or otherwise impressive nose is a sign of virility and attractiveness in a male) or orc-esque noseless features.

The basic goblin stereotype is that of a savage warrior and raider that attacks villages and ambushes unwary travelers; being one-dimensionally evil, they can be, and often are, killed without remorse in large numbers (unless you read Eberron, G:LTTE, or Terry Pratchett's Snuff). They act and move in small groups (as they don't pose a large threat by themselves but are wary enough of human reprisals to avoid mass hordes that will bestir an army to mobilize and wipe them all out), and are commonly the first true monster encounter for a young adventurer (most don't count animal culling even if said animals are unnaturally enhanced, such as the Giant Rat). Goblins tend to live in caves, swamps, or other "badlands", and gang up with orcs and similar races, with whom they are sometimes described as belonging to the same family or species. Their intelligence is usually fairly low, although among dumber and larger brutes they will be the clever ones doing the "skilled" work while the bigger ones shout orders.

A lesser but definitely competing Goblin stereotype is that they are an unusually technologically advanced and ludicrously smart/cunning race on par with if not better than Dwarves, such as by creating fantasy machine guns or an entire robot army in Warcraft or Dungeon Siege, though usually with the handicap of being very blasé about construction- or even user-safety, as well as being consummate merchants; Tinker Goblins will gleefully sell or contract out to a wannabe evil conqueror, but almost never become one themselves. If you couldn’t tell from the examples given, this was really more of video game trope for a long time; goblins in tabletop were sometimes described as oddly industrious, but until recent years it never extended beyond a joke gimmick or the occasional war machine pulled right out of their green asses just to give the PCs/Good Races a hard time in a campaign/lore battle.

Because of the comedy potential, players have always liked being goblins, and they were one of the three most-popular races requested for an add-on to 5e as of a (no longer) recent survey.

Goblinoids include a vast array of species in D&D, ranging from obscurities like the stone-skinned Norkers and the "they heal when you hit them, die if you heal them" Nilbogs to mainstays like the more organized Hobgoblins and the big, scary, pseudo-orcs called Bugbears.

In /tg/ Media[edit]

In the Iron Kingdoms and Magic: The Gathering (sometimes), goblins have a penchant for technology and love to tinker with machinery (especially steampunk contraptions and the like), somewhat propagating the "mad scientist" archetype.

In Kings of War goblins are still a source of evil comic relief. They're often suggested to have been created by the Celestian Garkhan the Black after he finished creating the orcs with "whatever was left," although where exactly they came from is a mystery. They're still engineers as in many settings, but they tend to be very short-term thinking and don't like to test things before they use them.

In Eberron, goblins are quite a bit different than their usual portrayal, described in the d&d section below

In Pathfinder, they're stupid little freaks with all manner of strange quirks (good singing voices, fear horses and writing, like fire and pickles), sort of a cross between Gremlins and a baby-eating Stitch. They are also very funny and (somewhat) lovable, and even have their own comic series. Surprisingly, despite being described as naturally inclined towards a mixture of Chaotic Stupid (easily distractable to the point of stopping combat mid-swing to chase a frog or pick their nose) and Stupid Evil (love of torturing anything smaller than them) behaviors, they have no mental penalties. Pathfinder also has a goblin variant called the Monkey Goblin, which is even stupider than regular goblins, but much stronger and more agile, using a rat-like prehensile tail to aid it in a life in the trees.

In Malifaux, they're noseless hillbillies with very few womanfolk called Gremlins complete with straw hats, jug bands, blunderbusses, and lots of pigs. Also come in an Asian variant.

Tolkien Goblins[edit]

The most accepted origin of Goblins in the Middle Earth setting.

"Now goblins are cruel, wicked, and bad-hearted. They make no beautiful things, but they make many clever ones."

J. R. R. Tolkien, The Hobbit

Tolkien was not consistent on the relationship between goblins and orcs. Initially he said that "Goblin" was merely the halfling word for Orc, though that was swiftly contradicted. The main narrative text of The Hobbit contains few explicit mentions of orcs at all; it is remarked early on that the name of the sword "Orcrist" translates, in the ancient tongue of Gondolin, to "goblin cleaver", and later Gandalf rebuffs Bilbo's suggestion that the Company walk around Mirkwood instead of through it by informing him that there is a necromancer's lair to the south and to the north the Grey Mountains are "bristling with hobgoblins and orcs of large and viscous breed". LotR proper and later notes made further statements insinuating that goblins were a specific subtype of orc. Even later notes started to treat goblins and orcs like completely separate creatures, so take your pick, but the most "developed" canon leans significantly towards the "goblins are a runty orc subspecies" reading. Generally, since The Hobbit is the central foundation to his stories and it makes a point of explaining that Orcs are just larger types of Goblins, along with Lord Of The Rings having most Orcs as being not much bigger than Hobbits, Goblins are seen as around Hobbit-sized or even a bit smaller.

Goblins/Orcs have a multiplicity of origin stories from Tolkien and he never really settled on one definitively, although the most prominent one posits that they are the twisted forms of Elves tortured and beat into submission by Morgoth and Sauron. Other origins include: an Asian group of Elves stolen from their people and bred as slaves by Morgoth & Sauron, just being animals uplifted by M&S, fallen Maiar, men who were corrupted rather than Elves (or a mix of the two, with post-corruption interbreeding with humans as yet another possibility), or even just slimy rocks transformed by Morgoth's magic into living beings. Regardless of how they came about, once created they swiftly became the backbone of Sauron's armies (his other monstrous creations mostly not surviving the dwindling of magic over the passing Ages) that are heavily industrialized and produce only ugly things that cause sickness (perhaps a metaphor for wartime industry). On the subject of canon; Christopher Tolkien ultimately decided on them being Elves who were among the first group to awaken but believed Morgoth's whispers that the Valar were beings of evil and fled from them into the woods when the Valar first met the Elves to be later captured by or lured into Morgoth's power, so that's the go-to answer for the Tolkien scholars.

The notion of an entirely evil race conflicted big time with Tolkien's Catholic beliefs, so there are hints that not all Goblins and Orcs were evil, as a few passages indicate no race was wholly united for or against Morgoth; there are independent groups of Goblins in The Hobbit, and a few lines given indicate that Orcs will go to great lengths to avenge their fallen leaders, while in his notes he considered them a race capable of free-choice and thus not the "Always Chaotic Evil" inborn bloc that many later works paint them to be. Frodo and Sam were even meant to pass through a friendly (if crude) village of pacifist renegade orcs at one point in a scrapped chapter.

Although Tolkien did try to avoid overtly assigning any real-life peoples to his fantasy races, the Goblins are very blatantly Asians with fangs and Tolkein once described them as "Mongol-types". If you want to be really charitable you could argue that alternatively, in dialect and mannerisms, orcs and goblins are exaggerated Cockney thugs or louts from urban South West England, in direct contrast to the very genteel Midland Farm Country hobbits, bumping the caricatures down a notch or two from "out-and-out racist" to "exceedingly classist and provincialist".

