


Compared to a hobgoblin, they are much larger in comparison in both muscles, mass and equipment. Goblin champions ( 小鬼英雄 ( ゴブリンチャンピオン ) ) are a variant of goblins considered to be heroes among the goblin race. Only well-off hordes that can afford the resources to keep the wolves alive have them.

Goblin riders (ゴブリンライダー) are goblins which have tamed captured wolves to be used as mounts or as guards. The presence of goblin totems in a goblin nest are indicators that a shaman is present. They often lead nests and are intelligent enough to make crude strategies. Goblin shamans (ゴブリンシャーマン) are goblins that have gained the ability to use magic. when there isn't a goblin shaman in the set the hobgoblin will be the leader. Hobgoblins (ホブゴブリン) are a larger and stronger variant of goblins that act as bodyguards for nests or wanderers who travel from one to another. Goblins come in different variations as they mature: Additionally, some adventurers make the mistake of sparing goblin children, which potentially allows them to develop into stronger variations of goblins. As a result, many rookies end up being killed and/or raped by the goblins for underestimating them, such as with Warrior and Fighter. In spite of their notorious reputation and danger they pose, most adventurers perceive goblins as mere pests that shouldn't be taken seriously. The only value they see in grouping together in greater numbers is purely how the individual can selfishly gain benefits from what the group brings to him (food, females to rape/breed, meat shields), not because they care for each other in fact, goblins can usually be seen laughing at the torment and even deaths of their own kind, showing that they love to see others in misery so long as its not them and when without strength and/or advantageous numbers, will always flee in terror of being killed themselves. They have a self-fulfilling mindset that one should not hesitate in taking the best for themselves, as it would be exactly what other goblins would do, only leaving what is less desirable for others and thus one should help themselves first. In general, each individual considers himself to be smarter and better then the goblins around him, and therefore to be deserving of more than their fellows. There are a handful of goblins that are capable of becoming smarter and therefore much more dangerous, Goblin Lord being one example. They are clever enough to make a strong poison by mixing their own saliva and excrement with herbs they find in the wild they usually coat this poison on daggers and sometimes arrows. According to Goblin Slayer, they learn from the mistakes of the dead and adapt. While most goblins are described as thoughtless, they aren't fools, and thus have the ability to learn, as seen in Water Town when goblins were taught to use boats. They also have excellent night vision if they detect any light in their nest, they know there are intruders. They can even smell metal, making them dangerous to anyone wearing metal armor. Goblins have an excellent sense of smell, especially when it comes to prey. As such, women are among what they take from settlements to use for breeding until their eventual deaths at the hands of their goblin captors. Even within the span of one week, a single captive can be forced to birth several new goblins. Goblins are an all-male species, but possess the ability to breed with any race with the pregnancy always resulting in goblin children. The place a group of goblins are living together in is referred to as a 'goblin nest'. Goblins are commonly found in caves and rely on attacking or stealing from settlements to sustain themselves, including the raw flesh of sapient species. However, their numbers grow fairly quickly due to their ability to come into maturity at an accelerated rate, making them a rapidly increasing threat if not dealt with quickly. Individually they are not very threatening and are considered the weakest of monsters. Goblins primarily haunt the frontier lands where the military doesn't have a strong presence.
