LGtC:Goblin Blade of Muluk

Goblin Blade of Muluk
Medium Humanoid (Goblin-Ken), Typically Neutral

Armor Class 16 (ring mail, shield)
Hit Points 45 (7d8 + 14)
Speed 30 ft.

17 (+3) 12 (+1) 15 (+2) 8 (–1) 15 (+2) 9 (–1)

Skills Athletics +5, Perception +4, Survival +4
Senses darkvision 60 ft., passive Perception 14
Languages Goblin
Challenge 2 (450 XP)        Proficiency Bonus +2

Brawn. The goblin has advantage on Strength checks.

Fury of the Ostracized. If the goblin has no allies within 15 feet of it, it gains advantage on every attack roll.

Wrath of the Blue God. The goblin deals an extra 5 (2d4) damage when it hits with a weapon attack (included in the attack).


Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 19 (1d8 + 3 + 2d4) slashing damage, or 20 (1d10 + 3 + 2d4) slashing damage if used with two hands.

Blue God Beam. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 6 (1d8 + 2) necrotic damage. If the target is missing any of its hit points, it instead takes 8 (1d12 + 2) necrotic damage.

Spellcasting. The goblin casts one of the following spells, requiring no spell components and using Willpower as the spellcasting attribute (spell save DC 12, +4 to hit with spell attacks):

3/day each: bane, inflict wounds

Bonus Actions

Aggressive. The goblin moves up to its speed toward an enemy that it can see.

Spectral Axe (Recharges after a Short or Long Rest). The goblin conjures a floating, spectral axe within 60 feet of itself. The goblin can make a melee spell attack (+4 to hit) against one creature within 5 feet of the axe. On a hit, the target takes 6 (1d8 + 2) force damage. The axe lasts for 1 minute. As a bonus action on later turns, the goblin can move the axe up to 20 feet and repeat the attack against one creature within 5 feet of the axe.

Found In: Legionnaire's Guide to Cyrodiil


"Miserable, horrid creatures. They're vile and vicious. They vary in size from smaller than a Bosmer to larger than a Nord. Some are mindless animals; others have learned the ways of magic. You'll often see them with trained Durzogs, another filthy creature."
– Fedris Hler

Native to the Summerset Isles, goblins have traveled across Tamriel, where they are seen as both a constant and a nuisance. Goblins are often considered to be a burden and a risk to nearby settlements, and are regarded as a problem to be dealt with, either by some form of agreement or through force. While a single goblin may not seem as much of a threat, their true strength comes from their sheer numbers. When there's one goblin, there are surely more nearby.

Goblin-ken. These simple humanoids are counted as goblin-ken, much like that of ogres. They form, tribes, and have some semblance of the other cultures of Tamriel, including art and tools. In the past, goblins have been contracted by cities, such as the Altmer of Summerset and the Orsimer of Orsinium, to trade in land or in labor. The Dunmer of Morrowind have also been known to keep goblin slaves.

Led by Strength. Like other goblin-ken tribes, goblins communities are typically led by the strongest or smartest among them. Goblin warlords and shaman are venerated as leaders and are willfully followed until usurped or defeated. Goblin tribes are continually at war with each other, and these tribes come and go with a natural ebb and flow. Sometimes the tribes join together when new leadership is formed, and in other instances, tribes fragment from within, creating new tribes.

Beast Leaders. One of the most notably traits of many of the goblin tribes-and some of the other goblin-ken- is their uncanny ability to train animals. Their most commonly preferred companion is the reptilian durzog, but tribes have also been know to work with other local fauna, such as rats or skeevers, and even shalk.

Worshipers of Muluk. Like all goblin-ken, the humble goblins are protected by the Defender of the Betrayed, Malacath. Known as Muluk to goblins, and sometimes as the Blue God, since they are also known to cover their sacred statues of Malacath in blue paint.