Orcs and Goblins are repeatedly stated by the narration to be fantastic inventors and engineers, with one of Tolkien's notes alleging that they have access to rudimentary blackpowder weaponry, but this isn’t really shown. Sure, Uruk-Hai are anachronistic in their munition armor and drilling exercises, but that's entirely thanks to being bred, trained, and outfitted by Saruman. I guess the shantytown metropolis inside the Misty Mountains is a rather impressive feat of construction, but that's really it for stuff they are seen to have actually built themselves.


"Gork and Mork made da Goblinz for us to kick, kill, and eat. Dey iz nothing. Dey iz less than nothing. Even dere magic iz weak an' pointless. Only use Dey got in a fight iz catchin' Humie arrows. Wiv der 'eads."

– Sheglak, Orc Great Shaman

In early Warhammer Fantasy Battle, Goblins were merely a shorter variety of Orcs, which were green-skinned evil humanoids (though some were red) who sometimes bred with humans. In fact, Warhammer Fantasy was the very first depiction of Goblins and Orcs as green-skinned, something that has since become a staple of the races in pop culture. This is mostly because they came from model ranges that GW had lost the rights to sell (e.g. Tolkien or D&D) and thus needed to quickly rebrand them as something with a veneer of uniqueness to finish selling their existing inventory. The specific choice of new complexion may have been inspired by The Incredible Hulk, for like Orks he is also hugely muscled, mindlessly destructive, and originally grey-skinned.

With the creation of Warhammer 40,000, the Goblins became Grots, also called Gretchin, who like the Orks were actually a type of fungus ape. Between their legs is only two bulging spore-sacs which burst upon death and grow into new Grots/Orks in the ground. After 40k had massive success, this was ported back into Warhammer Fantasy and Goblins, along with the Orcs, became fungus men. Some oldschool Warhammer fans have rejected this, and the term "Orcgina" can make many on /tg/ go into flashbacks about the arguments inspired between the oldfags and newfags on the subject.

In both settings, Goblins/Grots are smaller greenskins who are extremely vicious but also extremely cowardly and refuse to attack something unless they outnumber it ten to one (preferably much more). Against nonthreatening foes however they enjoy torturing them, and POWs are subjected to horribly slow deaths to the chittering amusement of the tiny greenskins.

In Warhammer Fantasy, Goblins are independent of Orcs, with most living in their own separate tribes. A few even have their own gods, like the Forest Goblins who worship the Spider-god. Despite this, many Goblins also join groups with Orcs, a decision that invariably ends with either the Goblins ganging-up to bully the Orcs into doing their manual labor, or them getting bullied by sufficiently numerous and united Orcs into doing said labor.

While only the Black Orcs are capable of actually producing new goods or learning technical skills among the larger greenskins, Goblins produce many things, from chariots to giant flying ships. Of special note is the Night Goblins; master chemists whose biology is bizarre and alien in its fungal nature even to other greenskins. Red Goblins existed in the early model ranges, as well as Bugbears and Kobolds, but they vanished as the old model ranges were replaced.

Apart from all this, the main distinction between Goblins and 40k Grots is that Goblins aren't all weak, subservient slaves - Goblins individually are pretty weedy, but they do try to deck themselves out in armor and whatnot and can even take over Orc tribes, if a cunning or vicious enough Boss arrives. Most often this will be a Shaman (for his tricks and ability to scheme) or a Night Goblin Warboss (for being fucking insane), but even a normal (AKA Plains) Goblin Warboss can be a significant threat.

In 40k, Grots have almost no freedom and are only found alongside their bigger kin. They're not the strongest, quickest, meanest, or anything-est compared to the Orks, except for being better shots and more kunnin', to the point of generally being brighter (though that's not saying much). In most cases they are at best assistants, at worst slaves and moving targets. The only exception is the Gretchin Revolutionary Committee, although that...ended badly. They fare a little better in Mek-controlled settlements where their technological know-how and small size are more in-demand. They may even be allowed to make their own tanks - small and scrappy, but dangerous at least.

In both Warhammers, all greenskins speak in a British Cockney accent, with heavy Chav mixed in for variation. Goblins were renamed to Grots in Age of Sigmar.

Playable Factions in Warhammer: Age of Sigmar

D&D Goblins[edit]

Goblin DMG 5e.jpg

"Goblins are what you default to when you have no idea what the party should be fighting, because they're just so splattered all over the realm that everyone just accepts that they can show up anywhere."

– JoCat, A Crap Guide to D&D - Goblins

Dungeons & Dragons did not do anything particularly innovative with goblins. Instead, they are fairly close(ish) to their Tolkien roots - or, rather, to a simplified caricature of Tolkien's goblins; small, hateful, savage creatures that infest the unwanted corners of the world, constantly squabbling amongst themselves for power and occasionally spilling out to raid and terrorize the neighboring civilized lands when their numbers build up enough. Whilst Tolkien's goblins were actually quite inventive and adept at building things, since they were a combination of the two peoples that Tolkien most disliked (the Central soldiers he'd fought in WW1, and the industrialists he believed were destroying the countryside), D&D's goblins lack that trait due to Medieval Stasis - they're not quite as primitive as lizardfolk, but are still the quintessential depiction of them as "just tribal scavengers", in contrast to goblins in much other media being "the chaotic and/or evil tinker race".

In fact, when you scratch the surface, D&D goblins may tap into the same "evil mook" basis as Tolkien's goblins, but actually are deliberately taken in different ways. Whilst originally D&D orcs & goblins are implied to have often worked together, and even interbred, by the time of Planescape the two were actually bitter enemies - the two races share the same "heaven" of Acheron, where they constantly war in an attempt to drive the other race to extinction. This even persisted into 3rd edition, when the orcs' changed racial alignment of Chaotic Evil meant they shouldn't have been going to Acheron in the first place. This stands in stark contrast both to Tolkien (who initially said that "orc" and "goblin" were words in two different languages for the same race) and to other popular settings, such as Warhammer Fantasy & Warcraft, where goblins tend to be a strong racial ally to orcs. Some sourcebooks, usually setting dependent, present a more nuanced portrayal of them and give them a deeper culture than that, but for the most part, D&D goblins are your standard generic cannon fodder evil mooks.

