Goblin

Basic Information

Anatomy

These small humanoids have large round heads, three clawed toes, and like elves, four fingers.

Genetics and Reproduction

Goblins reproduce sexually and are born in litters of, typically, 8-12.

Growth Rate & Stages

The first two years of a goblins life, however, are the most dangerous. They grow rapidly, and thus require a large amount of energy. In this first two years, if a baby goblin does not eat its body weight in food a day, it will likely die. As a result only about 75% of goblins reach age three. By age three, their growth has stabilized, and they can reduce their food intake. By eight, goblins are fully grown, and considered adults.

Dietary Needs and Habits

Originally scavengers, goblins can, and will, eat almost anything. When in the wild, this means wild berries and any dead carcasses they can find. However, as goblins have moved into cities, this also has meant just about any trash. Most people look down on them for this, however, in cities without strong waste management, goblins serve a vital role in keeping the population healthy and the city clean, even if no one would ever admit it.

Additional Information

Facial characteristics

Goblins have large heads, with wide mouths, filled with sharp teeth, and small beady eyes. The "whites" of their eyes are actually black and most of them have red eyes. Most have long, crooked ears which only serve to make their heads look even larger.

Civilization and Culture

History

Goblin tribes exist across almost every corner of Evelire. For much of history, goblins were little more than barbaric raiders who took what they could get, letting their carnal drive to scavenge whatever they could drive them. However, after gnomes began building technological marvels, goblins became fascinated with the tech, and began to seek a place in society. Some remain in the wilds, however, it is now more common to see goblins roaming the streets of a city, tinkering madly with whatever components they could scrounge up than it is to see them in tribal colonies in the wilds. 
Despite their civilization, many still view them as rabid monsters who might be distracted with a new toy for now, but could strike at any moment. This has lead many goblins to live on the outskirts of civilization, or in goblin slums in cities.
Lifespan
60 years
Average Height
3-4ft
Average Weight
60lbs
Body Tint, Colouring and Marking
Goblins have green skin and typically little to no hair.

Goblin

Goblins occupy an uneasy place in a dangerous world, and they react by lashing out at any creatures they believe they can bully. Cunning in battle and cruel in victory, goblins are fawning and servile in defeat.
ability score increase: Your Dexterity score increases by 2.
age: Goblins reach adulthood at age 8 and live up to 60 years.
alignment: -
Size: Small
speed: 30ft
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.

Forest Goblin

Ability Score Increase. Your Constitution score increases by 1.
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.

 

Dankwood Goblin

Ability Score Increase. Your Wisdom score increases by 1.
Speak with Small Beasts. Through sounds nad gestures you can communicate simple ideas with Small of smaller beasts. Dankwood goblins love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
Tamer. You have proficiency in the Animal Handling skill.  

Dartara Goblin

Ability Score Increase. Your Wisdom score increases by 1.
Agile Climber. You have a climbing speed of 25 feet. You can't use your climbing speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can't use your climbing speed if you are encumbered.)
Grit. You have resistance to fire damage and psychic damage. In addition, when you are wearing no armor, your AC is equal to 11 + your Dexterity modifier. Lavastep Grit. You have advantage on Dexterity (Stealth) checks made to hide in rocky or subterranean environments.

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