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Goblins

    In General 
https://static.tvtropes.org/pmwiki/pub/images/goblinslayergoblins.png

The very monsters that the Goblin Slayer is killing in his crusade. They're known for attacking various villages in the story.


General Tropes associated with Goblins


  • Adaptive Ability: Downplayed, but goblins are amazingly quick to absorb new skills for how dimwitted and oafish they are reputed to be. The main reason Goblin Slayer is so adamant of leaving no survivors is because he is sure that one goblin just seeing his traps and techniques and living would then be able to reverse engineer his strategies and pass those new skills on to the rest of its race in time. This can work against them sometimes, such as in Volume 5 when the Snow Mountain goblins copy Goblin Slayer's loosened arrowheads trick and assume they must better all-round than what they were doing before if an adventurer is doing it, only to be rendered less effective than usual when using them on different targets.
  • Alien Fair Folk: Goblin Slayer's sister would tell him that goblins came from one of the sky's moons, specifically the green one. A peek into a portal mirror reveals goblins working a machine made entirely out of human bones under a pitch-black sky, surrounded by endlessly-stretching fields of green sand...
  • Always Chaotic Evil: Make no mistake, these guys are some of the vilest depictions of your standard fantasy goblin in modern fiction. To put it mildly, their entire existence rests on making people's lives as horribly miserable as can be.
  • Animal Eyes: All goblins have beady, bulging, solid-yellow eyes with horizontal pupils, resembling a goat, or perhaps an octopus or frog. On some of them, the pupils have become distorted or somehow broken up.
  • Bald of Evil: For whatever reason, few if any goblins seem to have a full head of hair.
    • This seems to be a sign of rank or evolution, as no standard goblin has any hair, but Hobs, Champions, and Lords have beards and/or a crown of hair (while still bald). One small goblin was seen with a beard and identified as a Pirate Goblin, but whether that beard was real or just for the joke is unknown.
  • Cannon Fodder: To adventurers, to other monsters, and even to each other. As long as an objective is eventually completed, the death toll matters little to goblins.
  • Child by Rape: Every single goblin by default is one. And there's no end to them.
  • Children Are Innocent: Not at all. They know from an early age that acting helpless can easily gain an adventurer's mercy.
  • Cold-Blooded Torture: When they aren't raping their kidnapped victims, they are committing this. There is no rhyme or reason for it, and they don't care if they prematurely kill the victim in the middle of their fun. After all, they can always just capture more.
    • This is largely true of any male captives. They can however display enough rage for a given act to skip right over the raping, in regards to females, and go straight to torture, given enough incentive.
  • Cycle of Revenge: It's never explicitly stated what started and who's responsible for the escalating series of attacks that eventually resulted in the goblins' trademark hatred and fervent pursuit of the destruction of human civilization, but they clearly see themselves as part of such a cycle against all other races. As Goblin Slayer notes, it will only end when one side is completely eradicated.
  • Decapitated Army: As demonstrated by the Water Town nest, a big horde that sees its leader/best fighter get taken down will turn tail and flee for their lives without a thought.
  • Dirty Coward: No matter how strong they become, a goblin will remain a coward at heart. From lowly child to reigning Lord, the probability of fleeing at danger and abandoning fellow goblins to their fates remains roughly the same. Unfortunately, it is because of this that they are an everlasting threat. Only one type of goblin Averts this and there's a good reason he does and not without help
  • Dominant Species Genes: When they rape a woman, the child is always a pure-blood goblin.
  • Dressed to Plunder: Quite a few of the boat-riding goblins underneath Water Town dress like pirates, appropriately enough.
  • Elite Mook: Goblin champions, who are big and powerful enough to casually tear off an adventurer's head, and whom Silver-ranked adventurers (who otherwise see goblins as just newbie targets) regard as worthwhile challenges.
  • Even Bad Men Love Their Mamas: Gruesomely averted. Apparently, Goblin children have been known to eat the women that gave birth to them.
  • Evil Is Sterile: While they are fast learners, goblins have no culture or ability to invent anything of their own. They'd rather just steal whatever they desire, and anything more advanced than their trademark debauchery is done through mimicry. Averted with the goblin paladin who was given divinely enhanced intellect among other blessings that makes him so intelligent he can copy fighting styles by sight, anticipate his opponent's actions, and turn a savage goblin horde into disciplined warriors while instilling comradery and a genuine desire to lay down their lives for a greater cause. He's even more intelligent than a goblin lord and is creative enough to have his people actively plan and build things as opposed to just copying. Fridge Horror for both the readers and heroes as the goblin's ability to learn quickly and spread their knowledge among their own kind means that if the paladin's horde and the paladin himself aren't killed then more goblin paladins may be created. Even killing him and his horde is no guarantee as if it was done once, it could be done again. Or even that what they learned won't somehow be passed on.
  • Explosive Breeder: A thoroughly horrifying twist on the "breed like rabbits" analogy, as all goblins are forcibly bred from other species. Considering how many of these new (literal) bastards pop out of the ground all the time, do the math. Even worse; the time from conception the birth of multiple goblin children from a single mother is less than one week. In Volume 1, Goblin Slayer discovers four goblin children in a den and remarks that they would have numbered fifty before long.
  • Expy: Rather than generic fantasy-based green-skins in the original web novel, the goblins were these to the Terraformars - creatures fueled by The Power of Hate with specific evolutionary traits and non-terrestrial origins.
  • The Farmer and the Viper: The only thing that an adventurer is going to get out of sparing a Goblin straggler after clearing a nest is a Wanderer with a fresh batch of knowledge of adventurer fighting techniques, experience in exploiting human magnanimity, and redoubled hatred of the Praying Races. This applies especially to goblin whelps.
  • Goal-Oriented Evolution: Some of Goblin Slayer's comments suggest that the specialized tier older goblins develop into is determined through choice of the goblin itself.
  • Grass Is Greener: All evidence points to goblins indeed coming from the moon, that moon indeed being inhospitably barren, and the goblin invasion indeed being driven primarily by a covetous drive to claim the fertile Earth as theirs to exploit.
  • Green-Eyed Monster: All goblins harbor a deep and all-consuming font of envy and resentment in what passes for their souls, exacerbated by the perpetual squalor of their lives and homes and their refusal to actively change any of it. They steal whatever they can, let it get destroyed from lack of maintenance, and do nothing but curse others for having nicer things. A good illustration of this comes from the goblin viewpoint chapter in Volume 4, where a goblin who took a spear from a captured adventurer decides he wants the belt his brother took instead, only to become outraged and possessive when he realizes his brother wants the spear as well.
  • Hates Everyone Equally: Every individual goblin views all non-goblins as wretched animals that exist to be subjugated and preyed upon until death, and all other goblins besides itself as dopey, fair-weather cronies to exploit and dispose of for its own gain.
  • Hate Sink: You'd be very hard-pressed to find any instances where you can sympathize with such creatures. Even then, they will rapidly and cheerfully yank that moment away with a fresh example of their vile cruelty.
  • Hellish Pupils: Usually they are portrayed with Blank White Eyes, but the occasional Gross-Up Close-Up in later chapters reveals bulging, goat/octopus-like eyeballs with a cluster of small, uneven pupils around the center one, with branches of them stretching to each corner of the eyes.
  • His Own Worst Enemy: The whole reason the goblins are so ruthless and sadistic is due to vengeance against other races for the destruction of their homes and slaughter of their race. They feel justified in what they do, but they conveniently ignore the fact they go out of their way to kill anyone that isn't a goblin and happily kidnap and rape any woman they manage to grab on to. If anything, the goblins have only themselves to blame for the onslaught of their people.
  • Hoist by His Own Petard: Goblin Slayer loves nothing more than turning goblin tactics back against their practitioners, who are too arrogant and shortsighted to ever think they could be beaten at their own games. The most direct example of this is in volume 2, when the Water Town goblins lock the party in a mausoleum and pump poison gas in. Goblin Slayer seals all the holes leaking gas, an notes that the blow-back will have suffocated a number of them before they managed to regroup and start breaking into the room their had sealed to get away from the gas.
  • The Horde: The most common and savage of the "Unpraying", the monstrous races and servants of the Demon Lords and Evil Gods, goblins are obsessively hostile and completely incapable of being reasoned with. Guild Girl ruefully notes that even evil Lizardmen tribes and other traditionally villainous humanoid races are still open to the possibility of negotiations, and have at least moderately constructive cultures, goblins are just ravaging marauders with no inclination of rising above their basest impulses.
  • Hypocrite: Let's just say that no one calls out goblins for being barbaric, wasteful, stupid, and arrogant more than other goblins, or with less self-awareness.
  • Human Shield: Particularly crafty goblins are able to recognize that their female captives that can no longer serve as breeding slaves still have value as deterrents against adventurer attacks.
  • I'm a Humanitarian: Goblins will eat anything they can find, but they especially like the taste of human flesh.
  • Innate Night Vision: They can see in the dark just fine and use it to their advantage. Unfortunately for them, this leaves them vulnerable to sudden bright lights (such as Priestess's Holy Light spell), which Goblin Slayer takes advantage of on numerous occasions
  • It Can Think:
    • Goblins are dumb and weak, but they are also resourceful enough to know how to set traps, as well as to make use of wolves as sentry dogs.
    • What is most concerning about goblins is their learning capacity; Goblin Slayer implies many of the tools and skills the creatures use are crude imitations of adventurers'. If that's not enough, hordes under servitude can be taught effectively by their masters, making them even more a hassle than goblins already ought to be. For example, they've already at some point figured out that if they see a light in the darkness, then chances are an adventurer was nearby to kill.
  • Karmic Death: With every foul Kick the Dog moment they commit, you're going to want the death of every goblin to be as violent as Goblin Slayer can muster.
  • The Killer Becomes the Killed: Every goblin is born thinking they can rule the Frontier and take whatever they want, be it food, women, or somebody's life. Every goblin massacred by Goblin Slayer is reminded of their proper place in the world - that of bloody smears staining the armor of adventurers.
  • Lack of Empathy: Every single goblin is a self-obsessed and pitiless savage who would watch every other creature on earth die with a smile. This extends to the rest of their race and even their nest-mates; no goblin has any genuine camaraderie with any other one, and the closest they get to mourning their dead is feeling personally affronted that a filthy adventurer would dare rob them of a spare meat shield and prospective crony. This is averted with the introduction of the goblin paladin class as his divinely enhanced intelligence and his divine blessings allow him to instill purpose and valor in the goblins around him which effectively changes his Horde into a true army. Goblin Slayer makes it a point of putting an end to him because the thought of more goblin paladins actually organizing the little bastards and giving them a common purpose beyond their own self interest is utterly terrifying.
  • Made of Plasticine: Base level goblins will explode into Ludicrous Gibs at the slightest blow from any of the heroes (barring Priestess).
  • Magikarp Power: Goblins are genuinely Mooks a dime a dozen, with all the intelligence and individual effectiveness as that implies. Older goblins that have survived the gauntlet of adventurers for years though, they are a much different story. Some become leaders who ensure the survival of their horde, much to the detriment of everything else. Others grow strong enough to give elite adventurers a run for their money. A rare few, such as goblin lords, throw off the characteristic stupidity altogether and develop intelligence on par, if not exceeding that, of a human.
  • Mars Needs Women: Regardless of race, any pregnancy sired by goblins will only result in another goblin. Recall those children and the kidnapped girls in the introductory arc. The trope is even more fitting given the hints that Goblin Slayer's sister's story that goblins hail from the green moon is actually true.
  • Mooks: Because of their malevolence and relative ease to control through fear and the promise of plunder and women, goblins are sometimes utilized by other nasties who happen to be in the market for expendable, nasty minions. Most times goblins roam the countryside in unassociated packs, establishing nests or engaging in banditry, becoming a very real threat to the immediate area, though considered more of a minor to intermediate threat in the grand scheme of things. It's only when they grow enough in numbers to become a horde are they considered to be a true threat.
  • Moral Myopia: Whenever the story switches perspectives to that of the goblins, it is made very clear that they vehemently oppose humans and adventurers for slaughtering them in droves, taking away their children and homes to leave them with nothing. They are justified in their vengeance... so says the wantonly sadistic thieves and rapists who actively prey on the weak without remorse or acknowledgement of consequences.
  • Nice Job Breaking It Heroes!:
    • The reason there are so many goblins running around in the world is due to the fact that there is so little reward in goblin-related quests. People who ask to rid their farm of goblins often do not have the money to pay a proper adventurer to do so. Due to so many adventurers rejecting these quests, the goblins are allowed to Rape, Pillage, and Burn with free rein.
    • Because nobody save Goblin Slayer is actually doing any of these quests, the Guild has no choice but to send newbie adventurers en masse to deal with the problem at their nests...some of whom are ill-prepared to deal with the actual threat the goblins themselves pose. Those that survive and succeed are promoted straight-away without any fuss.
    • According to Goblin Slayer, the problem is made even worse when people allow fleeing goblin children to live, letting them run away to grow up strong enough to get their vengeance.
    • Not helping matters at all are central governing bodies like the Capital, who are too focused on the Demon Lord, politics, and internal affairs to spend any effort protecting the outskirt villages settling the Frontier, where the majority of goblin raids (and other monster attacks) occur. Villagers are forced to rely on adventurers they can't afford, when even a lonely military outpost could have sufficed in repelling the Frontier's threats.
  • Nice Job Fixing It, Villain!: But then, their atrocities also led to the birth of their worst nightmare: Goblin Slayer, a relentless crusader hellbent on hunting any and all goblins he can until either they go extinct or he dies.
  • Normal Fish in a Tiny Pond: In spite of all the havoc they wreak on villages, most goblins really are just Cannon Fodder in the grand scheme of things. Every other species shown in the story (outside of rats) has individually proven to be far more destructive than even what a whole horde could possibly muster. Which, admittedly, doesn't say great things about the world. Still, at least one can take some small comfort in that most monsters are more likely to "kill" when attacking than to "abduct"...
  • The Nose Knows: On top of their Innate Night Vision, goblins are credited with an exceptional sense of smell, which is why Goblin Slayer keeps his equipment covered in grime.
  • Not-So-Harmless Villain: Novice adventurers tend to significantly underestimate the threat goblins represent due to how weak they are individually. The Guild also provides less than stellar rewards for resolving goblin related problems, largely due to poor villages being the ones who submit them. This makes goblin hunting unattractive and fuels a misconception that weak monsters result in low prize money.
  • One-Gender Race: Female goblins don't exist. Every single last goblin is born a male; hence their constant need to hunt for the females of other races just to multiply.
  • O.O.C. Is Serious Business: Goblin Slayer always makes a mental note whenever he sees or hears of a goblin behaving outside of the norm. The little beasties are creatures of habit and typically driven by their base desires first and foremost, so something must be powerful and fearsome enough to force a change of self-conduct. A vivisected corpse found in an alleyway? Captured victims not being raped already after a certain amount of time? Knowledge on how to make and row boats? All of these make for important details.
  • Our Goblins Are Different: Weirdly enough for a work all about goblins, subverted. Their behaviors and antics in Goblin Slayer aren't too far away from what you'd find in flavor text of many fantasy RPG's. Rather, it's how said antics are examined through the eyes of other characters that makes them fearsome instead of amusing. They are also very much in the Tolkien-ish mold, being an unrepentantly evil, feral, and cave-dwelling species. That being said, as the series goes on and lore on them gets more detailed, they start to differentiate themselves by combining a number of more niche or obscure facets from other works together into one background; being a One-Gender Race who must reproduce with females of other species is a distinct departure from most mainstream depictions (though still a relatively common monster trait in certain hardcore Seinen works and particularly edgy Hentai), them being capable of Evolution Power-Up is fairly unique outside of some video games, and the fact that they are probably literal alien invaders to the setting is novel outside of the Warhammer Fantasy and RuneScape settings.
  • Out with a Bang: Goblins have been known to kill their female captives in this manner, with poor Noble Knight being the most notable example. However, this does apply to several goblins themselves, as Goblin Slayer is perfectly fine with killing goblins when they have their pants down, which he does in Volume 2 of Year One.
  • Rape Is a Special Kind of Evil: In a world where there are fifty thousand kind of monsters (no exaggeration), many of the main characters see goblins as one of the most, if not the most, evil creatures because they commit such actions, despite being among the weakest tier of monsters. At least higher tier monsters like dragons and rock eaters will kill their prey without dragging out their misery. There are other hostile species like ogres that also commit this act, but since they are much fewer in numbers, Goblin Slayer considers these monsters beneath goblins despite having more raw power.
  • Rape, Pillage, and Burn: Their main MO. In addition to raiding lone villages, they're also known to rape women... even worse of a matter if you're an elf woman. Though it's noted that this is a gradual process led by smarter goblin leaders instead of constant, full-blown, directionless onslaughts - a goblin band typically raids villages first, stealing resources to form nests, build up their strength, as in taking food and/or females. If left unchecked, they then come rampaging down on such villages once they're strong and numerous enough.
  • Robbing the Dead: Throughout volume 2, Goblin Slayer notes that every pack of goblins he and his team have come across all have unusually good equipment, and wonders where it's all coming from. He gets his answer when he finds the source of all the groups is a huge goblin nest living directly underneath a mausoleum built especially for adventurers just outside Water Town.
  • Sadist: An entire race of them, or else goblins wouldn't have been treated with nearly as much fear by their victims.
  • Sinister Schnoz: Long and hooked as a vulture's beak, to a one.
  • Smug Snake: Goblin Slayer mentions this will lead to their downfall; goblins think they're so superior to everything else that they can't fathom that other beings can copy their tactics and use it against them. So goblins fall for tricks and traps every time.
  • The Sociopath: A remarkably textbook example that encompasses an entire race. Goblins are born without any empathy or ability to self-reflect; they do not, will not, and more importantly cannot recognize the pain they inflict on their victims. They see themselves as the superior race against common sense, and feed into that sense of superiority by degrading others through deception and assault. At the same time, they are blind as to why some people would hunt them down as a result, instead vowing to continue raping and murdering as revenge for something that was their own fault to begin with. Not that goblins need much more motivation anyway, because their short-term thinking and inability to delay gratification means they will almost never pursue anything beyond their destructive impulses. They don't even care for their own brethren, backstabbing and abuse being commonplace within their ranks. Most damningly, like any cornered sociopath they will default to cheap sympathy-ploys akin to slipping a mask on - there's no genuine sorrow present, just the hope that someone falls for their lies. The rank and file goblins act like low functioning sociopaths, while the smarter and more cunning classes of goblins act like high functioning ones.
  • Sole Survivor: Nearly all "higher-tier" goblin types (except for Riders) start off as Wanderers; runaway, last living members of their original nests who travel across the land leading hand-to-mouth existences that either end with them starving to death out on their own... or achieving evolution and then status in a new horde.
  • Starfish Language: In the manga, whenever goblins actually talk, their speech is rendered as large runic symbols scattered across their speech bubbles that often extend out of their boundaries.
  • Would Hurt a Child: This alone would be bad enough, but they specifically seek out young girls to kidnap for their complete defenselessness.
  • Yellow Eyes of Sneakiness: Most goblins have gleaming gold eyes.
  • Zerg Rush: Goblins alone are weak, and dumb as a brick; but most low-level adventurers underestimate them due to the low reward of the quest. Thus, they can find themselves subject to this when they're ill-prepared. Even when adventurers aren't ill-prepared, they often succumb to this tactic because, no matter how easily they die, when it's one against a hundred, the odds are against the adventurers. It's mentioned that part of the reason adventurers who are high-leveled don't go after them is because it's high-risk and low reward, and goblin-related deaths are downright nasty.
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    Hobgoblins 
https://static.tvtropes.org/pmwiki/pub/images/goblinslayerhob.png

