Goblins are small goblinoids. Nasty, cunning, and scrappy, with poor hygiene, these creatures are looked down upon by most sentient races. Goblins come from the deep, living underground in dark caverns in large packs. They stand about 3 feet tall, with green skin and scrawny bodies. Their jagged, yellow teeth are suited to tearing meat apart, and their yellow eyes are suited to seeing in the darkness of deep caverns and caves.
Size: Small; fey humanoid
Attributes: AGI +2, INT +2
Skill Choices: thievery, climbing, stealth, survival, mining, running, knives.
Pack attack. Goblins work best in groups, using numbers to compensate for their small size. Goblins gain +1d6 to attack a target for every ally also adjacent to the target.
Darksight. Goblins can see in darkness as though it were normal light. They are vulnerable to bright light, however, and lose their Natural Cunning ability in direct sunlight, and cannot shake off the Blind status if it is caused by bright light (note that temporary conditions automatically end after 5 minutes).
Natural cunning. Although not known for their intellect, goblins do possess a natural instinct. They gain +1d6 to INITIATIVE checks.
Scavengers. Goblins can use any organic material as food, no matter how strange or rotten, and as such are immune to poisons.
Between the legs. A goblin can freely move through the squares of large sized or larger creatures.