However, just like the orcs, goblins have a long history of being a potential PC race in Dungeons & Dragons - they've been playable in literally every single edition, with multiple incarnations in 3rd edition. The usual idea is to play them up as "spunky little troublemakers" - either a scrappier analogue for the halfling or a less kitschy counterpart to the gnome (or even a more high-functioning version of the Kender, without the stigma). And, for what it's worth, goblin PCs are actually generally quite liked. In fact, goblins were one of the player races most requested for a formal update into 5th edition PC races. Given the second season of Critical Role features a goblin PC as a main character, in the form of Nott (a self-loathing female who wants to become a halfling), and the fact that Pathfinder goblins have such an fandom that Pathfinder 2e promotes them to a corebook race, many are expecting an eventual 6e to feature playable goblins in the PHB, just like how 4e added the tiefling and the dragonborn.

The biggest exception to goblins being generic evil baddies in d&d is the Eberron setting, where they're given a nuanced portrayal, with a deep and sophisticated culture. In Eberron, "goblin" is used to refer to bugbears, hobgoblins, and goblins. They are the descendants of the once mighty continent spanning Empire of Dhakaan that collapsed because of an invasion by the Daelkyr, masters of the plane of madness. The invasion was eventually beaten back by an alliance between the empire and the orc tribes called the Gatekeepers (badass men-in-black style druids who protect the world from lovecraftian horrors), but the empire fell afterwards. They're not the banal savages that you can kill guilt free in many other settings.

In the current day they are split up into three broad cultural groups (and a few splinter groups) - the smallest of the big three are The Heirs of Dhakaan, or Dar Dhakaani, which are the badass super disciplined remnants of the empire who preserved their way of life after the empire collapsed by hiding underground or in secluded mountains (thus quarantining themselves from the Plague of Silence) and would like to bring goblins back to their previous heights, especially now that they know the rest of goblinoid population is no longer contagious. The various goblin races are all equal under the Dhakaani and share a eusocial bond like ants. They specialize in different tasks - the hobgoblins are administrators and soldiers (females are usually bards), goblins are workers, scouts and spies, and the bugbears are shock troopers and heavy laborers - but if you're better at a job outside your cultural role, the empire doesn't waste talent and puts you in that job. On the darker side, Dhakaani are very xenophobic and see no place for non-goblinoids in their society (for good reason, as they could not share their eusocial bonds), at best exiling them from places they conquer, and at worst killing them all. The latter is disturbingly common, since Dar Dhakaani like to keep their existence secret to surface-dwellers and are usually quite good at it.

Then you have the Ghaal'Dar, who made up the bulk of the descendants of the collapsed empire and had to deal with the fallout. Their culture degenerated into petty barbarian tribes with a might-makes-right mentality, their eusocial bond destroyed by the daelkyr Plague of Silence. They are usually ruled by hobgoblins due to their superior ability to organize vs the other two subspecies. However, during the conflict known as The Last War they united and stole a chunk of land from the human kingdoms that they named Darguun. It's their "new goblin Homeland" and they're starting to rebuild their culture from there, but nobody thinks it will last. It's ruled by an alliance of clans with the leader, Lhesh Haruuc maintaining a delicate balance of power between them to maintain stability. He's tried to institute the rule of law and has been mostly successful, but a few clans (mostly in desolate areas where they can get away with it) only pay lip service. The country has been a success so far and their culture is slowly clawing its way out of the dumps, but many are worried that when Haruuc dies it will all fall apart, so he is desperately looking for a competent successor. There's also an extra layer of Dar Dhakaani sending their spies, agents and entire squads of elite operatives masquerading as "Ghaal'Dar from remote holds" or even assassinating Darguun leaders and replacing them with Dar Dhakaani doubles to manipulate Darguun into becoming a seed from which Dhakaani empire could be rebuilt and indoctrinating Darguun goblins into old Dhakaani beliefs instead of tribal traditions they picked up after empire's collapse. It wouldn't be out of character for Dar Dhakaani to kidnap entire villages of Ghaal'Dar goblins to experiment on them in hope to reverse Plague of Silence effects.

The last major cultural group are the city goblins. They're the descendents of Ghaal'Dar goblinoids who weren't killed or fled when the humans conquered the continent, and were enslaved for a few thousand years. They're mostly lower g goblins, and were released from slavery about a thousand years before the current time. They're considered tax paying citizens and have all the rights (on paper) of human or Demihuman citizens of the countries they live in. However, they tend to be poor and live as second-class citizens in many places due to racism and lack of opportunities, as well as objective reasons like short lifespan, meaning less time to get education for high-paying jobs compared to humans, and Warforged flooding the low-paying job market after the war and incidentally lowering wages for everyone else. The majority of them are loyal to their country of birth and consider themselves regular citizens, and they often dislike the Ghaal'Dar for committing war crimes during the Last War and giving goblins a bad name. Most of the ones who were sympathetic to Ghaal'Dar moved to Darguun.

Goblins (like 99% of races in this setting) are not naturally evil in Eberron; they have the same range of alignments as every other sentient race. For cultural reasons they do tend towards being Lawful Neutral, but only slightly.

As a somewhat curious aside, D&D goblins are yellow (mostly) compared to the more usual goblin color of green. This trait survived even after the popularization of green Goblins in most other fantasy settings, most prominently the aforementioned Warhammer Fantasy and Warcraft. A few settings sometimes portray them as shades of grey, or the previously mentioned colors with a grey tint. They're even portrayed as red or deep orange in some artwork.

The D&D goblin has a huge family tree, to the point they even coined their own racial name; "goblinoid". The two most prominent goblin-kin are the bugbears - large, hairy, brutish goblins that, arguably, are D&D's attempt to maintain the orcy archetype without making orcs & goblins officially related - and the hobgoblins, who are literally Tolkien's Uruk-Hai.


PC Stats[edit]


Goblin PCs first appeared, alongside many other "classic humanoids", as PCs in the Known World Gazetteer #10: The Orcs of Thar. Under the Basic system, they had the following crunch:

Click "Expand" to see the statblock.
Goblin Ability Modifiers: -3 Strength, +1 Dexterity, +1 Constitution
Note: Like all Humanoids from "The Orcs of Thar", a Goblin has racial ability score caps of 18 in all scores bar Intelligence and Wisdom, which are capped at 16.
Note: Like all Humanoids from "The Orcs of Thar", a Goblin determines its Charisma score for interacting with humans and demihumans by dividing its Charisma score by 3 (rounding down) and subtracting the result from 9.
Goblin Natural Armor Class: 8
Can become a Shaman (8th level) and a Wokani (6th level)
Goblin's's level XP Required Goblin's hit dice
0 0 d8-1
1 800 2d8-2
2 1,600 3d8-3
3 3,200 -
4 6,400 4d8-4
5 13,000 5d8-5
6 26,000 6d8-5
7 55,000 -
8 110,000 7d8-5
9 220,000 +2 Hit Points
Subsequent 160,000 +2 Hit Points


Goblins went on to appear in The Complete Book of Humanoids:

Click "Expand" to see the statblock.
Ability Score Modifiers: -1 Strength, -1 Charisma
Ability Score Range: Strength 4/15, Dexterity 4/17, Constitution 5/16, Intelligence 3/18, Wisdom 3/18, Charisma 3/12
Class Restrictions: Fighter 10, Cleric 9, Shaman 7, Witch Doctor 7, Thief 12
Infravision 60 feet
Can detect new or unusual constructions in an underground area with a 25% chance of success (1-2 on a d8).
Goblin shamans have access to the Spheres of Divination, Reversed Healing, Protection and Reversed Sun.
-1 Penalty to their attack rolls when in bright sunshine
Monstrous Traits: Appearance (-2 to to reaction rolls), Bestial Habits (-2 to reaction rolls)
Weapon Proficiencies: Axe, Military Pick, Morning Star Sling, Short Sword, Spear
Nonweapon Proficiencies: Alertness, Animal Handling, Animal Training (Worg), Begging, Chanting, Close-Quarter Fighting, Fast-Talking, Fortune Telling, Hiding, Hunting, Information Gathering, Looting, Mining, Religion, Riding (Worg), Set Snares

3e Stats[edit]

In 3rd edition, goblins appeared as an NPC race in the Monster Manual and were made fully playable in Forgotten Realms: Races of Faerun. They were reprinted without change in a few books after that.

Click "Expand" to see the statblock.
-2 Strength, +2 Dexterity, -2 Charisma
Humanoid (Goblinoid)
Base speed 30 feet
Darkvision 60 feet
+4 racial bonus on Move Silently and Ride checks
Favored Class: Rogue

4e Stats[edit]

Like in 3e, the goblin appeared as a PC class in the Monster Manual for 4th edition. However, like all such races in 4e, its statblok there was...serviceable, but underwhelming. However, one of the last sourcebooks of that edition to be published, "The Dungeon Survival Handbook", brought them back as an official race, and boy were they beefy!

Click "Expand" to see the statblock.
+2 Dexterity, +2 Wisdom OR +2 Charisma
Speed 6 squares
Low-light vision
+2 Bluff, +2 Stealth
Goblin Reflexes: +1 to Reflex defense.
Racial Power - Goblin Tactics: At will, as an immediate reaction to being missed by an enemy melee attack, you can shift 1 square.

The biggest boost that the DSHb gave, besides the flexible mental ability score boost, was a selection of racial feats and racial utility powers, both of which really strengthened the goblin's mechanics and thematics.

Click "Expand" to see the list of goblin racial traits

Goblin Racial Feats:

  • Ankle Biter: +1 feat bonus per tier to damage rolls vs. creatures larger than you, +1d6 damage on critical hits against creatures larger than you.
  • Desperate Goblin Tactics: When bloodied, Goblin Tactics lets you shift 3 squares.
  • Goblin Feint: When you use Goblin Tactics, you gain Combat Advantage against the triggering enemy until the end of your next turn.
  • Shadowcreeper: Requires Assassin class. When you use Goblin Tactics, you shift 2 squares and gain Partial Concealment until the end of your next turn.
  • Sneaky Stabber: Requires Rogue class. When you deal Sneak Attack damage to an adjacent foe, reroll any damage rolls of 1 until you get a result higher than 1.
  • Wrist Biter: When you use Goblin Tactics, the triggering enemy takes 1d4 damage per your character's tier before you shift.

Goblin Racial Utility Powers:

  • Fast Filch: At-will. When adjacent to a creature granting combat advantage, as a minor action, you can make a Thievery check to pick its pocket or perform sleight of hand. Level 2.
  • Leg Up: Encounter. When adjacent to a creature, as a move action, you can jump your speed horizontally or up to 10 feet vertically. Level 2.
  • Little Green Lie: Encounter. If you fail a Bluff, Diplomacy or Intimidate check, you can re-roll the check as a free action. If it was a Diplomacy or Intimidate check, you can use your Bluff modifier instead. Level 2.
  • Living Shield: Encounter. If you are hit by an enemy melee or ranged attack whilst adjacent to an ally, as an immediate interrupt, you can shift 1 square and transfer the hit to that ally. Level 6.
  • Unwitting Guardian: Encounter. When adjacent to a Medium or larger creature, as a move action, you can can shift 1 square to enter the target's space, occupying it until the end of your next turn and being hidden from all creatures except the target. Level 6.
  • Down and Through: Encounter. As a move action, choose a Medium or larger enemy adjacent to you and shift up to 5 squares to a different square adjacent to that creature; you can move through its space during this shift. Level 10.

5e Stats[edit]

Finally, goblins appeared as a PC race in 5th edition's Volo's Guide to Monsters. Like their fellow goblinoids, the kobold, the orc and the Yuan-ti, they were officially described as "unbalanced", which has earned a lot of fan flak, as this is literally an open invitation for more close-minded DMs to refuse goblin PCs - goblin fans are still hoping that WotC will eventually put out a splatbook with a "more official" and/or balanced version of goblin PC stats. Ironically, they were better off than the poor kobold.

Hopes of a reboot were shattered when the Guildmaster's Guide to Ravnica came out in November 2018; whilst earlier Plane Shift articles had presented an alternative goblin statblock, the GGR simply reprinted the Volo's Guide stats below.

Click "Expand" to see the statblock.
+2 Dexterity, +1 Constitution
Speed 30 feet
Darkvision 60 feet
Fury of the Small: Once per short or long rest, when you inflict damage with an attack or spell on a creature larger than you, inflict bonus damage equal to your level as you attack from below, probably punching the enemy in the balls.
Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns.

Surprisingly enough, after a second reprint in Eberron: Rising, the children’s “activity book” Adventure with Muk gave an alternative playable writeup, specifically for the Dankwood Goblins featured. All this does though is raise +1 Wis instead of +1 Con, and replaces Fury of the Small for the Forest Gnome’s Speak with Small Beasts, letting them communicate simple ideas to Small beasts and smaller. Which is nice for the utility, I guess.

As mentioned above, Plane Shift featured alternative goblin stats first - two separate versions, in fact. Whether they are better than the official versions is a matter of debate, though...

Click "Expand" to see the statblock.
+2 Constitution
Speed 25 feet
Darkvision 60 feet
Grit: You have Resistance to Fire and Psychic damage; your Unarmored AC is 11 + Dexterity modifier.
Tribal Affinity: Choose either the Grotag Tribe (you have Proficiency in Animal Handling), the Lavastep Tribe (you have Advantage on Dexterity (Stealth) checks made in rocky or subterranean environments) or the Tuktuk Tribe (you have Proficiency with Thieves Tools).
Click "Expand" to see the statblock.
+2 Dexterity
Speed 25 feet, Climb 25 feet
Darkvision 60 feet
Climber: You have a Climb speed of 25 feet if you are not encumbered or wearing either medium armor or heavy armor.