Goblins that have grown larger and put on more muscle. They act as bodyguards for nests.


  • The Brute: Of the goblin race, easily big enough to single-handedly manhandle the average young adult adventurer in-universe.
  • Elite Mooks: Rarely become leaders of hordes, shown instead to mostly become the top enforcers of the actual leaders or remain solitary wanderers.
  • Evolutionary Levels: Clearest cut example among the goblin sub-types; while all goblins become bigger and stronger continuously throughout their lives, hobgoblins develop radically different physical frames and more than double in body mass. They're also the only ones so far to be shown to have a third tier, with a rare few hobgoblins growing even further, enough to become the legendary, ogre-like goblin champions.
  • High-Pressure Blood: The first hob Goblin Slayer ever fought was finally downed by a stab through the throat which caused a veritable explosion of blood to jet out of both the front and back of his neck.
  • Human Shield: One hobgoblin in volume 4 attempted to get Goblin Slayer to back down by holding a captive adventurer hostage. Goblin Slayer did drop his sword... and then punted the hob hard enough to crack his pelvis as it watched the weapon hit the ground.
  • Made of Iron: The hobgoblin Goblin Slayer fought in his first quest in Year One could power through a broken sword lodged in its throat, electrocution, and getting an arm chopped off. The second one he fights in volume 2 of the spin-off continues swinging even with a sword stuck in its gut.
  • Magical Defibrillator: The hob from Goblin Slayer’s first quest seemed to die from getting stabbed through the throat, but then it was accidentally resuscitated after being used as a shield against a shaman’s Thunderbolt.
  • Rasputinian Death: Because of how strong and bulky they are, it’s almost impossible for Goblin Slayer to kill them in one hit, especially in Year One. So to ascertain they stay down, he tends to lay well into them. The first one he ever fought was shocked, dismembered, and throat-stabbed twice. The second was stabbed in the stomach, hit on the head with a club five times (its brains were exposed on the second hit) and then disemboweled just to make sure.
  • Stout Strength: They tend to be rather corpulent.

    Goblin Shamans 
https://static.tvtropes.org/pmwiki/pub/images/shaman.jpg

Goblins that have gained the ability to use magic. They often lead nests.


