Goblin Grunt

Goblins are violent, primitive humanoids found throughout Tamriel, often living in sewers, caves and ruins in small clan-based societies. Appearance-wise, goblins have green skin, yellow eyes with slitted pupils, pronounced canine teeth, elven ears, and sometimes horns and hunchbacks.

Goblin, Beast; Minor; White Soul (100)

Stats

CharacteristicValueAttributeValueSkillValue
Strength35Hit Points10Combat45
Endurance20Wound Thr.6Magic15
Agility35Magicka15Evade45
Intelligence15Stamina2Observe45
Willpower15Initiative+6Stealth45
Perception35Action Pts.2Knowledge15
Personality10Speed9mSocial10
Morale25SizeSmallPhysical35

Weapons & Armor

Has one of:

  • Goblin Battle Axe: 1d8; Splitting, Unwieldy; Reach 2m, 2H
  • Goblin Blade: 1d6; Slashing, Exploit Weakness; Reach 1m, 1H
  • Goblin Bow: 1d6; Reload(1), Range (20/100/200); 2H
    • Includes 12 Iron Splitting or Slashing Arrows
  • Goblin Cudgel: 1d6; Crushing, Unwieldy; Reach 1m, 1H
  • Goblin Spear: 1d6; Unwieldy; Reach 2m, 1H

Also has any of:

  • Goblin Armor: AR 2; Light, Partial
  • Goblin Shield: BR 6 / MR 3; Light

Special Abilities

  • Gang Up (1 SP): Can gang up as a free action by spending a Stamina Point when an enemy in Reach is attacked by another allied Goblin. Ganging up imposes a -10 on the target’s Defense roll. Additionally, each ganging up Goblin adds +1 damage to the attacking Goblin’s damage roll.

Traits

  • Crawler: This creature is not slowed by difficult terrain.
  • Dark Sight

Variant: Durzog Trainer

Special Abilities

  • Inspire (1 SP): On their turn, a Durzog Trainer can spend a Stamina point to inspire one Durzog. That Durzog can then re-roll its next failed Combat test.

Traits

  • Teamwork: Gains a bonus DoS on any attack rolls made while an ally with Teamwork is in Reach of the same target.

Encountering Goblin Grunts

Goblins are savage, primitive humanoids found throughout Tamriel. They live in clan based societies ruled by the strongest of them in a hierarchy of might-makes-right. Goblins have green skin, yellow-slitted eyes, large fangs and elven ears, and stand at the height of around a man’s chin.

The most common goblins are cave goblins, which dwell in caves, sewers, ruins and other subterranean lairs. They typically build simple but deadly traps, and construct minor fortifications in their underground bases.

The other main type of goblins are the clan goblins, which dwell as nomads on the surface world, hunting and raiding as necessary. Clan goblins are far larger and stronger than their underground cousins, so naturally pose a much larger threat on the offensive than the relatively diminutive cave goblins, who typically have the advantage on the defensive instead. Goblins are known to train the dog-like Durzogs for battle, and raise rats for their meat.

Loot

  • A goblin has on its person what it is equipped with, in addition to about d4 drakes worth of junk weighing about 1 ENC.
  • A character can make a +0 Alchemy test to harvest a goblin ear, which is an Uncommon Destruction ingredient. If the character succeeds with more than 1 DoS, they harvest two ears instead.
  • Goblins are likely to have treasure stashed somewhere in their den. At the GM’s discretion, the characters can make a number of rolls on the Treasure table the GM feels appropriate for the den.