3rd Party Settings[edit]

World of Farland
Click "Expand" to see the statblock.
Ability Score Increase: +2 Dexterity
Size: Small
Speed: 30 feet
Darkvision 60 feet
Goblin Proficiencies: You are proficient with the Scimitar, Shortbow, and Light Armor.
Nimble Escape: This is basically the same as the trait of the same name from 5e canon, except this version can only be used once per short rest.
Subrace: Choose the Urban Goblin or Subterranean Goblin.

Urban Goblin

Click "Expand" to see the statblock.
Ability Score Increase: +1 Constitution
Urban Stealth: You have Proficiency in Stealth and apply twice your Proficiency bonus, rounded down, when making Stealth checks in Urban environments.
Tenacious: After failing a saving throw, a skill check, or an ability check, you gain Advantage the next time that you make a save or check using that same ability score. This trait lasts until used or 24 hours have passed.

Subterranean Goblin

Click "Expand" to see the statblock.
Ability Score Increase: +1 Wisdom
Dungeon Stealth: You have Proficiency in Stealth and apply twice your Proficiency bonus, rounded down, when making Stealth checks in subterranean environments.
Pious: You have Proficiency in the Religion skill.
Improved Darkvision: Your Darkvision increases to 120 feet.


Of course the Pathfinder ruleset included Goblins, and tweaked them up a bit from their third edition version by giving them more dexterity. By Paizo's own reckoning, this puts their overall Race Points (RP) on a par with the other PC races, so should be a viable option for players, even if it is a bit uninspired.

Pathfinder did considerably more to support Goblins as a usable race, for both players and DMs. An entire splatbook was dedicated to their place in Golarion, while they were also included in the Advanced Race Guide and had additional options in the Monster Codex, allowing for a respectable variety in race trait customisations, giving them things like bite attacks, perceptions boosts, weapon familiarity, among others; the ability to create a medium-sized goblin who is not a Hobgoblin (their secret is morbid obesity); a bunch of racial feats; and a handful of dedicated class archetypes, including Alchemists with flying mount companions.

Click "Expand" to see the stablock.
-2 Strength, +4 Dexterity, -2 Charisma
Humanoid (Goblinoid)
Base speed 30 feet
Darkvision 60 feet
+4 racial bonus on Ride and Stealth checks


Given the strong connections between goblins and orcs in some settings, particularly in Dungeons & Dragons' older editions, and the existence of half-orcs, one may ask if there's ever been any love give to half-goblins? Well, ironically, not really; though Advanced Dungeons & Dragons claimed that goblinoids interbred with each other and with orcs all the time, that fluff was lost after the change to 3rd edition, which wanted to try and make the two races distinct. As for goblin/human crossbreeding? Forget about it; they barely gave half-orcs any love, so you can imagine they'd be less than interested in half-goblins.

Except... there was one setting where goblinoids took the place of orcs. In the Dragonlance setting, orcs don't exist, being replaced by goblins and draconians, and so the half-goblin appeared there in 3.5's Races of Ansalon sourcebook. Surprisingly, they're known for both being very self-confident and assured (in fact, their Charisma penalty is described as stemming from coming across as too confident, making them seem overbearing or aggressive), in contrast to the propensity for wangsting endemic to half-orcs and half-elves in other settings, very brave (in contrast to the traditional goblin cowardice) and with a drive to be peacemakers and diplomats, rather like half-elves. Essentially, rather than bitching about being rejected by both worlds (human and goblin) or about the lack of a "true" half-goblin culture, half-goblins are near-universally driven to try and force the world to shape up and make a culture for them, by bringing goblins and humans to work together in peace. Which is actually kind of badass, and certainly a change from the norms for half-breeds. In essence, they're said to combine human ambition and drive with goblin ferocity and mob mentality.

Half-goblins are described as looking more or less like human-sized goblins; half-bugbears might be particularly hairy, and half-"common" goblins shorter than average, but still within the human stature. Although this stature can lead to them being mistaken for hobgoblins, they apparently lack quite as many fangs and have more human-like eyes, which makes the difference obvious enough at a closer look.

Magic: The Gathering[edit]

"Goblins are eager to follow orders, especially when those orders involve stealing, hurting, annoying, eating, destroying or swearing."

Krenko's Command flavour text

It should be no surprise that Goblins appear in Magic. Showing up in the very first set, Goblins have risen to be one of the most popular tribes in the game, and boy do they get a ton of support. They are known as the "characteristic" species of red, which means that they show up in pretty much every plane as the default red-aligned race. In fact, the number of planes in which goblins do not appear on can be counted on one hand. In general, when goblins show up, they are shown to be chaotic and unruly. They almost always have green or red skin, and travel in large groups, though this isn't always the case. On Ixalan, they look more like monkeys with white fur and black skin, and tend to be individualistic. They love fire and scrapping together machines and weapons that should by no stretch of the means work, but they do. More often than not, these inventions require the sacrifice of another goblin to get it working properly.

As a tribe, goblins often have small bodies and weak frames. When they show up with high power, it's usually at the cost of toughness. They are cheap to get out onto the battlefield, cheap to search up, and attack fast. They are perfect for aggressive red strategies, and they often come with ways to dump out even more goblins out onto the field. This usually comes in the form of goblin creature tokens, but some of the most powerful goblins let you dump them straight from your hand! If you don't wipe the board, or take out the few key goblins holding the deck together, you can expect the battlefield to be swarming with the little guys, and you'll be losing fast.

Goblins aren’t always evil in MtG settings. Usually they’re more of a footnote that don’t even appear in any actual stories, and on cards they’re often portrayed as more destructive than outright evil; picture an entire race whose approach to warfare is indistinguishable from an audition for Jackass. There are occasional appearances of Goblins in less chaotic contexts such as Boros Recruit, which depicts a Goblin footman. Mirrodin offers the biggest example of a heroic Goblin, with the forest Elf main character of the first block having a companion named Slobad who was an elderly Goblin machinist.

Mörk Borg[edit]

The Goblins of Mörk Borg are all actually just individuals under the Goblin Curse, similar to Vampirism or Lycanthropy. If a Goblin stabs or bites someone, there's a good chance they'll transform into a Goblin too. Their faces are the same as a Goblin Shark's.

Summary Goblins are cursed, low-statured individuals present everywhere in the dying world of MÖRK BORG. They are permanent slaves to a maddening mental curse that drives them to do terrible, greedy, cowardly things. They loathe the light, and live only to make more of their accursed kind.