  • Charm Person: Volume 7 of the light novel has the ultimate threat be a Shaman with such potent magic that he can tame and command a giant hydra to do his bidding.
  • Evil Genius: They are not quite smart enough, but in terms of overall goblin intelligence they qualify. They display leadership skills, integral to an effective horde, and have the capacity to learn basic spells.
  • Glass Cannon: They are at most moderately more durable than ordinary goblins, but they can cast devastating spells, which is why Goblin Slayer often advises a Shoot the Mage First approach when it comes to them.
  • Made of Iron: Less so than hobs or champions, but Goblin Slayer does note that shamans are deceptively resilient and able to survive an extra few blows despite remaining the same size as normal goblins, fully averting Squishy Wizard.
  • Magic Missile: The shaman fought at the end of Volume 6 knows Magic Arrow.
  • Playing Possum: The brand of goblin most likely to pull this trick when injured, not that Goblin Slayer ever falls for it.
  • Shock and Awe: Shamans during the Raid of the Farm are capable of using lightning magic. The first shaman Goblin Slayer faces in Year One also has the magic capacity to liberally spam Thunderbolt spells during their fight. The first Shaman seen in the series also seemed to have been preparing to cast a lightning spell before being interrupted by a thrown sword. It is fairly safe to say this sort of magic seems to be the shamans' favorite. It's easy to see why, a lightning bolt is less lethal than a fireball to the face, but equally painful and debilitating, the perfect type of magic for a race of sadists who like to play with their prey.
  • Surrounded by Idiots: Tend to express this sentiment; particularly the chronologically first one faced by GS, who liberally whacks all his surviving followers with his staff when he discovers that his entire horde put together couldn't put down a solitary greenhorn adventurer.
  • Too Important to Walk: The first shaman Goblin Slayer ever faces forces his underlings to carry him into battle on a small, bone-constructed litter.
  • Trap Master: Goblin Slayer credits them as the primary architects of den defenses.
  • The Usual Adversaries: Due to the fact that baseline goblins aren't a substantial threat to the Main Characters without a leader, and the noted extreme rarity of champions, lords, and people able or willing to collaborate with their kind, shamans appear with increased frequency in the later light novels and spin-offs, and are by far the most often seen "evolved" goblins and the go-to target of small, secondary hunts that take up only a few pages.

    Goblin Riders 
https://static.tvtropes.org/pmwiki/pub/images/goblin_riders.jpg

Goblins that have tamed captured wolves to the point they can use them as mounts.


  • Beast of Battle: Well-stocked hordes would already use a wolf as an Angry Guard Dog, but the riders lead them directly into battle.
  • Crippling Overspecialization: Having the mental faculties to train a wolf to this extent shows a level of maturity well ahead of the curve of a bog-standard goblin, but the pay-out is these specimens never acquire the magic potential of shamans or increased stature of hobgoblins. Goblin Slayer also notes that they only ever develop in hordes that are extremely large and with easy access to resources, making the practice seem almost like a status-symbol for well-off raiders.
  • Horse of a Different Color: Use wolves as this, serving as a bona fide cavalry unit for particularly numerous and aggressive hordes.

    Goblin Champions 
https://static.tvtropes.org/pmwiki/pub/images/goblin_champion.png

Heroes of the goblin race, those that have become large enough to even be seen as ogres in terms of strength. One serves as the main antagonist of Volume 2 of the light novel.


  • Adaptation Species Change: The anime changed the goblin lord's pack of champions into hobgoblins during the Farm Raid arc. Only two of the goblins are identified as champions among the Elite Mooks. This is likely done to downplay goblin champions being seen as Degraded Bosses (see below).
  • Arc Villain: One serves as the main antagonist of Volume 2/the Water Town arc.
  • Asskicking Equals Authority: In contrast to shamans and lords, self-grown champions have almost no capacity for effective leadership or planning, becoming leaders of hordes by feat of physical dominance.
  • Ax-Crazy: The Water Town goblin champion loses what little composure he had after his first fight against Goblin Slayer, and rips apart his own men in a blind fury to try and kill him.
  • Bad Boss: The leader of Water Town barely qualifies as a boss. His horde only follows him because he's the biggest, he himself has no plans or sophisticated set-up, and he mostly fights by himself and sees his subordinates as meat shields, if he acknowledges their presence in the midst of battle at all. In the manga he attempts to punch through Priestess' Protection by throwing one of his own minions at the barrier, splattering him to no avail. He's even worse in his reappearance, stomping on a peon who runs from Goblin Slayer, and slicing through his own men like sheet paper just to get at him.
  • The Berserker: The Water Town champion in its second fight goes into a blood frenzy at the mere sight of Goblin Slayer, striking at him with absolutely no care how many of its minions get caught in the crossfire.
  • Blinded by Rage: The first time it fought Goblin Slayer, the Water Town champion was a cautious and deadly opponent that could counter him and nearly kill him in one hit. The second time, it is so enraged by its injuries it rushes into battle and swings its club willy-nilly, and Goblin Slayer can corral it with contemptuous ease.
  • Boss in Mook Clothing: These things are strong enough that only Silver-ranked adventurers can stand up to them when they come out en masse during the Siege of the Farm.
  • Boxing Lessons for Superman: The distinction between hobgoblins and champions has less to do with build (seeing as the former can already exceed average humans in size and strength) as the phenomenon of champions living through enough battles to pick up decent, durable gear and at least some inkling of proper martial arts.
    Heavy Warrior: I thought they were just really big goblins, but this thing knows how to fight!
  • Bulletproof Human Shield: Goblin Shield actually, but the Water Town champion blocked Goblin Slayer's sneak attack by picking up a little goblin and making him take the blade to the ribs.
  • Carry a Big Stick: They often carry clubs.
  • Cross-Popping Veins: The Water Town champion has veins standing out all across its face when it sees Goblin Slayer again after getting an eye ripped out.
  • Degraded Boss: Play out effectively like this in the anime due to a reshuffling of the major battles of volumes 1 and 2; the Water Town chief is a particularly strong and well-equipped champion that comes the closest to killing Goblin Slayer and friends of any monster yet and has to be taken on twice and cheesed through environmental warfare to finally put down, and this time is fought before the goblin lord and his pack of ten or so rank-and-file champions that get put down with little difficulty by a squad of properly kitted Silver adventurers. The anime tries to downplay this by changing all but two of the pack from champions to hobgoblins.
  • The Dragon: These kinds of goblins tend to be this. During the Farm Raid arc, a pack of champions (they were reduced to two champions in the anime) served as this to a goblin lord. The Water Town goblin champion was implied to have been one for Dark Elf.
  • Dumb Muscle: In spite of likely being the heaviest hitters of the horde, champions evidently don't have much in ways of brainpower. Goblin Slayer was able to easily rodeo one and trick it into swinging several times, killing countless goblins in droves.
  • Epic Flail: One champion during the battle for the farm in the manga fashions one out of a net tightly packed with large stones swung on a rope.
  • Eyepatch of Power: The Water Town champion has to wrap a large swath of bandages around his face to cover the hole where Goblin Slayer ripped out his eye. He is not appreciative of the new look, nor the persistent phantom pain.
  • Eye Scream: Goblin Slayer rips the eye out of the champion leading the horde in Water Town.
  • Giant Mook: Their base size utterly dwarfs even the very biggest and most muscular of human fighters seen and they edge out Lizard Priest in height and breadth. Ones allowed to monopolize horde resources can grow even further until they rival ogres in size, as demonstrated by the Water Town Boss.
  • Grievous Harm with a Body: During the Battle of the Farm, one champion gets a hold of an adventurer and throws him halfway across the valley with enough force to bounce, leave a crater, and hit a boulder with a splat. Several other fighters are sent sprawling to avoid the human missile, and one rookie that sees the mangled corpse left behind vomits in horror.
  • His Own Worst Enemy: The Water Town champion would go on a berserk rampage when experiencing the slightest bit of panic or rage, mowing down dozens of his own troops as he flailed at his actual enemy, succeeding only in creating an opening for them to press a counterattack. This combined with his incredibly simplistic thinking and cowardice in the face any resistance at all lead him to slink away in defeat from a battle he still had a near-assured chance of winning, giving his prey a chance to regroup with his own forces greatly diminished.
  • Hungry Menace: Despite displaying lust for Priestess, the Water Town champion would rather feast on her flesh than violate or torture her. A monster that size probably would place first priority on its appetite.
  • I'm a Humanitarian: Volume 2's champion was in the middle of eating Priestess before Goblin Slayer strangles him into stopping.
  • It's Personal: The Water Town champion has a rabid grudge against Goblin Slayer after getting its eye ripped out, having its lackeys make banners of it to show his thirst for revenge and flying into a berserk rage at the sight of the man who did it.
  • King Mook: A particularly large champion leads his own horde in the sewers of Water Town. Most of his page-space just shows how bad an idea it is to let The Brute set his own rules, as this particular horde has no organization, no base defenses, and the champion ends up killing most of his horde himself through friendly fire.
  • Kung-Shui: In the second fight with the party the Water Town champion becomes so indiscriminate with its swings that it begins bringing down the walls of the chamber they're in, which is exactly what Goblin Slayer wanted.
  • Large and in Charge: The goblin champion leading the horde beneath Water Town is a towering brute, easily rivaling Volume 1's ogre in both height and physical power.
  • Lecherous Licking: In the manga, the Water Town champion drags his tongue across Priestess' face with a sneer in between taking bites out of her shoulder.
  • Moral Myopia: In Goblin Slayer's rematch with the champion in Volume 2, he lures it into pancaking goblins several times in a row. The champion becomes angrier and angrier with every failed attack and blames Goblin Slayer for his companions' deaths, when perhaps the lug should have stopped after the first swing. That's not counting an earlier moment when he used a fellow goblin as a meat shield without hesitation.
  • Red Eyes, Take Warning: The Water Town champion's remaining eye gets a bloody-looking red cast over it in the manga as it lashes out at goblin slayer in a mad rush for vengeance.
  • Roaring Rampage of Revenge: The Water Town Champion doesn't care if it kills its entire horde in collateral damage. It doesn't care if it collapses the labyrinth on top of itself. What it cares about is if it can beat Goblin Slayer into a paste for tearing out its eye.
  • Unstoppable Rage: When it sees Goblin Slayer again, the Water Town champion charges and starts swinging and doesn't slow down for anything in its way, be it large debris or its own goblin lackeys.
  • Villainous Breakdown: The pain of losing its eye to Goblin Slayer drives the Water Town champion almost feral, and encountering him again incites a blind fury that quickly brings the chamber they are fighting in down.
  • What the Hell Are You?: Mixed alongside Why Won't You Die?, the Water Town champion asks both these questions repeatedly in an increasingly panicked tone as it tries and fails to shake Goblin Slayer off after he gets up from being knocked across the room and starts strangling it.

    Goblin Lords 

Voiced by: Kazuhiko Inoue (Japanese)

https://static.tvtropes.org/pmwiki/pub/images/goblin_lord.jpg

Kings of the goblin race, these goblins have gained intellect and ambition, allowing them to command hordes to great effectiveness.


