BOZ
Creature Cataloguer
moving on... this one should be more of a challenge. 
#71
the original text suggests an ECL of 3. does LA +2 sound right?
I know the SA is very broken; I’m not going to try to fix it completely, but some amount of clarification might be in order.
Small Humanoid (Goblinoid)
Hit Dice: Id8(4hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 14 ( + 1 size, +lDex, +2studded leather)
Attacks: Morningstar+ 1 melee; or javelin +3 ranged
Damage: Morningstar Id8’l; or javelin Id6-1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spatio-temporal reversal
Special Qualities: Damage reversal, darkvision 60 ft.
Saves: Fort + 2, Ref + 1, Will +0
Abilities: Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8
Skills: Hide+6, Listen+3, Move Silently+4, Spot+3
Feat: Alertness
Climate/Terrain: Temperate and warm land, and underground
Organization: Gang (4-9), band (10-20 plus 100% noncombatants plus 1 3rd level sergeant and 1 leader of 4th-6th level), warband (10-24 with worg mounts), or tribe (20-60 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 10-24 worgs, and 2-4 dire wolves)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
The GOBLIN is a goblin afflicted with a strange space-time reversal disease known as GOBLINism. The disease appears to occur when overly heavy use of magic strains the fabric of the space-time continuum and leads to some very strange localized events. The disease only affects goblins and is not transmitted by them. GOBLINs resemble goblins in appearance and are indistinguishable from them. Most GOBLINs encountered outside their lair are warriors; the information in the statistics block is for one of 1st level (see the DMG, Chapter 2, for more about the warrior class).
COMBAT
The GOBLIN favors ambushes, dirty tricks, and overwhelming odds to a fair fight. It moves within range of a foe so as to affect the creature with its spatio-temporal reversal ability.
Spatio-Temporal Reversal (Ex): Any creature that comes within 20 feet of a GOBLIN is affected by this ability. It causes the creature to act in a way it would not normally act; fot example, an affected creature may suddenly decide to unload all of his possessions into a nearby empty chest or trunk and leave without his belongings. The DM must adjudge the exact circumstances and how it affects those within range. Creatures affected can make a Will save (DC 10) to avoid the effects. A new save must be made each time the creature comes within 20 feet of the GOBLIN.
Damage Reversal (Ex): When struck by any attack that would deal it damage, the GOBLIN actually gains hit points equal to the damage dealt. It can gain more than its maximum hit points, but never more than twice its nor¬mal hit points. The GOBLIN can only be damaged through the use of curative magic (cure light wounds and healing potions, for instance). Curative magic deals damage equal to the amount it would normally heal.
Skills: GOBLINs gain a +4 racial bonus to Move Silently checks.
GOBLIN CHARACTERS
A GOBLIN’s favored class is rogue; GOBLIN leaders tend to be rogues or fighter/rogues. GOBLINs worship Maglubiyet and can choose two of the following domains: Chaos, Evil, and Trickery. Most GOBLIN spellcasters, however, are adepts (see the DMG, Chapter 2). GOBLIN adepts favor spells that fool or confuse enemies.

#71
the original text suggests an ECL of 3. does LA +2 sound right?
I know the SA is very broken; I’m not going to try to fix it completely, but some amount of clarification might be in order.
Small Humanoid (Goblinoid)
Hit Dice: Id8(4hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 14 ( + 1 size, +lDex, +2studded leather)
Attacks: Morningstar+ 1 melee; or javelin +3 ranged
Damage: Morningstar Id8’l; or javelin Id6-1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spatio-temporal reversal
Special Qualities: Damage reversal, darkvision 60 ft.
Saves: Fort + 2, Ref + 1, Will +0
Abilities: Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8
Skills: Hide+6, Listen+3, Move Silently+4, Spot+3
Feat: Alertness
Climate/Terrain: Temperate and warm land, and underground
Organization: Gang (4-9), band (10-20 plus 100% noncombatants plus 1 3rd level sergeant and 1 leader of 4th-6th level), warband (10-24 with worg mounts), or tribe (20-60 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 10-24 worgs, and 2-4 dire wolves)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
The GOBLIN is a goblin afflicted with a strange space-time reversal disease known as GOBLINism. The disease appears to occur when overly heavy use of magic strains the fabric of the space-time continuum and leads to some very strange localized events. The disease only affects goblins and is not transmitted by them. GOBLINs resemble goblins in appearance and are indistinguishable from them. Most GOBLINs encountered outside their lair are warriors; the information in the statistics block is for one of 1st level (see the DMG, Chapter 2, for more about the warrior class).
COMBAT
The GOBLIN favors ambushes, dirty tricks, and overwhelming odds to a fair fight. It moves within range of a foe so as to affect the creature with its spatio-temporal reversal ability.
Spatio-Temporal Reversal (Ex): Any creature that comes within 20 feet of a GOBLIN is affected by this ability. It causes the creature to act in a way it would not normally act; fot example, an affected creature may suddenly decide to unload all of his possessions into a nearby empty chest or trunk and leave without his belongings. The DM must adjudge the exact circumstances and how it affects those within range. Creatures affected can make a Will save (DC 10) to avoid the effects. A new save must be made each time the creature comes within 20 feet of the GOBLIN.
Damage Reversal (Ex): When struck by any attack that would deal it damage, the GOBLIN actually gains hit points equal to the damage dealt. It can gain more than its maximum hit points, but never more than twice its nor¬mal hit points. The GOBLIN can only be damaged through the use of curative magic (cure light wounds and healing potions, for instance). Curative magic deals damage equal to the amount it would normally heal.
Skills: GOBLINs gain a +4 racial bonus to Move Silently checks.
GOBLIN CHARACTERS
A GOBLIN’s favored class is rogue; GOBLIN leaders tend to be rogues or fighter/rogues. GOBLINs worship Maglubiyet and can choose two of the following domains: Chaos, Evil, and Trickery. Most GOBLIN spellcasters, however, are adepts (see the DMG, Chapter 2). GOBLIN adepts favor spells that fool or confuse enemies.