Goblin, Teerac (CR 1/3)
Small Humanoid (Goblinoid)
Alignment: Usually lawful evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +2, and Spot +2
AC: 15 (+1 size, +1 Dex, +2 leather, +1 light shield), touch 12, flat-footed 14
Hit Dice: 1d8+1 (5 hp)
Fort +3, Ref +1, Will -1
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple -3
Attack: Morningstar +2 melee; or javelin +3 ranged
Full Attack: Morningstar +2 melee; or javelin +3 ranged
Damage: Morningstar 1d6; or javelin 1d4
Special Attacks/Actions: -
Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6
Skills: Hide +5, Listen +2, Move Silently +5, Ride +4, and Spot +2
Advancement: By character class
Climate/Terrain: Temperate marsh
Organization: Gang (4-9), band (10-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-5th level), warband (10-24 with worg mounts), or tribe (40-400 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)
Being bullied by bigger, stronger creatures has taught 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, over-whelming odds, dirty tricks, and any other edge they can devise.
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: Goblins gain a +4 racial bonus to Move Silently checks. Goblin cavalry (mounted on worgs) gain a +6 bonus to Ride checks and the Mounted Combat feat (neither of these benefits is included in the statistics block).
Goblinoids are stealthy humanoids who live by hunting and raiding and who all speak Goblin.