  • Adaptation Distillation: Most of the goblin lord's past that was shown from the manga was omitted out in the anime.
  • All-Encompassing Mantle: The goblin lord leading the assault on the farm wears a rough, voluminous cloak with a fur collar.
  • Arc Villain: Of Volume 1, particular during the Farm Raid arc.
  • Armor-Piercing Attack: The goblin lord is strong enough and his battleaxe well-made enough to cave in Goblin Slayer's buckler in one hit, cut through it in two, and sunder it completely and break Goblin Slayer's wrist in three.
  • Authority Equals Asskicking: A dedicated thinker he may be, but no goblin ever got to the top of the pile by being easy to put down. He can even fight toe-to-toe with Goblin Slayer, a specialized Silver-ranked veteran adventurer who has spent half his life preparing to find and kill goblins just like him!
  • An Axe to Grind: The lord assaulting Cow Girl's farm wields an ornate battleaxe taken as a trophy off of an evidently high-level adventurer, and is rather proficient with it in its fight against Goblin Slayer.
  • Bad Boss: Beheads his scout and personal aide out of hand for criticizing him, sends the remainder of his forward army out against the adventurers despite being outmatched to cover his retreat while they die, considers his troops worthless, and his flashbacks reveal he had a habit of literally shoving his fellows at adventurers as a distraction technique while still a grunt.
  • Beard of Evil: A short fringe of ratty black hair framing his jawline.
  • Carpet of Virility: His flashbacks show he has a large patch of greasy back hair across his chest. Being a goblin (with all the traits that implies) it's an indicator of his repulsiveness.
  • Cool Crown: Befitting the acquired title of lord, the one we see wears a helmet-like winged crown, with antlers outfitting as the wings. He gets extra pissed when Goblin Slayer knocks it off with a slash of his sword.
  • Cross-Popping Veins: His veins bulge with adrenaline and frustration when he is confronted by Goblin Slayer, and as the fight between them drags on, they just throb worse and extend across more of his face like Doflamingo.
  • Dare to Be Badass: Weirdly enough. The goblin lord in the first light novel presents a Rousing Speech to drive its horde up in an excited fervor, while simultaneously displaying its eloquence (at least in its own tongue).
  • The Dreaded: Goblin Slayer doubts his chances of surviving a fight against a lord by himself, and evidence of one near the farm sends him booking to tell Cow Girl Don't Ask, Just Run immediately. News of a horde on the march with a lord at the helm has the veteran adventurers, quick to brush goblins off and disparage Goblin Slayer any other time, regard each other with genuine sobriety and worry. That should tell you all you need to know about the threat they represent.
  • Eloquent in My Native Tongue: Particularly in the manga, where his speech when commanding other goblins or thinking of his next move can become almost flowery at points.
  • Evil Genius: To the point where they can form strategies and match wits with humans when push comes to shove. Although, it says something about both them and goblins in general that they are the ones capable of long-term planning.
  • Evil Gloating: Wasted so much time lord over Goblin Slayer's beaten down body that Priestess could block his final blow with a barrier, when he turns and sees her, he just stood around some more and mused about how he'd like to kill her until she cast the second Protection and trapped him.
  • Exotic Eye Designs: In the manga the goblin lord that attacks the farm seems to have multiple misshapen pupils in each eye.
  • Fearsome Foot: The goblin lord in the end of Volume 1 is given extremely long, muscled, dinosaur-like digitigrade legs in the manga adaptation, which are shown off prominently when he crushes the severed head of his servant while fleeing the battlefield. It is worth noting that not only is this feature unique to him (or at least not nearly as pronounced in other goblins), but his flashback shows that his foot configuration became more warped and animalistic with age and development of his eventual lordly cunning.
  • From Nobody to Nightmare: Started as just another goblin whelp, pitiable-looking enough that an adventurer didn't even want to kill him, but grew to be a ruthless and bloodthirsty Monster Lord with enough power at his command that Goblin Slayer himself needed to buy the services of the entire rest of the Adventurers Guild to oppose him.
  • General Ripper: The one that attacks the farm leads a horde of over one hundred goblins with uncommon discipline, and his capacity for deferred gratification has refined, not restrained, his natural goblin bloodlust.
  • Good Scars, Evil Scars: Has a large slash across his face and a chunk taken out of the right corner of his mouth.
  • Hope Crusher: Is disappointed and disgusted when Goblin Slayer stoically bears his beatings and threats of torture, saying that killing adventurers is no fun if they do not show fear.
  • Human Shield: The goblin lord that attacks the farm once bested an adventurer by holding a woman hostage, then running them both through with a flamberge. During said attack on the farm, it literally tied several female slaves no longer able to bear young to large shields for use by its army's vanguard and shaman escort to trip up and demoralize human attackers. Fortuneately, Goblin Slayer had the know-how and resources to safely knockout the wielders and recover the girls.
  • Ironic Echo: Nonverbal, meta variant; The composition of the panels were he finally strikes down Goblin Slayer, gives a triumphant battle-high grin over his body, then recoils as he registers the sword in his gut, are near shot-for-shot repeats of how Warrior from chapter 1 gets the tables turned on him just before he is swarmed and killed.
  • I Surrender, Suckers: The lord leading the Raid of the Farm has a tendency of doing this. It performed this on an adventurer as a child, braining her with a rock once her back was turned. It retreated from battle the moment its horde was being pushed back, intending to try again after replenishing numbers with its stock of captured women. It tried to prostrate while under Priestess' mercy, lying through its teeth as it begged to be let go. Goblin Slayer saw to make certain it never surrenders again.
  • It Can Think: All goblins display this trope to some extent, but Lords express it the best with near-human levels of intelligence and cognition.
  • Karma Houdini Warranty: The fact that Volume 1's goblin lord achieved his status in the first place means that he's been screwing over people and fellow goblins alike for a long, long time. His backstory only offers a glimpse of the many atrocities he's committed and gotten away with. Naturally, Goblin Slayer is there to finally punch his overdue ticket.
  • Kick Them While They're Down: Repeatedly stomps on Goblin Slayer with relish when he collapse from their fight, though he gets bored quickly when the adventurer fails to display sufficient pain or despair.
  • The Killer Becomes the Killed: Applies to all goblins, but this one in particular gets it good: After Priestess ensnares it between two Protection walls like a pressed cockroach, Goblin Slayer slips in his broken sword and crushes the lord's windpipe.
  • Know When To Fold Them: Is perfectly able and willing to abandon a fight and a horde that he knows he is about to lose. His inner monologue while running away implies that the Farm Raid isn't the first time he has cut his losses to start over from scratch. Too bad for him that Goblin Slayer is the one adventurer that leaves no survivors.
  • The Leader: They play this role to their goblin hordes.
  • Lean and Mean: Stands almost twice as tall as his baseline grunts, and though he's packed on quite a bit of muscle throughout his violent life, it's almost all in his legs, a feature he has no qualms of utilizing to cut a hasty dash away from the first sign of danger.
  • Made of Iron: Laughs off Goblin Slayer’s sword breaking off between his lower ribs as a “minor wound,” and proves it’s not just bravado talking by liberally stomping on him without agitating the injury, and when Priestess presses the blade in deeper with her barriers, it barely causes any additional damage and he still keeps struggling. Goblins must have very small and/or resilient lungs.
  • Monster Lord: Exactly What It Says on the Tin. Goblin lords are considered the pinnacle form of their kind, and their capacity for uniting and organizing scores of other goblins under their direction is viewed as just as much of a special power/characteristic as a shaman's spellcasting or a champion's quintupled muscle mass.
  • Not So Different: The sole survivor of its family, giving birth to a vehement grudge against its attackers that lasts a lifetime. It gets stronger from its encounters, gets more cunning, cycling through different weapons and methods until it ascends to the top rank among its contemporaries. And Goblin Slayer has been aware of that since the very beginning.
  • Offhand Backhand: When the assault on the farm starts to visibly be pushed back, his Mook Lieutenant standing directly beside him turns and starts screaming at him angrily in gobbledygook. The Lord just swings his arm back without even a twitch of warning, neatly decapitating him with his axe before sending in the goblin champions to attack...and then turning tail and fleeing into the woods.
  • Out-Gambitted: The goblin lord encountered at the end of Volume 1 has lived his life in preparation to leading a march through the Human Frontier. He has spent years amassing a horde of over a hundred strong, about half of whom are specialized ranks, including no less than ten specimens of the near-mythic goblin champion. He leads smart, he has all his ducks in a row, he uses legitimate tactical maneuvers such as cavalry charges on the enemy's flanks and a vanguard with a Human Shield wall to provide cover for his spellcasters, by all measures he was poised to steamroll the outlying farmland. It's merely his misfortune that his march brought him immediately up against Goblin Slayer, a man with near-psychic understanding of goblin thinking and fighting, and Guild Girl, a girl that understands the true danger of goblins and has access to the funds to bribe veteran adventurers into finally taking his kind on seriously.
  • Properly Paranoid: When you're a goblin, there's never a situation where you're wrong to run away. When you're a goblin in Goblin Slayer's sights, there's nowhere you can run that will save your hide.
  • Reminiscing About Your Victims: Thinks back smugly on the many, many female adventurers he tricked into letting their guard down and then killed while attempting the same stunt on Priestess.
  • Slasher Smile: Grins maniacally at the sight of humans falling before him.
  • Smug Snake: As detailed above, he is legitimately a high-level threat physically, intellectually, and resources-wise, but is simply edged-out by Goblin Slayer and friends. Also helping his case is that his Dirty Coward nature mitigates his arrogance and lets him recognize when it's best to just give up, but it's still not enough to prevent him from assuming he holds the upper-hand when entering a fight or gloating if it looks like fortune has turned in his favor.
  • The Strategist: According to Goblin Slayer, a lord has to forgo achieving magic potential like a shaman or building the extreme bulk of a hob in order to develop the analytical, problem-solving mindset needed to discipline a horde to the extent they do. Again, it says a lot about goblins that instilling halfway-decent long-term planning and large-scale organizational skills takes as much dedication and resources as extreme body-building or learning how to cast spells.
  • Surrounded by Idiots: Writes off the failure of his attempted assault as a result of the uselessness of his rank troops.
  • This Cannot Be!: As he gives up the battle for lost and flees through the woods, he's left impotently asking the air why and how so many adventurers mustered against him and knew exactly how to counter every single tactical maneuver he made. Enter Goblin Slayer.
  • Thwarted Coup de Grâce: Had Goblin Slayer knocked out on the ground and dead to rights, battle-ax lifted high and ready to come down on his head... until Priestess came out of the bushes and cast her Protection miracles.
  • To the Pain: Spends pages at a time describing the kind of graphic tortures and violations he has in mind for Goblin Slayer and Priestess. They don't react due to how hardened they are against goblin cruelty (and maybe also because they don't actually understand goblin-tongue).
  • Wardrobe Wound: Bites out a curse at Goblin Slayer under his breath for knocking his helmet-crown from his head with a sword-slash to the face.
  • Wounded Gazelle Gambit:
    • Killed an adventurer while still just a toddler-equivalent by playing up his defenselessness and fear until she turned her back for him to jump.
    • Tried doing it once more to Priestess the moment he realized his arrestor wouldn't be intimidated into releasing him. He plays his pitiful groveling for all its worth. This time around, it ends in abject failure.
  • You No Take Candle: Downplayed to the point of being Averted - him using the Common Tongue when pleading for Priestess to release him comes out mostly in complete, grammatically correct sentences, and the parts where he swallows his words or has stilted diction can be ascribed to him being pressed for breath and trying to play up how pathetic he was.
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    New Goblin Class (SPOILERS) 

WARNING: Due to the nature of this character, spoilers relating to Volume 5 are unmarked.

