Oops! All Goblins
CR 0
A servant construct, a stack of 3 goblin heads, all of which deeply resemble their creator.
CR 1/8
Goblin-like creatures created with severed goblin body parts, assembled through means of risky rituals and supernatural forces.
CR 1/4
The next stage of life for a Gobling, the True Goblin fights unarmed, like the Quadrumvirate intended.
CR 1/2
Stationed at positions beyond the bounds of amblers or enemies, Goblin Archers are typically indiscernible from their surroundings, providing them vantage.
Unpretentious goblins that carve new paths with their expertise of cobbling.
Goblins who, unfortunately chosen for imprisonment, have made stealth, dirty fighting, and creative weaponry second nature.
CR 1
Deeply bonded with swarms of bees, goblin beekeepers should not be underestimated for it might hurt the adversary, starting with just a prickle.
While not quite a shaman, goblin maids are accomplished in fields of healing, escape, and finesse with their surroundings.
Armed with deviant toys, these goblins are quite mischievous; they are firecrackers themselves.
Experts in moldable and dangerous Goblin Magic, whose methods can be seen as unorthodox by traditional wizards.
CR 2
Standard infantry for Goblin Armies who shoot most true and deadly while in formation with fellow soldiers on the battlefield.
Townsfolk who worship the great Alth'gobis; they bring healing and blinding light with them wherever they go.
Nimble, cunning, and in love with bombs, gliders are the epitome of goblin brashness.
Bizarre amalgams of goblins and mimics, these are poorly understood creatures that wait in plain sight for their chance to strike.
From the badlands come the shamans, in touch with nature and beasts, equipped with curses that bewilder and blessings that bolster.
The minstrels of the goblin world have their preference of instrument, which grants boons to their kin, making them far more fearsome in combat.
Mountainous terrain gives rise to hardy folk, goblins included. With the threat of clubs and furs, adventurers ought to watch their backs.
CR 3
Goblin armies use standard catapults, but they also use the catapultiers, who can reposition more easily and don't need (as much) supervision.
Food in goblin culture is quite different than others, so much so that it can be weaponized.
When a battering ram is needed in a siege, the hammerheads are called in to bring the gates down. These goblins won't stop until they say so.
While some goblins love to feel blades and bludgeons wound their foes, others prefer to use magical fire as their means of destruction.
These stalking goblins follow their target for miles until the time is right, at which point they show their goblinfyre to the world.
As ritualists and cult leaders, shadowmages commune with dark entities from beyond and recieve the gift of darkness and shadow for their use.
Deranged enough to consider taming a Wyvern, these goblins use poison and control their terrifying beasts to ravage their foes.
CR 4
With a pool of power that is replenished and used for their spells, Aabbots control life and death in the name of Alth'gobis.
Alchemists of supreme skill, brewmasters grant a wide array of boons to their allies with the brews they make.
Creatures lost to the underdark for centuries, only to emerge with tentacled tails and, sometimes, the legendary Black Claw.
Leechthrowers take the swamps with them, lobbing bottles of blood-sucking leeches towards their enemies.
The only way to hit harder is to bring your friends. Leading the charge with your own brutal strikes helps, too.
CR 5
One who chooses enlightenment over cunning, concerning themselves with the strings of reality as opposed to the strings of coinpurses.
When goblins number in the millions, it is bound to be that some are massively large compared to their kin.
Druidic, but most certainly not. Corrupt and evil, craving the taste of flesh and using their many forms to satiate that hunger.
In the front lines there be the arbalists, but behind them organizing the charge is the Siegemaster, a prestigious role.
CR 6
With a choice of many deadly animal companions, the beastrider is seldom alone in combat.
Equipped well enough to fill an armory on their own, bounty hunters live their lives one payout at a time.
When goblins start becoming reknown for their ability to steal from other goblins, it becomes obvious you're dealing with an expert.
CR 7
A half-goblin half-giant known for taking their underlings, Bouldergoblins, into combat as ammunition.
Fast as the wind, you ought not to take winged goblins lightly when they're armed with sickles.
The stout defenders of the monastic traditions of Alth'gobis, able to unleash holy fire from the bushes, even while heavily armored.
CR 8
With fire breath and wings to pair with it, it's hard to tell if draco goblins are really goblins at all.