Powers and Stats Tier: 9-C

Name: Goblin, Seth


Gender: Varies

Age: Varies

Classification: Transformed Human

Powers and Abilities: Peak Human Physical Characteristics, Damage Reduction (Has ropey skin which somewhat reduces impacts on it[1]), Curse Manipulation (Simply doing combat with a goblin is enough to inflict oneself with their Curse, which can only be undone by killing the goblin themselves), Madness Manipulation (Type 2, their curse inflicts the target creature with their racial madness), Weapon Mastery (Capable of wielding simple weapons with great proficiency, including large knives and shortbows), Small Size (Type 0), Biological Manipulation (Individuals who fight the goblins will irreversibly transform into one within days of the first encounter unless the goblin is slain), Body Puppetry (The mind is aware of the heinous acts performed by itself when they become a goblin, but is paralyzed, unable to stop)

Attack Potency: Street level (Capable of breaking bones and severing limbs[2])

Speed: Likely Average Human

Lifting Strength: Likely Average Human

Striking Strength: Street level

Durability: Street level

Stamina: Average

Range: Melee, up to tens of meters via bow

Standard Equipment: Large knife, shortbow, arrows

Intelligence: Unknown, likely varies, though they are irreversibly insane

Weaknesses: Totally insane


"Every great goblin invention was born from necessity, bubble gum, or an accident."

– Goblin adage

Goblins are a staple race in the Warcraft franchise. They are green-skinned, very short, have long and strong fingers, beaky noses, large pointy ears, and sharp teeth.

In Warcraft 2, when the game expanded to more than just Humans, Orcs, Ogres, and Demons, Goblins were first mentioned. They were small mechanically-inclined lunatics who invented great devices and were god-tier chemists. They offered their services to the Horde since it gave them more opportunities to wreak havoc and the races that would come to be those of the Alliance had ignored them for their entire history. The Goblins mainly performed recon and VIP transport for the Horde via their Zeppelins, demolitions in the form of suicide Sapper squads, the invention of airtight missile-launching capsules that were tied to the backs of giant turtles to use as submarines, and finally experimenting on their Forest Troll allies to transform them into giant Berserkers. In secret they also helped the resident Sauron, an insane evil dragon named Deathwing, in his various endeavors. Goblins were described as insane, sadistic, and greedy for gold.

In Warcraft 3, Goblins became a neutral group. It was revealed only a small portion of the Goblin race actually worked with the Horde, while the others have always provided their services to anyone with gold to spend and after the fall of the first Horde they have enforced that their own race remain entirely neutral to all factions. They did little of importance other than provide transportation for the various power players in this time. When the second Horde was building their capital of Durotar, a small number of Goblins lead by world famous Gazlowe provided them with fair deals (which is itself a big deal for their race) for Goblin services including demolition.

In vanilla World of Warcraft, Goblin lore expanded even further; a small number of Goblins were seen in the Alliance, some among the Horde, while it was revealed almost the entirety of their race dwell on an island called Kezan which has a massive underground city called the Undermine. The Cartels run Kezan, the most powerful of which is the Steamwheedle Cartel which performs the basic services offered in Warcraft 3. They maintain a few cities around the world including Ratchet (Gazlowe's city nearby Durotar), Booty Bay (a port which services anyone who reaches it, mainly pirates although they are just as much at threat from pirate attack), Gadgetzan (a desert city of scum and villainy, plus a small gladiatorial arena), and Everlook (a town high in the mountains of Kalimdor nearby ancient magical Elf ruins).

Goblins have a racial rivalry with the other mechanically-minded race, Gnomes, although hostility varies from giant robot wars to having a giant racetrack where they see which race can build the best vehicles to next-door neighbors who collaborate with each other on inventions and take any opportunity to try and make the other admit their philosophy is better. In general, the Goblin philosophy is "Chemicals, 50% chance of exploding is acceptable, build it fast, what we’re really here to make is big bucks people!" while the Gnomish philosophy is "Magic and radiation, 10% chance of turning anything from your hair a different color to your entire self into a chicken is acceptable, take your time and spend decades if need be, do it all for the love of knowledge and invention".

In Cataclysm, Goblins recieved a MAJOR update as they became a player race. One of the cartels which was one of the weaker ones (having their section of Kezan entirely on the surface, mainly producing pop culture, cars, sports, and edibles) joined the Horde after Deathwing set their portion of Kezan on fire (since in the middle of a not-football game a ball was kicked and hit him). Their trade prince sold the entire Cartel into slavery after charging them all their possessions for supposedly safe passage off the island, and the ships were caught in a naval battle between the Horde and Alliance. After conquering the island, they then joined the Horde which was in the middle of becoming a fascist genocidal dictatorship again thanks to shit leaders (also, their trade prince got to keep his job despite the mess he caused). They quickly upgraded the Horde from catapults to giant robots and from bow and arrow to machineguns, then created their own new capital by completely renovating a huge chunk of the continent into the symbol of the Horde complete with a Mount Rushmore of their racial leader. During the Kezan levels it was also revealed that Goblins have become multicultural, taking on things previously alien to them like worship of the light and shamanism (although the former is seen as a combination of medic and television evangelism, while the latter is perceived as cutting deals with nature). Kezan is very modern and has television, pop stars, sunglasses, champagne, fancy cars, neon lights, not-Chinese food, electricity and lightbulbs, and many other conveniences not seen elsewhere in the rest of the Renaissance setting outside the homeland of the Gnomes.

Goblin origins were also explained. In ancient times, Goblins were a semi-intelligent race of monkeys which were enslaved by Island Trolls and forced to mine a substance called Kajamite. Kajamite has a side-effect of causing a huge boost to intelligence (although not coherent thought) in anyone who imbibes it, and one day the Troll slavemasters entered the mines to whip their tiny laborers and were disintegrated with laser beams. Since then, the Goblins have mined Kajamite and used it as an ingredient in ingestibles of all kinds (including "Kaja-cola") although their supply was beginning to run out, and there was fear they may regress back to being mere monkeys without it. Like most Cataclysm plots, this was never brought up again, although there were hints that with the Kaja-cola that was left everywhere they go, that monkeys drinking it have started becoming intelligent as well.

Goblins in Warcraft 2 had extremely squeaky, high-pitched voices, and tended to babble or shriek. In Warcraft 3 the shrillness of the voice was lessened, and they became more calm and coherent. The Goblins in World of Warcraft still have a voice that is higher-pitched than a human, although only slightly more for males, while gaining something of an American Brooklyn accent. The non-Bilgewater Goblins still speak in their Brooklyn accent or a general American accent, whereas the Bilgewater Goblins speak like they're from New Jersey both in accent and expression.

Goblin Slayer[edit]

"Before the demons destroy the world, the goblins will destroy the villages. The world being in danger isn't an excuse to let the goblins live."