Goblin Paladins

https://static.tvtropes.org/pmwiki/pub/images/goblinpaladin.jpg

An utterly new breed of goblin encountered and fought by Goblin Slayer's party in Volume 5. Even smarter than a lord, as well equipped and martially skilled as a veteran adventurer - the new pinnacle of goblinkind and heralded as the "hero" of the goblin race.


  • Arc Villain: Of Volume 5.
  • Armor-Piercing Attack: His stolen silvered sword can easily cut through Goblin Slayer's shield and armor. Goblin Slayer is able and willing enough to allow such an attack to punch through so he can catch hold of it, stealing back the sword as the original owner requested.
  • Bishounen Line: Downplayed; the paladin still has the face of a setting-typical goblin, but he is of completely human stature and body type, as opposed to the hunched or animalistic stances of his lesser kin, and his way of carrying himself is likewise almost noble.
  • The Blacksmith: At least intended to become one; his ultimate goal was for him and his horde to learn how to craft iron weapons and armor for themselves.
  • Bright Is Not Good: His armor is boldly painted and his silvered sword cuts a white line through the air, and he is probably the most dangerous goblin to ever exist.
  • The Chosen One: Basically this of the goblin race; certainly, few if any of the others of his kind have ever received divine favor, and the cult most of his followers were a part of got it in their heads to coronate him as the great leader of their race.
  • Church Going Villain: In a novel twist, here is religious fantasy villain who worships one of his setting's non-evil deities.
  • Counterspell: Can whip this out on the fly to disable a Snare that Dwarf Shaman had set directly in front of his charging army.
  • Dark Messiah: Was to be crowned this to goblinkind after completing his metamorphosis into this new class of higher goblin. Sadly for the goblins, Goblin Slayer showed up that very day to crash the ceremony and put him down before he could live up to expectations.
  • Evil Genius: Goblin Slayer credits him with a divinely boosted learning capacity. He's learned combat techniques from observing adventurers well enough to give Goblin Slayer a run for his money, can devise counters to an opponent's fighting style just from seeing any of their moves once, and instills enough discipline in his ranks to get them to actively build complex structures and perform sophisticated religious rituals.
  • Light Is Not Good: Beyond his white armor, the goblin paladin is explicitly a "Holy Knight" and in a major twist, he is not a blackguard of some generic God of Evil, despite his affiliation with an evil cult. He is instead the devotee of the god of wisdom and knowledge.
  • Luckily, My Shield Will Protect Me: Makes enough use of his shield to actually survive trading blows with Goblin Slayer twice.
  • Magic Knight: Comes with being a paladin of the God of Wisdom. A skilled spellcaster specializing in healing and reinforcement magic who is also a skilled warrior, he's one of Goblin Slayer's most dangerous foes to date.
  • Monster Knight: The illustration depicting his fight with Goblin Slayer shows him in brightly painted plate armor and wielding a kite shield alongside his stolen silvered sword.
  • No Cure for Evil: Averted; the biggest red flag to Goblin Slayer that something unprecedented is behind the Snow Mountain horde is when he sees a goblin he had shot with a poisoned arrow back on the battlefield with a magically-healed scar.
  • Paladin: Epithets don't lie - his power and intellect are bolstered by his making a pact of devotion to the divine.
  • Religion of Evil: In an odd twist, he has teamed up with one (specifically the "cult of the Green Crescent Moon" that worships his kind's home) but is himself inducted in a different, not-necessarily-evil faith.
  • This Cannot Be!: Cannot abide by the idea that a group of adventurers destroyed his fort, freed his captives, and got away, for if they could best and humiliate him so handily that would make him "just a mere goblin."
  • Unstoppable Rage: Uses the spell "Lunacy" to drive his subjects into a fearless berserker frenzy to run down Goblin Slayer's party.
  • Villainous Valour: All traces of goblin cowardliness have long since been burned out of him. He doesn't hesitate for an instant to leap through fire and collapsing walkways to pounce on his foes. He can even instill this in his lowly subjects, who display an unheard of level of camaraderie and competence for a goblin horde, with one even willingly laying down his life and jumping in front of an arrow for him.
  • Walking Spoiler: Its entire existence is a major reveal for the plot of the fifth volume.
  • Weak, but Skilled: The goblin paladin is one of series' most dangerous combatants, but that comes more from its boosted intelligence and swordplay than its actual physical strength; it's an especially strong goblin, but it's no hob or champion. Goblin Slayer was able to wrestle a weapon out of its hands once he manages to get a good grip.

    Goblin Priest 

Another new class of goblin with divinely gifted powers, encountered in volume 8.


  • Arc Villain: Of Volume 8.
  • Blood Magic: Priestess is stumped at first to figure out how he can maintain a Protection spell without exerting any energy or focus against their assault, then realizes that the barrier is feeding upon the blood on the floor of the dungeon.
  • Deflector Shield: His principle spell is an extremely powerful Protection that can withstand the concentrated offense of the whole party combined, until Priestess cuts off its material component by turning the blood on the to water.
  • Excuse Me While I Multitask: His magic is fueled entirely by physical components, namely blood, so he feels no physical or mental strain when casting and can freely berate his lackeys while keeping his shields up as an afterthought.
  • The Host: Another goblin identified as a priest (though not getting a chance to showcase any class/magical abilities) shows up in volume 7 as The Dragon to the Goblin Paladin, whose duties include meeting with the Evil Sect envoy (actually Lizard Priest in disguise) and officiating the coronation ceremony of his master. Noble Fencer stabbing him in a fit of rage just before the coronation was due to start nearly blows the cover of the party’s attempted infiltration.
  • Sinister Minister: They lead their fellow goblins in organized religious rituals, but are no less narcissistic or depraved than any of their wretched flock.
  • Taking You with Me: When his spells get cut off and he gets cut down, he pulls himself onto a demon's alter and ritual-suicides himself to bring the Demon Lord back to kill Goblin Slayer.

Other Antagonists

    Ogre 

Voiced by: Riki Kagami (Japanese), Marcus D. Stimac (English)

https://static.tvtropes.org/pmwiki/pub/images/ogre.png

A minor antagonist occupying an ancient man-made fortress, he made his name in infamy for possessing both incredible strength and magical prowess. He was granted an army of goblins by one of the Demon Generals, which naturally draws the attention of Goblin Slayer and his team.


  • Accidental Misnaming: Not so much as "misnaming" as it is "forgetting"; Goblin Slayer never bothered to remember the ogre's name. The ogre took offense with that.
  • Arrow Catch: Grabs one of Elf's arrows out of the air when the party tries to rush him. Does it again when she tries to interrupt his spell-casting, though he's distracted enough that all he can do is let them pierce his free hand, to little real effect.
  • Carry a Big Stick: As expected of Oni, he wields an iron club (specifically an Aribo, for those curious).
  • Cruel and Unusual Death: Yeah, he may be an evil sadist at heart, but getting bisected and repeatedly stabbed to finish the job is a nasty way to die.
  • Even Evil Can Be Loved: In Volume 9, it is revealed that he has a brother, who is recruited into the Evil Sect on the promise that he will get to lure in and kill Goblin Slayer if he helps Ice Witch seize control of the northern region.
  • Eye Scream: Elf shoots his eye out. He almost instantly grows it back when he pulls it out.
  • Genius Bruiser: Despite his massive, muscular appearance, he's no slouch in the mental departments either, as he's able to command a nest of goblins and possess mighty magical powers in addition to that.
  • Half the Man He Used to Be: A Gate Scroll is a surprisingly devastating weapon with the right mindset and tons of sea water.
  • Healing Factor: It's bad enough that most attacks can't even draw much blood, but he also sports a powerful regenerative ability that can restore a destroyed eyeball within seconds. It's a shame for him that he can't regenerate his entire body from the torso down.
  • Hero Killer: Has personally killed at least a few high-profile Silver-ranked adventurers in his past. His infamy and strength is what leads a Demon General to ordain him a captain of the armies of chaos with a goblin army at his command.
  • Hot Skitty-on-Wailord Action: Threatened to make Priestess his "plaything" despite being roughly three times the size of a human with thighs bigger then her whole body.
  • Humiliation Conga: The ogre is put under this in the end. After proving himself to be capable of taking on the entire party single-handedly, Goblin Slayer simply one-shots him with an improvised water jet cutter. He is outraged that Goblin Slayer would reserve that kind of power just to massacre goblins, basically equating him to the mere mooks. In his final moments, he could only cry fearfully and curse Goblin Slayer for considering him beneath notice, as the latter stabs him repeatedly with a simple sword to finish him off. And just to add the final insult to injury, Goblin Slayer hardly recalls ogre's existence afterwards, much less his name. Only a couple days later, he had to be reminded by Priestess that they ever encountered one.
  • I Have You Now, My Pretty: Priestess stopping his Fireball brought as much of his attention to her as it did contempt. He takes sadistic pleasure in taunting her comrades on how, after he kills them, he will take her as food, a goblin bearer, or his personal toy.
  • Kill It with Water: How Goblin Slayer ultimately puts this monster down. No, not by drowning him. By bisecting him. His brother on the other hand does get conventionally drowned in volume 9 when Goblin Slayer causes him to fall into a frozen lake and Dwarf Shaman uses magic to Slow him so much he can't swim or jump out before he runs out of air.
  • Large and in Charge: Is easily twice the height of Lizard Priest if not more, who's no slouch when it comes to size himself. Then there is the case of his army, but Goblin Slayer had already taken care of that problem.
  • Mars Needs Women: Maybe not to the same extent as goblins, but he has stated that he intends to rape Priestess and High Elf Archer if he is able to capture them alive.
  • Oni: Is certainly this, rather than its other naming counterpart. The loincloth, characteristic iron club, and ability to cast magic gives it away.
  • Playing with Fire: It mainly uses a Fireball spell in its fight with the party. In the ogre's case, however, his fireball is akin to throwing a miniature sun.
  • Running Gag: He becomes one. At some point in a novel, Goblin Slayer will wonder what an ogre is, never mind the fact that he killed one.
  • Sorting Algorithm of Evil: Subverted. Orge is one of the strongest singular opponents that Goblin Slayer had to fight, and has more raw power than some of the Arc Villains, but he ends up being just a Starter Villain.
  • Starter Villain: The very first challenge the party faces together and the first significant non-goblin threat Goblin Slayer has faced since he became a veteran if not ever, the quest that ends with his demise marks the beginning of Goblin Slayer's road to becoming a "true" adventurer.
  • Super Toughness: Part of the reason why he is such a challenge is because blades can't penetrate his skin. Even soft tissue like his eyes, which would be obvious weak points, is rendered fruitless due to his natural regeneration. Of course, as Goblin Slayer proves, there is a limit to his durability.
  • Talking Is a Free Action: Defied, then Double Subverted - he charges at the group with his club while Dwarf was chanting to cast an elemental spell, quipping at him if he really thought he'd let them just cast with impunity. Elf then shoots him in the eye, and Dwarf can just pick up where he left off in his chant while he's distracted to no ill effect.
  • There Is No Kill Like Overkill: He entertains this notion twice with his massive Fireball, intending to char the whole team into cinders in one fell swoop. The first time was stopped by Priestess casting Protection twice. The second has Goblin Slayer return the favor in kind.
  • This Cannot Be!: Recovers consciousness enough to furiously demand answers as to what happened to him after being bisected by Goblin Slayer’s water jet, then spends his final moments screeching in outrage over Goblin Slayer continuing to dismiss him as a lesser threat than goblins.
  • Wake-Up Call Boss: He is introduced with a brief history detailing how he killed countless adventurers, many of them Silver-ranked, and it shows: No one in the party could inflict anything more than Scratch Damage on him, and he comes dangerously close to killing them all multiple times. Goblin Slayer is forced to change tactics after a single swing seriously injures him.
  • You Killed My Father: Nearly two years after his death, his brother partners with the Evil Sect and mores to the northern mountains for the chance to hunt the killer.

