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Goblinoids

Bugbears

Created by Gygafrak to counter the threat of Ragmannon's orcs, bugbears are unattractive, bad tempered, chaotic beasts who are feared throughout the land. Not as common as either goblins or hobgoblins, bugbears fill the ranks of Gygafrak's and Babbarax's armies to provide the muscle in close combat. Although ill-disciplined, they form the battering ram which can so often prove decisive in battle - the mere sight of a regiment of these foul beasts is often enough to cause the ranks of the enemy to break and run.

Bugbear

When not being guided by a powerful leader, bugbears prefer to ambush opponents whenever possible. When hunting, they normally send scouts ahead of the main group that, if they spy prey, return to report and bring up reinforcements. Bugbear attacks are coordinated, and their tactics are sound if not brilliant, but all too often can break down into chaos and bitter infighting.

Tribes are usually on the small side - around 50 or so - and are led by the strongest, meanest or most charismatic. The chief of any tribe will find himself under almost constant threat from upstarts, though outright challenges will only occur when the challenger considers their position a strong one. Challenges take the form of violent physical and political struggles between opposed factions. After the victor emerges, it is common for his enemies to be purged from the tribe, which involves either expulsion or murder.

Bugbears are often found amongst goblins, who they constantly bully. In fact, it is common for bugbears to be chiefs of goblin tribes, where they can laud it over their weaker brethren almost unopposed. When different bugbear tribes meet, violence is almost certain, as their egos require them to constantly prove themselves against one another. Bugbears have long memories and tribal rivalries can run deep.

Bugbears, as their name suggests, are bear-like in appearance, covered in dirty coarse dark hair and usually standing around 7 feet tall. They are powerfully built, with rippling muscles and terrifying claws on their hands and feet and sharp, discolored fangs. Although they have exceptionally tough hides, bugbears usually wear armor and carry shields.

Bugbears speak Goblin and one other human tongue.

Bugbears as Characters

Bugbear characters possess the following racial traits.

+4 Strength, +2 Dexterity, +2 Constitution, -2 Charisma.
Medium size.
A bugbear's base land speed is 30 feet.
Darkvision out to 60 feet.
Racial Hit Dice: A bugbear begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1.
Racial Skills: A bugbear's humanoid levels give it skill points equal to 6 x (2 + Int modifier). Its class skills are Climb, Hide, Listen, Move Silently, Search, and Spot.
Racial Feats: A bugbear's humanoid levels give it two feats.
+3 natural armor bonus.
+4 racial bonus on Move Silently checks.
Automatic Languages: Goblin and one Human tongue. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Favored Class: Rogue.
Level adjustment +1.

Goblins

Goblins first appeared in Arrasia during the War of Chaos and are now numerous in number. Created by Babbarax, in her image, Goblins are generally weak and cowardly creatures who are bullied by the bigger, stronger races. This has taught goblins to exploit what few advantages they have: sheer numbers and malicious ingenuity. The concept of a fair fight is meaningless in their society. They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise.

Goblin

Goblins have a poor grasp of strategy and are cowardly by nature, tending to flee the field if a battle turns against them. With proper supervision, though, they can implement reasonably complex plans, and in such circumstances their numbers can be a deadly advantage. Strong leaders tend to come in the form of hobgoblins and bugbears, but charismatic or powerful goblin leaders have not been unknown. The more advanced goblin tribes rear worgs, which they train and use as mounts. Goblin worg riders are greatly feared, as they have been known to have a devastating and decisive impact on the battlefield.

Goblin tribes are usually large in size, with anywhere between 200 to 600 a common size. Some tribes have been known to number a 1000 or more, but these are rare and short lived; they either fall into anarchy and chaos and different factions fight for supremacy within the tribe, or a powerful leader unites them, usually through constant wars. The organizational structure of the tribe is dictatorial, with a single chief, usually referred to as the King, running the tribe with an iron fist and with absolute authority. These are usually either the strongest or most charismatic of the tribe. Political infighting within a tribe is common and the chief must be on constant guard to protect their position.

It is common for goblin tribes to have their numbers swelled by their stronger and larger cousins, hobgoblins and bugbears, who also tend to emerge as the tribe chiefs. Goblin chiefs who have hobgoblins or bugbears amongst their number need to be exceptionally wary of them, for it is almost inevitable that they will challenge the chief at some point - their egos and general loutishness almost demand it. Goblins tend to be bullied by their larger cousins and will often augment their armies - forming the front ranks - when war breaks out.

A goblin stands 3 to 3-1/2 feet tall and weighs 40 to 45 pounds. Their eyes are usually dull and glazed, varying in color from red to yellow. A goblin's skin color tends to be a yellow-green - sometimes more green or more yellow, though tribes tend to have the same appearance. Goblins wear clothing of dark leather, tending toward drab, soiled-looking colors. Goblins speak Goblin; those with Intelligence scores of 12 or higher also speak a human tongue of some form.

Most goblins encountered outside their homes are warriors.

