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DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2021 by Jack Peachey and published under the Community Content Agreement for Dungeon Masters Guild. Disclaimer: Jack Peachey is not responsible for the mischievous antics goblins as played by the DM and/or the players. Nor is Jack Peachey responsible for the inevitable excited shrieks of ‘BOOYAHG’ whenever magic is used withing 300 ft. of a goblin as portrayed by the DM and/or the players. DM and/or player discretion is advised. Sample file 2 CONTENTS INTRODUCTION How to use this book…………………………………4 CHAPTER 1: LORE Summer in the Feywild……………………………….5 Maglubiyet’s Conquest………………………………..5 The Return of Hope…………………………………...6 CHAPTER 2: MONSTER STAT BLOCKS Bugbear of Hruggek…………………………………....8 Booyahg Initiate………………………………….........9 Booyahg Master………………………………….........9 Cleric of Benefilaw………………………………….....10 Goblin Alchemist………………………………….......11 Goblin Archwhip………………………………….......11 Goblin Skirmisher…………………………………......12 Gremlin………………………………….....................12 High Nilbog of Benefilaw……………………………..13 Hob…………………………………...........................14 Hobgoblin Artificer…………………………………....14 Twisted Goblin…………………………………..........15 Warpriest of Maglubiyet………………………………15 CHAPTER 3: GOBLIN SUBRACES Gremlin………………………………….....................17 Hob…………………………………...........................17 CREDITS Credits………………………………….......................18 Sample file 3 INTRODUCTION How to Use This Book An Explorer’s Guide to Goblins is a supplement for both Dungeon Masters and Players-offering new lore and monster options for goblins and goblinoids to enrich the world and gameplay of your D&D 5e campaign for Dungeon Masters and providing two new Goblin subraces as well as options tailored to make good-aligned goblinoid characters for players. This book is divided into three chapters that encompass everything mentioned above. Chapters 1&2 are primarily for the Dungeon Master-with Chapter 1 containing lore for goblins and goblinoids about their origins, the rise of Maglubiyet and the reprise of Benefilaw (A new goddess that offers a good-aligned god option for goblinoids)-and Chapter 2 contains 13 new monster stat blocks that are variations on existing goblinoids to help enrich your rogue’s gallery. Chapter 3 contains character options for players in the form of 2 new subraces for goblins-the Gremlin and the Hob. Contained within the chapter is extra lore for Gremlins and Hobs, names for Gremlin and Hob characters as well as traits for these subraces which replace the Ability Score Increase and Nimble Escape features of the base goblin. These subraces are allowed at your DM’s discretion and always ask your DM if they’re allowed before taking them. Sample file 4 CHAPTER 1: LORE Summer in the Feywild Long before the Conquering of Maglubiyet-in a bygone era that most scholars and sages have little knowledge of-those we now know as goblinoids (Bugbears, Goblins and Hobgoblins) were distinct creatures that lived separate from each other in the Feywild. Their cultures, habits and social systems were so incredibly different from how they are centuries later. Whilst the to-be goblinoids would interact with each other, it would be as with any other fey creature without them having a particularly familiar connection. For hundreds of years these different peoples would live out long lives in the wondrous majesty of the fairytale realm that was encapsulated by the Feywild and mingle with both the Seelie and Unseelie courts. It was a blissful existence, that sweet summer in the Feywild. Bugbears got their names for a multitude of reasons. They were known to live peaceful lives-though seemingly ferocious and certainly a fearsome opponent in any fight, most of them were content to lie in the sun and feast on the quarry from their hunt. This and their furred visages gave the ‘bear’ part of their name-the ‘bug’ part came with how bugbears would sometimes make themselves a nuisance. Like most fey creatures they had a knack for mischief and could often be found guarding bridges or crossroads and not let people pass unless they solve their puzzles-though the acclimation to taking things easy that their ancestors instilled would mean a physical altercation would be unlikely in these scenarios. They’d only be a minor hindrance, only ‘bugging’ whomever crossed their domain with their inquiries. This gave them their full name ‘Bugbear’ and it’s a name that came to stick for the Bugbears and their gods. Hruggek and Grankhul were still quite important to the Bugbears-but they were just hunting gods. Cruel and perhaps unusual gods, but essential parts of Bugbear life whose gifts derived from Oberron and were