    Giant Eye 
https://static.tvtropes.org/pmwiki/pub/images/gianteye.png

A multi-eyed monster found in the sewer labyrinth of Water Town in Volume 2, guarding the Gate Mirror.


  • Anti-Magic: Its main eye can fire a beam of Dispel Magic, which renders Priestess unable to cast miracles while she's ensnared within the eye's line of sight.
  • Counterspell: It’s worth noting that its Dispel Magic eyebeam takes out one of Priestess' daily spells before it was actually completed, when all the other times a spellcaster got interrupted through more mundane tactics they could later finish the incantation or switch to a different spell without using another charge.
  • Disintegrator Ray: The multiple eyes that stick out from its stalks can all fire beams that can melt rock like a hot knife through butter, which includes Dwarf Shaman's Spirit Wall.
  • Exactly What It Says on the Tin: Lampshaded by Dwarf Shaman when Goblin Slayer actually comes up with the name Giant Eyeball for it, because what’s a more concise descriptor for this thing?
  • Expy: Downplayed; per He Who Must Not Be Named, the Giant Eye is an In Name Only example to the similar entity.
  • He Who Must Not Be Named: Parodied - Wizards of the Coast owns the term "beholder". When encountered, Lizard Priest Lampshades it's a monster "whose name you're not supposed to speak", a reference to Wizards' strict product identity as they have not released the term for open Tabletop Game license.
  • Hoist by His Own Petard: The Disintegrate ability of its smaller eyes is ultimately what does the Giant Eye in, as Goblin Slayer devises a plan to make itself blow up by tricking it into firing its lasers at a decoy in an enclosed space filled with powder in the air, igniting a fire and creating a loud explosion that engulfs the entire room and kills the monster.
  • Ludicrous Gibs: A charred carcass stuck on the ceiling is all that remains of it once it's caught in the enclosed explosion that Goblin Slayer set up with flour acting as powder.
  • Oculothorax: It's a giant eyeball with multiple stalks that each have a smaller eye on their end. True to the trope, it also floats in the air, and its powers revolve around Eye Beams that can either dispel magic (the main eye) or disintegrate anything (the smaller ones). Lizard Priest assumes that it's an agent of Chaos and one of the monsters whose name must not be spoken of.
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    Dark Elf 
https://static.tvtropes.org/pmwiki/pub/images/goblinslayerdarkelf.jpg

A summoner and remnant of Evil Sect, the nebulous cult operating beneath Water Town until a Platinum-ranked hero took it down. He attacked Goblin Slayer's town on the night of the Harvest Festival in a bid to summon Hecantocheir, the hundred-handed giant.


  • Always Chaotic Evil: There are the rare exceptions, of course, but dark elves are generally agents of chaos who find joy in destruction and turmoil, and this one is no different.
  • An Arm and a Leg: A well-placed throw of a mambele slices off the arm carrying his magic artifact, disabling his arrow deflection.
  • Annoying Arrows: Due to Hecantocheir's protection, he deflects piercing projectiles with ease. Once deprived of that protection though, he gets an arrow straight through his throat.
  • Arc Villain: Of Volume 3 and the The Man Behind the Man of Volume 2.
  • Disintegrator Ray: His strongest spell not part of a greater ritual.
  • Evil Is Hammy: This dude just simply won't shut up. An interlude title in the light novel even lampshades it: "Of The Mastermind, Quite Full Of Himself Behind The Scenes".
  • Foreshadowing:
    • The goblins Goblin Slayer had been exterminating lately were nested in odd locations such as faraway mines instead of dens, and take too long to touch their captives before they could be rescued. Additionally, the usual torrent of goblin-slaying quests flooding the bulletin boards have trickled to a complete stop. As Goblin Slayer notes, there is almost always an outside factor that could have goblins behaving so erratically and reserved.
    • He was one of two cloaked figures seen lurking around town while everyone was preparing the Harvest Festival. His presence had been noted by both Goblin Slayer and High Elf Archer, but they went on with their business instead of investigating closer.
  • Hoist by His Own Petard: He was the one who supplied the rhea traitor with the goblins' stock of poisoned blades. Goblin Slayer, having already taken care of the rhea and filched a poisoned knife for himself, cuts the Dark Elf to seal his fate.
  • The Man Behind the Man:
    • He was a member of the sect conducting dark rituals within Water Town's labyrinth, and thus had a hand producing the goblin infestation. And, considering his fondness for human sacrifices, the vivisected girl whose discovery initiated the whole investigation into the sewers in the first place may very well be his handiwork.
    • He was responsible for there being relatively quiet goblin activity before the Harvest Festival in Volume 3, seeing as he was preparing them for a march into town.
  • Mission from God: He received a vision from his Dark God that drove him to start the events of Volume 3.
  • Multi-Armed and Dangerous: Because he is an apostle of Hecantocheir, he can cast a spell that grows five additional arms from his back, granting a total of seven. The spiritual arm granted as a protective enchantment would add to become eight.
  • Nightmare Fetishist: Repeatedly calls the goblins under his command "adorable."
  • No Man of Woman Born: Because he is protected by Hecantocheir's enchantment, arrows aimed at him are simply caught out of the air and nullified. This becomes a problem when he attempts a last-ditch spell at death's door and is too distant to be stopped by most other means. So Goblin Slayer chucks a unique throwing knife at him. Because it was designed to slash instead of pierce, the weapon successfully lops off the Dark Elf's arm.
  • Shout-Out: His appearance in Volume 3 and ability to produce a total of seven arms is meant to be an oblique reference to the third entry in the Sorcery! series, which features the titular Seven Serpents.
  • Summoning Artifact: The biggest factor that makes him a threat is an artifact resembling a Hand of Glory. Granted to him by the gods of chaos (implied to be Truth), it allows him to grow arms and manifest a ghostly limb of Hecantocheir that plucks arrows straight out of the air. He intended to use it to summon the real deal during the events of Volume 3.
  • Taking You with Me: He was already pissed off when Goblin Slayer managed to land a single strike on him, but when it turned out the wound was fatally poisoned, he mustered all of his reserves into a last spell that would have wiped the party out. An arrow through the neck prevented him from finishing the incantation.

    Rhea Scout 

Voiced by: Mutsuki Iwanaka (Japanese), Garret Storms (English)

https://static.tvtropes.org/pmwiki/pub/images/goblinslayerrheascout.png

A former Steel-ranked adventurer who was disgraced after it was discovered he was hoarding loot for himself from his party.


