Goblin, Dark (CR 2)
Small Humanoid (Extraplanar and Goblinoid)
Alignment: Usually neutral evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., superior low-light vision, and Listen +2
AC: 15 (+1 size, +1 Dex, +2 leather armor, +1 light shield), touch 12, flat-footed 14
Hit Dice: 3d8+3 (16 hp)
Fort +4, Ref +2, Will +0
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple -1
Attack: Morningstar +5 melee or javelin +5 ranged
Full Attack: Morningstar +5 melee or javelin +5 ranged
Damage: Morningstar 1d6 or javelin 1d4
Special Attacks/Actions: -
Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6
Special Qualities: hide in plain sight, resistance to cold 10, 3rd-Level Warrior
Feats: Alertness; Weapon Focus (morningstar)
Skills: Hide +13, Listen +2, Move Silently +11, and Ride Spot +4
Advancement: By character class
Climate/Terrain: Plane of Shadow
Organization: Gang (4-9), band (10-400 plus 10 noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level, warband (10-24 with worg mounts), or tribe (40-400 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 10-24 worgs, and 2-4 dire wolves)
Tome of Magic
Being bullied by bigger, stronger creatures has taught dark goblins to exploit what few advantages they have: sheer numbers and malicious ingenuity. The concept of a fair fight is meaningless in their society. They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise.
Dark goblins have a poor grasp of strategy and are cowardly by nature, tending to flee the field if a battle turns against them. With proper supervision, though, they can implement reasonably complex plans, and in such circumstances their numbers can be a deadly advantage.
Skills: Dark goblins have a +4 racial bonus on Move Silently checks and Ride checks. Dark goblin cavalry (mounted on worgs) usually select the Mounted Combat feat in place of the Alertness feat, which reduces their Listen and Spot modifiers to +0 and +2 respectively.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
Goblinoids are stealthy humanoids who live by hunting and raiding and who all speak Goblin.