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Goblin

The mere mention of "goblins!" is enough to inspire in the goodfolk of quiet villages up and down Attika, conjuring memories of scary stories told by protective mothers on cold nights. Goblins are the perpetual boogeyman, seeming to lurk just beyond the edge of civilization, just waiting for the unwary to stray too far and drop their guard. No one is ever quite sure where they come from, or where they go. Sometimes, it's as though they don't exist at all- they're just figments of a scary story- a familiar legend told so often it starts to seem like just another tall tale told around a fireside to send a chill down your spine. 
Cattle go missing or turn up ravaged by animals. Travelers start complaining about strange rustlings in the undergrowth, cruel yellow eyes watching them, little green shapes which reek of filth harrying their journey, and rotted, jagged teeth nipping at their heels, or riding spiders as big as dogs, and you laugh at the caravaner for getting spooked by the brush or a few brigands on the road. Then they stop showing up at all. The roads go quiet and your world gets smaller.
The farmer's boy claims he heard scratching under the floors and saw a monster taller than a man watching him from the wood's edge, with heavy arms and huge hands, long fangs and reddish fur, and you tell him not to worry and that he's just jumpy. Then a child goes missing, and neighbors begin to eye one another suspiciously. People stop going out alone, and travel in groups. A family on an isolated homestead on the edge of town ends up butchered by brigands or mauled by beasts, or their homestead burns down in a freak fire, or they move away without so much as a goodbye, leaving the remnants of their lives strewn about their homes, never seen or heard from again. People bar their doors, and start looking over their shoulder when they go out after dark, until eventually they stop going out at all. You fight to keep the darkness at bay, and triple check you have enough firewood to keep the hearth burning bright each night, and hold your family close to await the dawn.
It ends on a moonless night, or as the storm rolls in, as though out of nightmare and shadow itself. At first, you might mistake the irregular beats of their war drums for thunder echoing off the land around you as they close in. A heavy rustling in the bushes, large shapes moving through the brush around your homestead, or perhaps just the wind? The horses in the shed are nervous or the dog is barking. You go to calm them, and thats when you see it- a fleeting glimpse of a wolf-like monstrosity the size of a horse bounding through the woods, caught in a flash of lightning for an instant, and gone the next. Just an overeager imagination, or something more? A heavy wind picks up, lashing the trees, and carrying the smell of smoke- a neighbor's hearth, or something worse? And by then, they're upon you and suddenly they're not fairy tales anymore, and as the cold iron misses you or the huge jaws snap at your throat you flee to warn others not to ignore the bumps in the night and the eyes in the dark. If you're lucky.

Goblin

ability score increase: Your Dexterity score increases by 2, and your Constitution score increases by 1.
age: Goblins reach adulthood at age 8 and live up to 60 years.
alignment: Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend towards traditional ideas of good or neutrality, but only rarely.
Size: Small
speed: 30 ft.
Languages: You can speak, read, and write Common and Goblin.
race features:
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.    Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.    Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. 
 

Bugbear

ability score increase: Your Strength score increases by 2, and your Dexterity score increases by 1.
age: Bugbears reach adulthood at age 16 and live up to 80 years.
alignment: Bugbears endure a harsh existence that demands each of them to remain self-sufficient, even at the expense of their fellows. They tend towards chaotic evil.
Size: Medium
speed: 30 ft.
Languages: You can speak, read, and write Common and Goblin.
race features:
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.    Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.    Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.    Sneaky. You are proficient in the Stealth skill.    Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 2d6 damage to it. You can use this trait only once per initiative roll. 
 

Hobgoblin

ability score increase: Your Constitution score increases by 2, and your Intelligence score increases by 1.
age: Hobgoblins mature at the same rate as humans and have lifespans similar length to theirs.
alignment: Hobgoblin society is built on fidelity to a rigid, unforgiving code of conduct. As such, they tend towards lawful evil.
Size: Medium
speed: 30 ft.
Languages: You can speak, read, and write Common and Goblin.
race features:
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.   Martial Training. You are proficient with two martial weapons of your choice and with light armor.   Saving Face. Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.

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