  • Agent Peacock: Hoarded money from his team to buy a fresh set of armor he thought would make him look good, but beneath his callous foppishness is a decently competent and highly vicious fighter.
  • Bitch in Sheep's Clothing: He puts on an air of charm and agreeableness to disarm people, but underneath he's a cowardly, greedy, cutthroat scammer who'll pull a knife on anyone who catches on to his schemes.
  • Cross-Popping Veins: One stands out on his cheek as he gets dressed down by Guild Girl for filching treasure and trying to cover it up.
  • Daydream Surprise: Guild Girl’s call-out session on his crimes gets cut short by him attempting to stab her in fury, only to be countered by Goblin Slayer grabbing him before he connects and caving in his cheek with one punch, at which point it’s revealed the exchange of blows was a hallucination playing out in Rhea Scout’s head as he seethed on the couch.
  • Dirty Coward: Admits in his internal monologue that he actually doesn't care about being promoted because he hates putting himself in dangerous situations and is content to take easy quests and hoard any loot he lucks into for profit.
  • Does Not Like Shoes: Averted Trope, quite significantly seeing as he's a Hobbit-expy. He used the extra money he hid from his party to buy himself new armor, including his first ever pair of boots, which he found quite pleasing to wear.
  • The Dragon: To Dark Elf in Volume 3, after the elf lost his previous dragon in Volume 2, the Water Town goblin champion.
  • Dual Wielding: While jumping Goblin Slayer and attempting to slash him, he pulls a second dagger out with his off-hand to parry an incoming hack from his opponent's short sword.
  • Evil Cannot Comprehend Good: Is so self-centered and mercenary in his outlook that he sees Goblin Slayer’s fixation on killing goblins as him merely sticking with small fry to minimize his chances of dying, like he himself does.
  • Evil Is Petty: He doesn't even bother to follow Dark Elf's orders during the Harvest Festival, opting to instead ambush Goblin Slayer and Guild Girl to take revenge on them.
  • Evil Makes You Ugly: By the night of his death his fall from grace and vengeful rampage have left him with a haggard figure, bulging eyes, green-painted face, and frothing mouth.
  • Expy: A smarmier, more affectatious version of Chilchuck; like the latter, he's only interested in looting.
  • Fatal Flaw: Wrath. When Guild Girl points out his crimes and her reasons for demoting him, he seriously considers threatening and hurting her were it not for Goblin Slayer, who would bash his skull in if he tried. Blaming his shame on Goblin Slayer for not vouching for him, Rhea Scout later joins Dark Elf and his goblin army in a bid to kill Goblin Slayer as painfully and as slowly as possible, showing that he can hold grudges for a long time. At this point, consumed by vengeance and using any means necessary to achieve it, he's not much different from a goblin. In the end, Goblin Slayer uses this against him, pretending to fall to his poisoned darts and then, then Rhea Scout is distracted with gloating over his victory, hits him with a sneak attack.
  • Faux Affably Evil: He's quite civil when things go his way, but doing anything to him that makes him look bad to others will enrage him.
  • Flechette Storm: Pulls out some darts and quite a few throwing knives in his fight with Goblin Slayer.
  • Fragile Speedster: Can run rings around Goblin Slayer when he ambushed him and Guild Girl, with Goblin Slayer admitting he can’t get a lock on him, let alone land a hit. But then once he lets his guard down he gets grabbed and put down like a scrub.
  • Green-Eyed Monster: On top of the demotion incident that sparked his rampage, he claims to also hate Goblin Slayer for being so popular with women, and for how his friendship with Guild Girl seems to have eased his rise through the ranks.
  • Gutted Like a Fish: Dies when he gets slashed in the stomach by Goblin Slayer after a failed attempt at killing the latter. In the manga it’s a punctured lung and a crushed windpipe.
  • Handsome Lech: Fairly bishie-looking for a hobbit Expy, and the first hint we get that the guy is scummy is when he starts having sleazy thoughts about Guild Girl.
  • Hate at First Sight: Feels repulsed by Goblin Slayer the first time they actually come face to face, before they even come into conflict.
  • Hobbits: Here called "rheas". He's a fairly stereotypical specimen of an Eastern-style not-Halfling - a spoon-eared Token Mini-Moe whose kind is the designated rogues of the fantasy setting in question. though he takes the negative implications of such traits to the extreme conclusion, his Ninja Looting habits in particular giving him more in common with a Kendernote  than a Hobbit.
  • I Have You Now, My Pretty: Turned to Guild Girl and threatened to make her "suffer" before killing her once he thought he’d killed Goblin Slayer. Goblin Slayer takes that as his cue to get up and backstab the little creep.
  • In a Single Bound: Leaps from the balcony at the far end of the quite long guildhall to come down squarely on top of Goblin Slayer standing right against the entryway.
  • It's Personal: Joins the side of the Unpraying and helps Dark Elf’s attempt to sack Frontier Town and summon Hetaconcheir solely out of his grudges against Guild Girl for kicking him out of town and Goblin Slayer for standing by and defending her in that decision.
  • Mad Eye: In the manga the only facial feature distinguishable from under his hood when attacking Goblin Slayer and Guild Girl is one eye; one heavily cross hatched, uneven, pinprick-pupiled, grotesquely oversized eye.
  • Motive Rant: Mixed with Villainous Gloating. He beats Goblin Slayer’s (seeming) corpse while crowing over his victory and lambasting the man as (in his view) a hypocritical coward profiting from nepotism and hoarding female admirers, which all of which fueled his resentment.
  • Never My Fault: He blames Goblin Slayer entirely for his demotion and humiliation despite having made the choice of committing crimes that resulted in such.
  • Ninja Looting: His major crime that gets him demoted and banned from town. Evidence of how much he is scalping his fellows of money can be seen in just how shabby and ragged the rest of his party are in comparison to him and the previous Steel-rank crew from Volume 1. And it just shows how callous he is considering one of them is working as an adventurer to support his family.
  • Not So Different: Is very clearly meant to resemble a goblin in thinking with all his unabashed cowardice, greed, sadism, pretentiousness, and two-facedness. When he tries to kill Goblin Slayer and Guild Girl, his face is painted in green camouflage and in the manga his eyes are so bugged-out and bloodshot that they start to resemble the goblin’s goatlike eyes when he is finally put down. Before that he kicks Goblin Slayer’s probe body almost exactly like the goblin lord did. Goblin Slayer even initially mistakes him for a goblin before realizing he's too skilled a fighter to be one.
  • Poisoned Weapons: The goblins provide him with a toxin to coat his blades with when he attacks Goblin Slayer and Guild Girl. It almost works too, except that he didn't know Goblin Slayer wore extra chainmail armor underneath his leather and metal breastplate, which stopped the poisoned darts from penetrating.
  • Psychological Projection: Resents Goblin Slayer for (in his eyes) being a Dirty Coward who only takes "easy" tasks and gets ahead by seducing women. Rhea Scout is very clearly projecting.
  • Sadist: The instant he lays eyes on Guild a Girl, he starts fantasizing about engaging in Kinky Spanking “until she cries.”
  • Roaring Rampage of Revenge: Was fully willing to invade town with a goblin horde and help summon a God of Evil to the material plane, that's how much he wanted a chance to kill Goblin Slayer and Guild Girl.
  • Stop Being Stereotypical: Guild Girl caps off her "Reason You Suck" Speech by saying that the report of his behavior is just going to reinforce prejudices against rheas as untrustworthy natural thieves. Scout internally calls her out on being sanctimonious for going there.
  • Villainous Breakdown: When Guild Girl corners him on his Ninja Looting habit, he scrambles for an excuse before suddenly snapping and contemplating just stabbing her, only barely holding back because of Goblin Slayer’s silent counter-threat, and walking out looking visibly deranged from impotent rage. He then goes so far as to partner with the Evil Sect and a goblin horde to pursue revenge, and even months later can work himself up into a berserker frenzy at the memory, and dies with his face contorted with insane hate.
  • Would Hit a Girl: He had thoughts of murdering Guild Girl as early as his first appearance, and attempts it during Volume 3.

    Evil Wizard 
https://static.tvtropes.org/pmwiki/pub/images/evil_wizard.png
An evil wizard that Heavy Swordsman, Spearman, and Goblin Slayer team up to hunt down together in Volume 4.
  • Alien Blood: Stated to have "blue-black" blood in the light novel.
  • Arc Villain: Acts as one for Volume 4/chapters 6-7 of the Brand New Day manga.
  • Bald of Evil: In the Brand New Day manga.
  • Destination Defenestration: Since he claims he cannot be killed by human hands, Goblin Slayer's party simply opts to drop him from the tower and let gravity do the work, with Heavy Warrior kicking him off while he's still gagged. An audible "plonk!" later, the Evil Wizard no longer moves.
    Spearman: Huh. Dead as a doornail.
  • Evil Gloating: Starts a prepared speech when Spearman, Heavy Warrior, and Goblin Slayer make it to the top of his tower. He barely gets two lines out before Goblin Slayer chucks a sword through his lung, which only really shut him up for a little bit.
  • Exact Words: As Heavy Warrior notes, he says he can’t be killed, not that he can’t die.
  • Flaming Skulls: His face is noticeably gaunt to the point it can be mistaken for an actual skull, and when powering up, flames wreathe around his head.
  • Insult Backfire: Calls Heavy Warrior, Spearman, and Goblin Slayer “uncouth barbarians” as they charge into the midst of his gargoyles. Heavy Warrior counters by slashing through them and declaring they are “great barbarians.”
  • Interim Villain: Is just a random evil spell-caster off to the side between Volume 3's Dark Elf (who was The Man Behind the Man to several high-power goblin nests and pawn of choice of the Greater-Scope Villain), and Volume 5's next evolution of the goblin threat. Hell, the hunt for him isn't even the central focus of the volume. His arc is used only as a side story in the manga, and is defeated in the same chapter that he is introduced in.
  • Karmic Death: Spent weeks sending his gargoyles out to kill anyone one who approached his turf, and then Goblin Slayer and friends put an end to him the same way his creatures liked to kill; dropping him from on high. Being dropped by Goblin Slayer adds to the karma since one of his gargoyles' victims included a priestess like his own companion.
  • Mage Tower: Operates out of one, possibly gifted to him by a Chaos God. Its height is integral to Goblin Slayer's method of killing him, which leads his partners to quip they would have had a far more difficult trip if it had been an underground labyrinth instead.
  • Nightmare Face: In the Brand New Day manga, his face resembles a Flaming Skull, but with skin on it, which makes him look creepier.
  • No Man of Woman Born: He believes he is protected from harm by a prophecy that states he "cannot be slain by human hands." Goblin Slayer points out that all they need to do is use indirect means that leave nature as the direct killer to put an end to him.
  • Our Gargoyles Rock: Creates and controls these for defense to clear out the area around his base.
  • Our Liches Are Different: He is clearly meant to resemble a lich, with his Nightmare Face, Black Cloak, and ritual-fueled Resurrective Immortality. His Alien Blood make it clear that he is not human.
  • Resurrective Immortality: Due to his No Man of Woman Born magical protection, he can rise again from any fatal injury so long as it was caused by a direct mortal killer. He is not immune to small injuries as Goblin Slayer's tear gas clearly hurts him and Spearman breaks his teeth to stop him from casting spells.
  • Shock and Awe: Can empower his Lightning spell to be strong enough to conjure a complete thunderstorm.
  • Sorting Algorithm of Evil: Subverted. While the king ranks his threat level as above goblins (if still below demons,) Evil Wizard was defeated far more easily than the previous Arc Villains before him.
  • Squishy Wizard: While some of magical feats are impressive, it doesn't take Spearman much effort to bind him once the wizard was exposed to Goblin Slayer's tear gas. He also becomes completely helpless once Spearman gags him.
  • Summon Magic: How he gets new gargoyles as opposed to crafting them.
  • Talking Is a Free Action: Defied. Evil Wizard attempts to monologue about his ambitions and plans to Heavy Warrior's party when he is interrupted with a sword to the chest via Goblin Slayer. Spearman is not amused.
    Spearman: Hey, hey, you could at least let him finish. Is this it?
    Goblin Slayer: There is no need for us to confront him head-on.
  • Undignified Death: Spearman binds him in magic webbing, knocks out several teeth to make him incapable of talking or spellcasting, and then complains to Goblin Slayer and Heavy Warrior about how to get rid of him, to which the former suggests tossing him off the tower and the latter enacts by literally booting him over the railing. While all three make fun of how much of a non-threat he was.

    Troll 
https://static.tvtropes.org/pmwiki/pub/images/goblin_slayer_troll.png
An ugly monster found among the goblins in Volume 6.
  • Arc Villain: Of the first half of Volume 6.
  • Body Horror: It's absolutely covered in enormous boils and patches of its skin constantly slough off. After Goblin Slayer flash-freezes its petrified body, the still-alive troll became covered in cracks and gashes.
  • Dumb Muscle: Acts and is treated as a glorified Hobgoblin, and if anything is even more brutish than the average one.
  • Giant Space Flea from Nowhere: Shows up with absolutely zero warning in Volume 6.
  • Healing Factor: Extremely dangerous for its ability to rapidly regenerate its wounds. Although its healing factor does have it limits as the wounds it receive from nearly being Literally Shattered Lives were unable to heal.
  • Literally Shattered Lives: Goblin Slayer induces thermal shock on its petrified skin, causes its body to explode. Although it managed to stay alive as its skin returned back to flesh, the troll was in no condition to defend itself from Goblin Slayer's party finishing it off.
  • Taken for Granite: It turns to stone when exposed to sunlight, or a Light miracle.
  • Weakened by the Light: As stated in Taken for Granite, however the troll will only be petrified if light continue to shine on it.
  • Weak to Fire: Its other known weakness. Although the one encounter in Volume 6 was able to keep fighting even after Goblin Slayer set it on fire.