Goblin Tribes

There are many goblin tribes that can be found in almost every province in Tamriel. These tribes have challenged amateur adventurers and threatened small farms and villages. This section gives the GM ways to customize members of the different goblin tribes to separate them from each other and make distinct cultures. The listed tribes are those found in Cyrodiil, and can be used as examples on how to create new tribes.

Each tribe is given a short defining description, and suggested ways on how to alter a goblin stat block better fit a creature from that tribe. While this is mostly written with the expectation of altering goblin stat blocks, these suggestions could be intended for other creatures in the tribe, such as ogres, beasts, or even Bretons.

The customization options here will typically have no appreciable effect on the challenge rating of a creature that gains them, but keep in mind goblins are usually used against low level characters. Be mindful if the altered stat block improves the damage output, which could quickly turn deadly for lower-level player characters.


The Bitterfish tribe traditionally hunts slaughterfish and other aquatic prey. Because of this, they are trained swimmers and proficient with weapons used for fishing. They gain a swimming speed of 20 feet and sometimes wield a trident with a net, instead of their typical equipment.

Bloody Hand

Members of the Bloody Hand tribe specialize in deadly hand hand combat. As such, their unarmed strikes deal 1d4 bludgeoning damage and they can carry a makeshift jagged claw which they use as a weapon instead of their typical equipment.

This claw weapon is made from scraps of metal and bone, deals 1d4 piercing damage, and has the finesse property. If the target is a living creature, it must succeed on a DC 10 Endurance saving throw or lose 1d4 hit points at the start of each of its turns due to an internal wound. Any creature can take an action to staunch the wound with a successful DC 10 Willpower (Medicine) check. The wound also closes if the target receives magical healing. Undead and constructs are immune to this effect.

Dust Eater

Living in Dwemer ruins, the goblins that make up the Dust Eater tribe scavenge the abandoned Dwarven technology for anything they can see as useful. They wear scraps of Dwemer metal on top of their armor granting them a +1 bonus to AC. They can wield hand crossbows or light crossbows that were taken from Dwemer constructs, instead of their typical equipment.

Rock Biter

Goblins of the Rock Biter tribe dig through the dirt to build their caves and hovels. They get their name from their habit of chewing on small rocks, which they sharpen with jagged edges and use as ammunition with their slings. These goblins gain a burrowing speed of 10 feet and can carry slings instead of their typical equipment. They are particularly skilled with this weapon, and use the jagged rocks as ammunition, allowing them to deal 1d6 bludgeoning damage instead the normal damage.

Sharp Tooth

The Sharp Tooth tribe is known for ritualistically sharpening their teeth to points, which they use as a weapon. The can make unarmed strikes with this natural weapon, dealing 1d4 piercing damage. Additionally, the goblin has advantage on bite attacks against grappled targets.

Skull Breaker

As their namesake implies, the goblins of the Skull Breaker tribe are strong, brutish creatures. Due to their greater physical might, they gain a +2 bonus to their Strength Attribute score. They can carry a makeshift Warhammer made from the skulls of goblins from rival tribes instead of their typical equipment. They also gain the Powerful Build trait:

Powerful Build. The goblin counts as one size larger for determining their carrying capacity and the weight it can push, drag, or lift.

Three Feather

Accomplished bird hunters, members of the Three Feather tribe tend to be more proficient with ranged weapons and prefer blowguns and spears over swords or axes. They can carry a spear and a blowgun with poisoned darts, instead of their typical equipment. Creatures hit with the poisoned dart must succeed on a DC 11 Endurance saving throw or become poisoned and their speed is reduced by 5 feet for a round. Their expertise in marksman weapons grants them the following ability:

Aimed Shot (1/Day). As a bonus action, the goblin carefully aims their shot, allowing them to add 1d4 damage to their next ranged attack.

White Skin

The White Skin tribe is led by a Breton man by the name of Goblin Jim, who has taught them about Tamrielic culture and Bretonic magic. Goblins of the White Skin tribe can speak Tamrielic, and increase their Willpower and Personality scores by 1. The goblin shamans of this tribe know the find familiar spell and can cast it innately once each day without expending magicka.