After adventuring across the lands for decades engaging in combat, veterans live up to their title.
CR 9
Cursed, sickly, unholy -- no words can properly describe the disease ridden, shambling husks known as the plague bearer.
An organizer of thieves. The mastermind behind countless historical heists. A goblin deserving of their name.
CR 10
It's hard to know if it is the gigantic axe that makes executioners as terrifying as they are, or if it's the stench of death on their clothes.
The masters of the arcane in the goblin world never stray too far from their roots, focusing their studies on wicked and tricky magics.
Radiating a "cleansing" aura of light around them, Saint Gobora would be goblindom's chosen saint, if they could agree to have one.
A once-member of the Quadrumvirate, the Third is now shunned, imprisoned, and alone. A righteous and borderline "good" goblin never quite fit the ruling class.
CR 11
The leaders of the tribes of tribes, chieftains have been chosen by their ancestors to be strong, ruthless warriors.
If it is at all possible that a marauder would be faster, stronger, and more ruthless, they would be called a Ravager. And so they are.
CR 12
An archer of such skill and prowess that only a few have ever been named. Equipped with a selection of deadly arrows, a single bowmaster can change the tide of a battle.
CR 13
Legend tells it that Gobnan is the decendant of an old era, when Goblins raised groups of warriors whose footsteps shook the earth.
CR 16
A poorly understood behemoth of a goblin, clad from nose to toe in plate armor and wielding a massive axe. The champion carries the skulls of their fallen foes with pride.
CR 17
Terrifyingly fast. A flickering whirlwind of blades and leather. Gobfried wrote the book, literally, on Goblin swordfighting. Unfortunately, it doesn't have a very large audience.
CR 19
Where storms spread across the skies for miles, and where lightning cracks with all of the fury the sky can muster, Throgbo is near.
CR 20
The First Goblins. The primordial. The progenitors of the goblin race. These god-like beings were the start of all things Goblin, and are alive and well in a realm they call their own.
CR 1/8
The lowest form of life imagineable on one of the Armada's ships. Dregs seem to spawn through the sheer will of Goblin magic paired with a large enough pile of sea waste.
CR 1
Deftly clung to the highest masts of the Armada's vessels, and the very first to alert the crew to threats on the horizon.
CR 3
A brute of a pirate, dumb and violent but the lifeblood of any pirate ship. Often drunk on grob (Goblin grog), usually stinking, and absolutely always looking for a fight.
CR 4
BIG BOOMS MAKE CANNONEEER LAUGH. IF THE SHIP DON'T SINK, SHOOT IT AGAIN.
CR 5
As loyal as a Goblin pirate comes -- not very -- First Mates know it takes a strong hand to keep the crew in line. With a liberal helping of lashings and a game they call "Throw 'Em In" they keep the ship running smoothly.
CR 8
Brutal dictators of their ships, these Goblins are violent and quite insane. While on their ships they are gods, they are just one amongst a number to Pirate King Gobbeard.
CR 11
The closest thing that Pirate King Gobbeard has to trusted avisors, admirals are not known for their long lifespans. They are noted, however, for their surprising sense of morality. To them, serving the violent Gobbeard might be considered a neccesarry evil for the good of the world.
CR 15
None can lay claim to the whole of the oceans, but Gobbeard is the closest to being able to. All the seas of the world fear the sight of the Razormouth's flag, knowing he comes to ruin, not just pillage.
CR 1/4
Wielding the power of electricity, these Goblins are found all over the scrap wastes.
CR 2
These Goblins wear a massive electro-magnetic machine on their back, which can cause quite a lot of damage to its surroundings.
CR 3
Having been shocked by strange electric energy, these Goblins move fast, striking enemies from all sides.
Healers for the Shock Mob's mechanical constructs.
CR 4
With a large, electricity powered gauntlet to deliver shocking blows, few escape a Conduit without some burns.
Goblin Magic is strong, and when combined with electric energy and mechanical knowledge of the Shock Mob it becomes all the stronger.
CR 7
Scavengers are not often useful in combat -- save for when they are given these mmassive mechanical suits to wreak havok.
CR 10
Massive, scorpion-esque mechanical constructs.