    Mokele Mbembe 
https://static.tvtropes.org/pmwiki/pub/images/mokele_mbembe.png
A dinosaur-like entity found in the river of the Elves' Forest Kingdom.
  • Dinosaurs Are Dragons: Described as a hydra or lesser dragon, and visually looks like a purple brontosaurus.
  • Making a Splash: In reference to its mythological roots, the elves state that it has control over water and they refuse to fight it even when it attacks them for fear it will then stop the river in retaliation.
  • Multiple Head Case: Discussed. It's stated to be a hydra, the extra heads just have yet to come with age.
  • Red Eyes, Take Warning: In the light novel illustration its eyes blaze red. Also count as Mind-Control Eyes.
  • Time Abyss: Is older than High Elf Archer (2000 years) probably older than Shining Helm (8000 years, assuming he's comparable in age to his wife) and potentially older than their grandfather (back towards the dawn of the world). And it's apparently still a juvenile.

    Ice Witch 
https://static.tvtropes.org/pmwiki/pub/images/icewitch.jpg

An evil sorceress in Volume 9 who launches a reign of terror in the northern mountains in winter.


  • Arc Villain: Of Volume 9.
  • Black Blood: Her blood is rendered dark and viscous from foul, necromantic magic.
  • Endless Winter: Was aiming for this with the rituals she and her Yeti henchmen were doing with their Ice Drums.
  • Evil Is Deathly Cold: Very much her theme in power, appearance, and moniker.
  • Expy: Being a beautiful cold-themed Sorcerous Overlord who is also a vampire that makes her lair in forbidding snow blanketed mountains, The Ice Witch is an expy of Shareella from the Fighting Fantasy Gambebook Caverns of the Snow Witch. This is more than likely as the author is a self-admitted fan of the Fighting Fantasy Gamebooks, having already made references to the Maze and Dungeons of Zagor, The Warlock of Firetop Mountain.
  • An Ice Person: Much of her magic evokes blizzards.
  • Improperly Paranoid: She doesn't quite trust her Yeti henchmen enough to believe they won't stab her in the back one day. So she keeps the silver arrows needed to kill her (and various other spoils) inside a tunnel too small for the ape-men to ever squeeze through. Humans can enter just fine though, forcing her to confront them head-on and put herself at risk.
  • Lotus-Eater Machine: Puts Priestess in a trance where she sees Goblin Slayer asking her to hand over the magic Silver Arrow she took from the Ice Witch and come away with him on a different quest. She sees through it when she realizes that Goblin Slayer's warm attitude and casual praise is just an affectation of how she wishes he would act towards her.
  • No Kill Like Overkill: A healing miracle cast by Priestess burns her body severely. Then Rabbit Ranger fires a silver arrow directly into her chest, sealing her fate, followed by Apprentice Cleric coming in with a Smite spell that hits the projectile like a lightning rod and reduces her to a bloodstain.
  • Our Vampires Are Different: High Elf Archer realizes she's not properly alive when she sees Ice Witch has no shadow, and when Priestess is hypnotized by her, she is dimly aware that her neck has been bitten.
  • Pest Controller: One of her abilities include summoning a horde of giant rats at her beck and call.
  • Revive Kills Zombie: Priestess casts a Heal spell on her that causes her body to start disintegrating.
  • Silver Has Mystic Powers: It kills vampires too in this setting.
  • Super Smoke: She can turn herself into a gaseous form that lets her slip by obstacles and ambush key targets.
  • Yuki-onna: She is An Ice Person that happen to have traits of a vampire/undead.

    Yetis 

A race of man-eating mountainous ape-men. A group appearing in volume 9 in service of Ice Witch.


  • Bigfoot, Sasquatch and Yeti: A variant that are sapient and capable of speech.
  • Decapitated Army: Once Priestess announces that the Ice Witch has fallen, they completely lose their nerves and head for the hills, taking the main enchanted drums with them.
  • The Family for the Whole Family: Borderline case; the Yetis (and even Ice Witch) are noted to speak in overblown Yakuza slang (complete with referring to each other as brother all the time), would rather screw with their victims in mind games than attack outright, and can be routed quite easily. They're still savage ape-men that can and will eat people alive if they get their hands on them.
  • I'm a Humanitarian: Little Bit Beastly people work too, as poor Bunny Boy can attest.
  • Magic Music: Ice Witch gives them a set of enchanted drums that cause extended blizzards when played together.
  • Not Worth Killing: Priestess declined to give orders to hunt the remaining yetis down once the battle with the Ice Witch was over. She didn't see a need to; they weren't goblins.

    Rock Eater 
https://static.tvtropes.org/pmwiki/pub/images/rockeater.png

A giant fifty meter long worm/centipede like creature that serves as the main antagonist to a B-plot in Volume 1 of Goblin Slayer: Side Story Year One.


  • Arch-Enemy: To Newbie Swordsman after it kills his Implied Love Interest, Half-Elf Shaman.
  • Arc Villain: Serves as a Big-Bad Ensemble with the goblins in Volume 1 of Side Story Year One.
  • Attack Its Weak Point: Its outer shell is hard to penetrate, even with magical enhanced weapons. However, Newbie Swordsman was able to injury it by attacking its inner mouth and Heavy Swordsman was able to inflict a deep cut on it by attacking between the plates. Spearman was able to give the killing blow by impaling it in the eye.
  • Big-Bad Ensemble: With the goblins in Volume 1 of Year One. While Goblin Slayer is busy fighting goblins, the other adventurers like Newbie Swordsman and Spearman are dealing with this thing.
  • Big Creepy-Crawlies: This thing is giant worm/centipede-like monster.
  • Cyclops: A giant fifty meter long monster with a single eye.
  • Extreme Omnivore: Rock, slimes, people, this monster eats just about anything.
  • Eye Scream: After a long drawn out fight with the Adventurer's Guild, Spearman was able to kill it by impaling its single eye.
  • Flunky Boss: The Adventurer's Guild was forced to fight this monster and a horde of slimes that the Rock Eater seem to be controlling. After the rock eater was killed the slimes dispersed.
  • Godzilla Threshold: When the guild learned about this creature, their first response is to send an entire army of adventurers after it, including the then Porcelain-ranked Spearman, Witch, Heavy Swordsman, and Female Knight. This clearly shows how much more dangerous this monster is compared to many of the other creatures shown.
  • I'm a Humanitarian: Its diet mainly consists of slimes, but it isn't picky when it comes to people.
  • More Teeth than the Osmond Family: This monster's mouth is full of multiple rings of teeth that tears any unfortunate prey it catches into ribbons, like poor Half-Elf Shaman and Steel-ranked Scout.
  • Non-Malicious Monster: Unlike most of the antagonist on this list, the rock eater is giant feral monster that doesn't display an sadistic tendencies other than trying to survive.
  • Rock Monster: Its outer shell seems to be made out of rocks.
  • The Symbiote: Has a commensalistic relationship with the acidic black slimes. Whenever it carves out new tunnels, Black Slimes seep through cracks into them to prey upon any outside creatures that come to investigate the new passages. It's worth noting that the huge and deadly swarm of slimes hanging over the adventuring troop's head retreat back into their crevices the instant the rock eater dies and goes still.

    Demons 

Evil spirits from the pits of hell that seek to destroy the cities of Man and overthrow the gods. Every adventurer that isn't Goblin Slayer or his supporters considers these to be the principle threat in the setting.


  • Big Red Devil: High Elf Archer, Dwarf Shaman, and Lizard Priest fought two lesser demons when they first partnered up that were described as red-skinned gargoyles.
  • Clipped-Wing Angel: A goblin priest sacrifices himself to bring the Demon Lord partly back to life to kill Goblin Slayer in Volume 8. He only comes back as an arm - a fully cognizant, ambulatory, spellcasting arm that is still strong enough that it could have killed the whole party in a straight fight.
  • Cold Iron: The group says that this metal and others are particularly effective as weapons against the demons, though not strictly necesssary at their power levels.
  • Death from Above: Priestess destroys the Demon Lord's reconstructed arm by baiting it into an elevator shaft, then sealing it with Protection after calling the elevator down. The arm realizes her ploy and has just enough time to punch through her barrier... but not enough to climb back out before it gets pressed.
  • Demon Lords and Archdevils: There is one Demon Lord over all others, who keeps threatening to destroy the world, getting killed by The Chosen One (or a particularly lucky Rag Tag Bunch Of Misfits) and coming back to do it all over again about once a decade. He has sixteen Demon Generals that serve directly under him and recruit/organize the mortal monsters, though it's unclear if they can resurrect as he does or if new ones are appointed when they get cut down.
  • Dragon Their Feet: At least one demon general survived the defeat of the Demon Lord by Chosen Heroine, hiding in the countryside and making plans to raze her hometown as revenge. Chosen Heroine finds him and puts him down with ease.
  • Eldritch Abomination: Though it might have been due to the dungeon operating under Call of Cthulhu-esque rules, the partially resurrected Demon Lord in Volume 8 is so grotesque that just looking at his disembodied arm is enough to fray High Elf Archer's sanity.
  • Evil Is Burning Hot: The demons the party are seen fighting have the ability to spit fire balls.
  • Evil Is Deathly Cold: The Demon Lord himself however, most just uses Blizzard spells during his battle against Goblin Slayer's party.
  • From a Single Cell: The Demon Lord's arm contains his full spirit, which notes that it could eventually regenerate its whole body if it kills enough people, starting with Goblin Slayer's party.
  • God of Evil: The Demon Lord is noted to have power on par with the full-on Dark Gods, and can even grant miracles to the goblin priest of volume 8.
  • The Remnant: Even when the Demon Lord is killed, a number of demons of all ranks remain on the physical plane, guiding the Evil Sect and the mortal monsters in an effort to rebuild their strength and resurrect their leader.
  • Shapeshifter: One quest that Spearman, Witch, High Elf Archer, Dwarf Shaman, and Lizard Priest all go on together is to take out a demon disguised as a human that had started a cult in a farming village. The demon taking refuge in Water Town that Chosen Heroine kills also takes the form of a human warlock.
  • Shout-Out: In the manga, when the Water Town demon transforms to fight Chosen Heroine, it takes on an elongated appearance with a gaping maw similar to the Violator.
    • In Brand New Day the two demons that ambush High Elf Archer, Dwarf Shaman, and Lizard Priest look like Red Arremers, and use that name in Pokémon Speak to make it clear it's intentional.
  • Sir Swears-a-Lot: The Water Town demon belts out a laundry list of cusses in the wake of Goblin Slayer killing his goblin minions and sealing his portal mirror, peppered generously with "fudge" and "fooey" and invoking Gary Gygax to send him to hell.
  • Smug Snake: The Water Town demon rants over how Goblin Slayer and friends could have foiled his "perfect" plan of just releasing a swarm of goblins into the city sewers to scare Sword Maiden. One of the Chaos Gods actually physically manifests just to call out his laziness and short-sightedness, before bluntly refusing to grant him any boons and leaving him for dead when Chosen Heroine bursts into his lair.
  • Villain of Another Story: Pose a constant/cyclical existential threat to the entire world, but Goblin Slayer couldn't give a damn about them; that's what the rest of the Guild's adventurers are for.
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