Skills: Goblins have a +4 racial bonus on Move Silently and Ride checks. Goblin cavalry (mounted on worgs) usually select the Mounted Combat feat in place of the Alertness feat, which reduces their Spot and Listen check modifiers from +3 to +1.

Challenge Rating: Goblins with levels in NPC classes have a CR equal to their character level -2.

Goblins as Characters

Goblin characters possess the following racial traits.

-2 Strength, +2 Dexterity, -2 Charisma.
Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
A goblin's base land speed is 30 feet.
Darkvision out to 60 feet.
+4 racial bonus on Move Silently and Ride checks.
Automatic Languages: Goblin and one Human tongue. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Favored Class: Rogue.

SUBRACES

The above information describes standard goblins, who are the most commonly found, preferring temperate and warm regions. There is one subrace of goblin.

Arctic Goblin

Arctic goblins are feared and reviled because their appearance will either herald a period of heavy raiding, leading to theft and property damage, or, worse, the beginning of a period of sustained heavy goblin activity, when large numbers maraud the countryside and even siege small towns and villages.

Usually, arctic goblins survive in the icy mountain regions of The White Mountains where they make their homes on the frozen slopes. Here, they are a constant menace to the settlements of The Savage Coast and The Badlands, making constant raids against them and razing small communities to the ground. This is especially true during the winter months, when they forage for food and goods amongst the isolated human communities.

They are also common in the frozen northern wastes of The Wild Lands and The North Lands, living nomadic lifestyles, constantly moving from place to place as needs must and making war on whoever they meet. As the winter sets in and the lands further south freeze, so the arctic goblins migrate south, harassing the countries of Ciradel and Tharg.

Arctic goblin tribes tend to be much smaller than their southern cousins, with tribes usually no larger than 200 or so, although it has been known for larger tribes to emerge from time to time. Their skin color also tends to be frosty-green - almost to the point of being gray.

These traits are in addition to the common goblin traits, except where noted.

-2 Strength, +2 Constitution, -2 Charisma. Arctic goblins are hardy creature, but weaker than many races. These adjustments replace the common goblin's ability score adjustments.
Low-light Vision: An arctic goblin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
No darkvision
Cold Endurance: arctic goblins have a +4 racial bonus on Fortitude saves made to resist the effects of cold weather or exposure.
+2 racial bonus on Bluff and Sleight of Hand checks: Arctic goblins are natural thieves, snatching anything that isn't nailed down.
No racial bonus on Move Silently checks: arctic goblins aren't as stealthy as their non-arctic cousins.

Hobgoblins

Hobgoblins are larger, stronger cousins of goblins, created by Gygafrak to augment his goblin armies and overcome the weaknesses inherent in them - they were, after all, created in the image of his sister, Babbarax, being herself both cowardly and weak. Filled with his hate and evil ways, hobgoblins are also very disciplined and strategically astute, bringing nous as well as courage to the armies of Babbarax and Gygafrak, especially during the War of Chaos and the Goblin-Amman wars.

Hobgoblin

Hobgoblins' hair color ranges from dark reddish-brown to dark gray and tend to have darker skin colors than goblins. Hobgoblins' eyes are yellowish or dark brown, while their teeth are yellow. Their garments tend to be brightly colored, often blood red with black-tinted leather. Their weaponry is kept polished and in good repair.

Hobgoblins tend to live and work alongside their small cousins, the goblins, who they bully and dominate, often taking the position of chief within a goblin tribe. However, although not as numerous as goblins, hobgoblin tribes are common enough, usually numbering around 200 to 300 in number. They are highly militarized - organized and disciplined and trained for war - with the chief usually the individual most capable of leading the tribe. When different hobgoblin tribes meet, conflict is almost inevitable. Rivalries between tribes are often historic, with generations of military history between them. Fortunately for the world at large, hobgoblins are very rarely known to work together under any circumstances, except when called upon to do so by Gygafrak and Babbarax themselves.

These creatures have a strong grasp of strategy and tactics and are capable of carrying out sophisticated battle plans. Under the leadership of a skilled strategist or tactician, their discipline can prove a deciding factor. Hobgoblins are ferocious in battle and prefer tight-quarter fighting where their natural stamina and agility make them fearsome opponents. Hobgoblin armies are usually augmented with goblin warriors, who tend to take the front ranks. This both stops them from running away and means they usually take the brunt of the initial onslaught. Hobgoblins hate elves and attack them first, in preference to other opponents.

Hobgoblins speak Goblin and at least one human tongue.

Most hobgoblins encountered outside their homes are warriors.

Skills: Hobgoblins have a +4 racial bonus on Move Silently checks.

Hobgoblins as Characters

Hobgoblin characters possess the following racial traits.

+2 Dexterity, +2 Constitution.
A hobgoblin's base land speed is 30 feet.
Darkvision out to 60 feet.
+4 racial bonus on Move Silently checks.
Automatic Languages: Goblin and one Human tongue. Bonus Languages: Draconic, Dwarven, Infernal, Giant, Orc.
Favored Class: Fighter.
Level adjustment +1.