not as reviled by other gods as they would come to be. For now, they were the centre of Bugbear life for the short time of day a Bugbear would hunt-but were of little significance outside of that. Whilst Bugbears and Goblins were known to live by themselves-doing their daily routines out in forests and fields that were of fey connection-Hobgoblins (Or ‘Pucks’ as they were called, as their connection to goblins wouldn’t come for a long time) often mingled in fey politics in both Seelie and Unseelie courts. Hobgoblins grew up in large families-not all of whom were related by blood-and in these groups would often enter higher fey courts for work and lodgings due to their diverse array of artisanal talents like smithing, crafting, baking, scholarship, tannery, alchemy and other such things that could be made use of. Hobgoblin families also had brilliant tacticians that would be key in major conflicts within the Feywild and against outsiders to the Feywild. Though the gained a reputation for being especially intelligent, this wasn’t a universal trait-as with all peoples, many went against the Hobgoblin grain. A famed family of Hobgoblins became mercenaries that were known to be some of the first to take up that job-and were feared throughout the Planes for their tactical prowess and ruthless efficiency. The cultural norm, however, remained a reliance on craft and arcane innovation. The most varied culture of those who would come to be known as ‘goblinoids’ were the goblins themselves. Many a tale of merriment and mischief could be said about the time of goblins in the Feywild-when goblins were akin to fairies who caused minor nuisances and pranks as they frolicked about. Goblins were divided into three subraces-The quintessential Goblin as well as the lesser known Gremlin and Hob. Even though these kin are rarer today, they’ve remained largely unchanged from this period; Gremlins were known to be miscreants who messed with machinery and arcane components whilst Hobs followed an archaic array of laws and traditions as they went about their daily lives. The common Goblin was most known to spend their days experimenting with knick-knacks and pieces of haberdashery-finding an odd affection amongst themselves with buttons and found a naming convention in these clothier tools; they had names such as Threadbare, Needlin, Ribbon etc. Whilst all of these three goblin races were acclimated to some trouble-making, they were mostly benevolent and were often helpful to those lost in Fey forests and consorted more often than not with Seelie courts. Their gods told that pranks should be found funny by both parties-and that goblins should express charity and find joy in the little things in life. Not all goblin gods were so loving, however-the baleful Khurgorbaeyag was a god maligned in a similar way most humans malign Bane or Myrkul. It was a small sect who worshipped Khurgorbaeyag-and this group was despised by their fellow goblins. This was what life was like for these who would be known to be goblinoids-lives of bliss, mischief, experimentation and ultimately peace. Long did this time last-but it would all come to an end on that fateful day the Conqueror came. Maglubiyet’s Conquest Little was known about the Conquering God before his rise-originating from the endless battlefield of Acheron with the countenanceSample of a grey-skinned, battle-scarred goblin in full plate armour. He stands at about 10ft.file with eyes that blaze for all time with cruel purpose. In a bid for more power, he decided to build an army-scouring the planes for people to conquer. Many gods were slain in his attempts to commandeer the pantheon of a race he found interesting, but he always was beaten back. As a last resort, he inspected the place where one would least expect to find organised military-the Feywild. To his surprise, he found out great strategy, physical prowess and skirmishing ability in three separate peoples-Goblins, Hobgoblins and Bugbears. With their gods unprepared for battle, he ambushed them with his mighty greataxe in hand. This time, however, his onslaught was made easier as-rather than killing all the gods of each race-he would keep some alive to help him rule. From the Bugbears he spared the brothers Hruggek and Grankhul, from the Hobgoblins he aligned with 5 Nomog-Geaya and Bargrivyek-and from the goblins he made Khurgorbaeyag his prophet. Over the years, resistance would dwindle and the three races would evolve into the designs of Maglubiyet-forgetting their dead gods. Of course, many escaped this brutal reign and continue to do so; but the majority of these races (known now as ‘goblinoids’) were taught in the ways of the Conqueror-and their society became shaped around him.