CR 13
The Shock Mob's boss. Clad in a mechanical suit, this overlord Goblin has never lost a fight yet.
CR 1/2
A horrific abomination against nature, these undead are somehow still among the weakest of Mad Doctor Frankengob's creations. However, zombies together strong.
CR 1
Vile healers-turned-harmers. Goblin Embalmers willingly serve the Mad Doctor just for the opportunity to inflict more pain and suffering on their "patients".
CR 2
Goblin Zombies make up the bulk of Frankengob's forces by number, but Stitchers are the true meat-and-potatoes of his undead army.
CR 4
Ghosts of Goblins can arise like they might from any other race, but these spectral haunts have been influenced by the strong necromantic energy emanating from the Mad Doctor's work.
CR 5
The enemy of this Goblin is not quite his friend, but he might work with them for awhile. Seeking retribution against the Mad Doctor for his crimes, this clan of Goblin Monster Hunters will stop at nothing to take him down.
CR 6
Wielders of this form of Goblin Magic often had good intentions at the start, seeking to aid other Goblins. Surrounded by death and undeath for so long has degraded their pscyhes if not their souls, however...
CR 7
One of the most ancient lineages of vampires anywhere in the world. Their thralls are an unhappy lot, but unable to do much about their situation.
CR 11
A pile of scraps from Frankengob's experiments, these serve as almost mindless bodyguards to the Mad Doctor.
CR 15
The deranged scientist behind the horrifying experiments. Driven mad by solitude and illness.
CR 0
Tiny, mindless spawn of the Nesting Mother capable of sprouting into corrupted woodland Goblinkin.
CR 1/4
Further corrupted by the curse of Orcharn, these seedlings grow nothing.
CR 1/2
Bark-skinned Goblins that make wandering the forest a deadly affair.
Bizarre creatures that tunnel under the earth and ensnare wanderers and foes. Though appearing to be little more than forest debris, they possess the mind and cunning of a Goblin.
CR 2
Children of Orcharn who understand the natural cyles of life. From life, death and from death, life.
CR 3
The first Lumbering Woodking were Goblin soldiers and strong fighters. Now their legacy is carried by these robust, forest-imbued creations.
CR 5
Like the Root Goblins, Shambling Masses barely possess any humanoid characteristics anymore, so consumed by the corruption of Orcharn. Beware their grasp, for you might never leave it.
CR 8
While old by Goblin standards, Goblin Treants are young by Treant standards. A Goblin soul taken and stuffed into a young tree creates these capricious and violent entitites.
CR 15
Daughter of the woodland Titan Orcharn, the Nesting Mother is no singular entity but rather a manifestation of the Titan's corruption imbued into the land itself.
ARTIFACT
A massive obelisk utilized by the Goblin servants of the Demon Lord Multhogobor.
CR 0
Goblins whose only purpose in life is to be sacrificed to the Shriek, where the fragments of their souls can better serve the Last Squeal.
Ghastly entities that are the amalgamation of many soul fragments that have dwelt within a Shriek's Basin of Souls.
CR 1/4
Weak Goblins that have been taught the way of the Squeal, and use it as a deafening weapon.
CR 1/2
These Goblins have gained some amount of dark magic through Multhogobor, but in return they are forced to injure themself for the greater glory of the Squealers.
CR 1
Enforcers for the Goblins of the Last Squeal, these Goblins keep the weaker Debased and Sacrificial Goblins in line.
CR 2
Once priests of more traditional Goblin faiths, these Goblins have abandoned their flocks for the power afforded them by Multhogobor.
CR 4
Some of Multhogobor's most faithful footsoldiers, these spellswords gladly sacrifice others for their Lord.
CR 6
Sadistic hellions who wield hooked chains to bind their foes, they serve Multhogobor only for the immense pleasure torturing themselves and others gives them.
CR 8
Wielding a cursed stopwatch with strange powers, Entrancers are most useful in combat for their hypnotic powers.
CR 9
The highmost leader of the Goblins of the Last Squeal, save for Multhogobor himself.
CR 11
Maddened by the power of Multhogobor, these Goblins' minds are impossible to understand, their actions and decisions esoteric.
CR 16
The dark lord of a cult of Goblins. There is no Squeal after him.