– The slayer himself

The said goblin in this manga while being a weak, tiny and barbaric humanoid is capable of many unorthodox tactics and teamwork that they could outplay and murder low level adventurers numerous times, whom the said adventurers underestimate the cunning goblins. They are barbaric primitives so they have to loot tools. However, they are capable of some degree of intelligence, like using signs like totems to create distractions as well as cover their weapons with urine and poisonous herbs to not only prevent adventurers from healing themselves, but also mark them with scents for goblins have an acute sense of smell. While they use mercenaries and pets such as wolves and orcs to further boost their effectiveness, the biggest contributors of their horde are their red shirt goblin goons, who are weak, small, but expendable and effective while attacking in groups. The horde is often led by a goblin mage that is capable of casting spells like fireball.

Oh, and this being Japan, they're sadists native to the moon who have only one gender and use females of other races to reproduce; given their brutal nature, it's done via rape. What the hell else would you read this shit for?

Troll 2 Goblins[edit]

The notorious movie Troll 2 infamously features no actual trolls[1]. It instead features goblins (thus, its presence in this article), who live in the town of Nilbog ("Its Goblin backwards!"), and who, for the purposes of this movie, are vegetarian monsters who turn their human victims into plants via various potions and other concoctions. (The writer/director was an Italian with issues, okay?)

That being said, the Troll 2 goblins are worth mentioning just because "vegetarian monsters who convert their prey into plants" is a fairly good line for "just how weird you can go with goblins", and also a good adventure seed that could be used for a minor World of Darkness mystery baddie.

Monstergirl Depictions[edit]

LamiaMonstergirl.pngThis article or section is about Monstergirls (or a monster that is frequently depicted as a Monstergirl), something that /tg/ widely considers to be the purest form of awesome. Expect PROMOTIONS! and /d/elight in equal measure, often with drawfaggotry or writefaggotry to match.
"Hey sugar, what'll you be having? Tonight's special is already served to your table."

"You can [...] design them so unexpectedly attractive that it'll make people question if they discovered a new fetish, or if it was there all along and this was just its awakening."

– JoCat, A Crap Guide to D&D - Goblins

Traditionally, the idea of goblins being monstergirls was something of a niche, at best; most thought of them as just hideous, stupid, filthy little monsters - who would want to put their dicks in that?

Ironically, it was Warcraft that probably first sowed the seeds of female goblins being fuggable; whilst the attractiveness of female goblins in that game is contentious, people must admit that they were better-looking than the tumor-riddled, snaggle-toothed, scarred abominations that made up the canon depictions of most goblins prior to that. They were certainly attractive enough to start scoring Rule 34 artwork, and this became a revelation to fa/tg/uys: that goblin-girls did not have to be fugly!

From there, goblin-girls became an underground sensation, slowly developing and evolving in the steamier underbelly of /tg/ and on /d/ (or at least its "western counterpart" /aco/) until they have become as mainstream in the /tg/ fandom as any monstergirl has a chance of being. When brought up, expect the occasional joking argument on whether it should be standard for female goblins to be referred to as "goblettes".

Because goblins vary so widely in their depictions, it shouldn't be surprising that goblin-girls likewise have been a particularly fertile ground for interpretations. There are five "mainstream" depictions of the goblin-as-monstergirl you will probably encounter on /tg/, and many different sub-forms and cross-pollinations. All depend on which of the various "goblin aspects" a creator deigns to focus on; tinker skills, short-sighted hedonism, mischievousness, propensity towards rapaciousness, and/or fertility:

  • The "Pervy Tinker" archetype directly traces its roots back to Warcraft's Rule 34'd goblins: this envisions goblins as a "techy" race with a strong lewd streak, leading to them focusing their mad science skills on coming up with newer and more deviant ways of getting off. Depending on the fundamental tech level of the setting and the creator's own tastes, this can range from aphrodisiac gas grenades and crystal-powered sybians, to golems built as living sex engines, bimbofying/transforming magitek rayguns, and vat-grown tentacle monster pets. Rule 34 interpretations of World of Warcraft lore can be counted as this, as well as rare goblins in Corruption of Champions that are mentally stable enough to keep their panties on while in a lab.
  • The "Shameless Slut" archetype likewise has its roots in Warcraft goblins, vis-a-vis their canonical obsession with money, but is perhaps one of the more widely known "generic" archetypes as well. These goblins are hedonists who take a great deal of pride in their libido and their love of pleasure, integrating with the other races and usually gravitating towards roles based on "entertaining"; from barmaids to outright prostitutes. In fact, they are often depicted as actively enjoying whoring themselves out, as it ensures a steady stream of partners and profit, whilst sating their perverse and degrading sexual desires. These goblin-girls are often size-queens, specifically choosing partners based on the stature of their masculine organs. The adult comic artist Incase is fond on this archetype, and might as well have codified it with his drawings.
  • The "Mischief Maker" archetype is the most innocent of the archetypes; portraying goblins as just playful, fun-loving hedonists whose greatest aims in life are pranking, partying, and making love, not necessarily in that order. This archetype is the closest to a pornified parallel of the old "civil goblins are just green-painted Halflings/Gnomes" canard, as the latter two in porn tend to also be found in whimsical depictions of normalized-sex communes. These goblins are still generally less sentimental with their "free love" compared to them, but are significantly less transactional than the Shameless variety, and derive plenty of pleasure out of teasing their paramours.
  • The "Savage Slut" archetype is perhaps the oldest of the archetypes, as it owes its origins to the original interchangeability of goblin and orc. These goblins are basically sexy "savages"; wild and primal little monstergirls who live a primitive lifestyle centered on hunting, playing, and of course capturing & having sex with men. Essentially, this depicts goblins as shortstack or "a loophole for masturbating to underage children" orcs. Kenkou Cross' Monster Girl Encyclopedia is squarely focused on this aspect.
  • The "Breederphile" archetype is, in comparison, probably the youngest of these archetypes. These goblins are defined by their racial pregnancy fetishism, and by having bodies almost literally built to breed. Being impregnated is intensely orgasmic, pregnancy either fills them with bliss, makes them incredibly horny, or both, birth is a series of some of the most intense orgasms of their lives, and social standing revolves around how many daughters they have to boss around. +++...SCANNING...+++ +++Congratulations Neophyte, you have just weathered the single worst psychic assault a slaaneshi daemon is capable of unleashing; you may now be promoted into the ranks of the Grey Knights.+++ This archetype does make some sense if you think about it: after all, as a 'cannon fodder' species for PCs, where do all the Goblins come from? Corruption of Champions might as well have pioneered this archetype.
  • The "Ghetto Goblin", while not part of the "five aspects" breakdown, has a decent-sized backlog of smut and is unique enough to be worth an honorable mention. This variant of goblin-girl portrayal is native to Urban Fantasy settings. Mostly played as a watered-down mix of the "Shameless Slut" and "Breederphile" archetypes (the "water" in this case being some occasionally-awkward racial coding), Ghetto Goblins tend to be used as an attempt at a less-overtly-offensive repackaging of old "hot-blooded Latina" or "Ghetto Black Girl" racial stereotypes in that they are: sexually open, tend toward foul language and fiery tempers when angry and lewd vocalizing or body-language when aroused or teasing others, frequently dressed provocatively, and very often have a pronounced species/raceplay kink. While breeding for the Ghetto Goblin isn't usually as erotic as it is for the Breederphile, the social status of the Ghettoblin is often measured by how many offspring they have, how often they have sex, and how early they first had sex. They arouse easily, to the point that human men in their stories often need to talk Ghetto Goblins out of outright molesting them openly in public, not helped by the often-added detail of humans and goblins being very sensitive to each other's pheromones. As you can imagine, this is mostly a niche community depiction. More precisely, it was codified and achieved popularity on /aco/ based almost entirely on the output of one prolific writefag.

Whilst these archetypes are certainly well known and defined, there are also two setting-specific depictions of goblin monstergirls that have achieved enough recognition to be recognizable by name; the MGE Goblin and the CoC Goblin.

The Monster Girl Encyclopedia depiction of the goblin is essentially a mashup of the Mischief Maker and the Savage Slut archetypes. These primitive mamono live in tribal clusters, entertaining themselves by playing pranks on each other or the races around them, hunting game, and conducting banditry for fun, profit, and boyfriends. In appearance, they resemble pointy-eared human lolis with horns and superhuman strength, allowing them to fight with weapons that only a strong human man would normally have a chance of lifting. Simple-minded and carefree, they have no intention of giving up the lifestyle they so enjoy.

The CoC Goblin takes its name from Corruption of Champions, a hentai fantasy text adventure game that was popular on /tg/ for a while, before the fact that furries are much more willing to put money where their mouth is when it comes to getting fetishistic shit done led to the inevitable flooding of the game with beastfolk waifus and encounters and /tg/ promptly banished it. Still, before it went under, it had a significant impact on the goblin-girl arena: CoC may not have created the idea of the Breederphile archetype, but it certainly brought it to the attention of what passes for /tg/ mainstream. CoC's goblins are Breederphiles who became a pregnancy-obsessed all-female race due to succubus-corruption in their water supply. Once a brilliant race of alchemists and inventors, they have since devolved into a Savage Slut culture, living in crude tribes based on a massively curvy matriarch, her husband(s), and as many daughters as she can make who are willing to stick around - whilst goblins are fiercely competitive with each other, there is also safety in numbers, keeping them from being eaten by hellhounds or raped/beaten to death by minotaurs. Such clans are often notably inbred, for their corruption means they have little sense of objection to incest, with only the matriarch's jealous possessiveness in regards to her husband keeping her daughters at bay. They're also examples of the Pervy Tinker archetype, using what remains of their former knack for invention to create sex toys and perverse alchemical concoctions for use in subduing husbands and molding them to their liking.

One memorable goblin monstergirl is Zanik from RuneScape. Zanik is a badass female goblin adventurer who is the star of one of the game's major story arcs, wherein she helps the player save her tribe of technologically advanced goblins from a KKK-like cult of racist humans and then from an evil god of war who wants to take back control of her tribe. Fans of the game were so mad when the developers killed her off unfairly (and also gave her a graphical update that made her extra-ugly) that they later brought her back with a cuter redesign (though now fans gripe her new look is too cute, or more precisely cutesy).

Incidentally, one of the first modern references to a sexy Goblin monster girl may be, of all things, a Frank Zappa song.


See also[edit]

The Races of Pathfinder
Player's Handbook: Dwarf - Elf - Gnome - Half-Elf - Half-Orc - Halfling - Human
Race Guide:
Aasimar - Catfolk - Changeling - Dhampir - Duergar
Drow - Fetchling - Gillman - Goblin - Grippli - Hobgoblin
Ifrit - Kitsune - Kobold - Merfolk - Nagaji - Orc - Oread
Ratfolk - Samsaran - Strix - Suli - Svirfneblin - Sylph
Tengu - Tiefling - Undine - Vanara - Vishkanya - Wayang
Bestiaries: Android - Astomoi - Caligni - Deep One Hybrid - Gathlain
Gnoll - Kasatha - Munavri - Naiad - Orang-Pendak
Reptoid - Rougarou - Shabti - Trox - Yaddithian
Adventure Paths: Being of Ib - Kuru
Inner Sea Races: Ghoran - Monkey Goblin - Lashunta - Skinwalker
Syrinx - Triaxian - Wyrwood - Wyvaran
Ultimate Wilderness: Vine Leshy
Blood of the Sea: Adaro - Cecaelia - Grindylow - Locathah - Sahuagin - Triton
Planar Adventures: Aphorite - Duskwalker - Ganzi
The Races of Starfinder
Core Races: Android - Human - Kasatha - Lashunta - Shirren - Vesk - Ysoki
Legacy Races: Dwarf - Elf - Gnome - Half-Elf - Half-Orc - Halfling
Expanded Races: Aasimar - Amrantah - Anassanoi - Astrazoan - Bantrid - Barathu - Bolida - Borai - Brakim - Brenneri
Cephalume - Contemplative - Copaxi - Damai - Dessamar - Dirindi - Draelik - Dragonkin - Dromada
Drow - Elebrian - Embri - Endiffian - Espraksa - Ferran - Formian - Ghibrani - Ghoran - Goblin - Gosclaw
Gray - Haan - Hanakan - Hobgoblin - Hortus - Ifrit - Ijtikri - Ikeshti - Ilthisarian - Izalguun - Kalo - Kanabo
Kayal - Khizar - Kiirinta - Kish - Maraquoi - Morlamaw - Neskinti - Nuar - Orc - Oread - Osharu - Pahtra
Phentomite - Quorlu - Ramiyel - Raxilite - Reptoid - Ryphorian - Sarcesian - Sazaron - Screedreep
Scyphozoan - Selamid - Seprevoi - Shakalta - Shatori - Shimreen - Shobhad - Skittermander - Spathinae
SRO - Stellifera - Strix - Suli - Svartalfar - Sylph - Telia - Tiefling - Trinir - Trox - Undine - Uplifted Bear
Urog - Varculak - Verthani - Vilderaro - Vlaka - Witchwyrd - Woioko - Wrikreechee
  1. Nor any connection to its purported prequel, Troll from 1986, which is a fascinatingly bad movie in itself. Troll 1 features a surprisingly strong cast and a pair of protagonists both named "Harry Potter" (Sr. and Jr.), among a great deal of other weirdness unrelated to its "sequels". Further, there have been two movies released as "Troll 3", neither of which has a troll, nor much connection to either Troll 1 or 2 or each other (one purported Troll 3 features a "hobgoblin" and the other features killer trees). And then there was a semi-official sequel to Troll 2 called "Goblin 2" (Troll 2 being originally filmed under the title "Goblins") that actually featured a troll (and no actual goblins). But enough about other filmmakers' Trolling of audiences.