Goblins

These small, evil humanoids would be merely pests, if not for their great numbers.
Goblins have flat faces, broad noses, pointed ears, wide mouths and small, sharp fangs. Their foreheads slope back, and their eyes are usually dull and glazed. They always walk upright, but their arms hang down almost to their knees. Their skin colors range from yellow through any shade of orange to a deep red. Usually a single tribe has members all of about the same color skin. Their eyes vary from bright red to a gleaming lemon yellow. They wear clothing of dark leather, tending toward dull soiled-looking colors.
Goblin speech is harsh, and pitched higher than that of humans. In addition to their own language, some goblins can speak in the kobold, orc, and hobgoblin tongues.

~ Monster Compendium, 1989

Goblins are a humanoid race, small (31/2‘ to 41/2‘ tall) and very ugly by human standards. They have pointed ears and misshapen teeth. Their skin is a pale earthy color, such as chalky tan or livid gray. Their eyes are red, and glow when there is little light.
~ Rules Cyclopedia, 1991

Goblins are one of the oldest races in the Dungeons and Dragons game, and have become a staple in fantasy of all types. They have always been something for the players to run into and slaughter, and then something happened in 1988. Bruce Heard brought them to life in his Gazetteer “The Orcs of Thar”. Now suddenly goblins were an option for creative players.

Since that day players and NPCs have begun to show goblins as something more than ugly short creatures to kill. Below I present the Goblins of Mystara.


High Gobliny

High Gobliny is a nation in the Broken Lands of the Known World in Mystara. as you can guess by it’s name, High Gobliny is mostly a goblin nation, but a few bugbears and hobgoblins live there. High Gobliny is a monarchy, ruled by Queen Yazar, an iron-fisted ruler of the Wolf-Rider clan. Her consort, the wily King Doth rules beside her, but he does not have the strength of conviction she does.

Upper & Lower Gobliny

Like all of the nations in the Broken Lands, High Gobliny is broken into 2 sections, the High, which is on the surface, and the Lower, which is underground.

Upper Gobliny has a nilly north, but these hills become mountains as you move south. Central Gobliny is a Petrified forest, which is held as sacred, and only the goblin shamans may enter it. Near the south is Fort Akrass, the entrance to Lower Gobliny.

Lower Gobliny lies 1250 feet under Upper Gobliny. The river Bugbur separates High Goblinly from Bugburia. The only other border is to the north, where a passage connect Gobliny to Hobgobland. This pass has been wisely blocked off with a gate, and defensive camp, Pootz Camp, by Queen Yazar. Lower Gobliny has giant mushrooms to farm, and giant slugs to hunt for food. Giant Slug Eggs are a delecacy normally eaten by chieftains.

Faith: High Goblinians view themselves as related to the immortal Wogar, patron of predators in the brokenland. It is said that Wogar brought the goblins to the Borken lands to live.

High Goblinians are wolf riders, and raise their wolves as family. While still a Welp, each goblin must find and raise a dire wolf cub that was born the same moon as them. They are responsible for their wolf. If their wolf dies in battle, the goblin must eat his wolf-friend’s heart to gain it’s strength in a ceremony held at the temple. If their wolf dies of neglect, the goblin is an outcast, and a pariah.

Tlachtli: The High Gobliny Wolf Riders are the local team, and have brought victory to High Gobliny on many occasions. Players include:

  • Oth Gobsmacked
  • Razara Smallbit
  • Namby Tamby
  • Rotfoot Deadflower
  • Rugna Stunkit
  • Vrek Yuface
  • Ziku Aweigh
  • Rirk Tiberius
Player Character Goblins: (BECMI / Old School)

Ability Score Adjustments: Goblins receive, a -3 to Strength, but a +1 to Dexterity and Constitution. No Score can go below 3, or above 18, any that do after adjustments, will be adjusted to either 3, or 18 respectively.

Natural Armor: Goblins begin with a natural AC of 8 due to Tough hides.

Infravision: Goblins gain infravision up to 90 feet range in the dark.

Size: Goblins start at 4 feet tall, add 1d4 inches to your goblin.

Subraces: Goblin Subraces only affect their appearance, nothing else.
Grey: Grey Goblins are mostly found in Western Darokin, and the Sind Desert. They have dirty grey skin with short brown hair. Grey Goblins often wear studded leather, or chain mail headwear and heavy hobnobbed boots.
Yellow: Yellow Goblins have a yellowish skin color. They have a bluish-black hair color often long and ties in the back. they often wear rags dyed in bright orange and large hats and cloaks. Yellow Goblins are often found in the regions of Ethengar.
Polar Goblins: Polar Goblins often live in the northern regions near the poles. They have snow white skin and grey, braided hair. They often wear furs and sealskin clothing.
Gobliny Goblins: These Goblins have a slight tan to their skin, often they have tattoos over their body indicating their tribe. They wear rabbit fur, or the skins of other small animals. These are the most common Goblins, and can be found in most lands.

TitleLevelXPHit Dice
TribesmanNormal Monster01d8-1
Scout18002d8-2
Marauder21,6003d8-3
Raider33,200(No new HP)
Plunderer46,4004d8-4
Ravager513,0005d8-5
Destructor626,0006d8-5
Devastator755,000(No new HP)
Conqueror8110,0007d8-5
Conqueror9220,000*+2hp**
* +160,000XP for every level afterwards.
** +2hp for every level afterwards, no Constitution modifier.

Shamans / Wicca

Goblins may be Shamans or Wiccas

Player Character Goblins: (5E)

Creature Type. You are a Humanoid.
Ability Score Increase. Your Strength Score decreases by 2, but your Dexterity score increases by 2.
Age: A Goblin reaches adulthood at the age of 20 and generally lives into the middle of his or her
second century.
Alignment: Goblins are often Chaotic in alignment.
Size. You are Small.
Speed. Your walking speed is 30 feet.
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 discern colors in that darkness only as shades of gray.
Nimble Escape: You can take the disengage or Hide action as a bonus action on each of your Turns

Subraces:

Grey Goblins: Grey Goblins are mostly found in Western Darokin, and the Sind Desert. They have dirty grey skin with short brown hair. Grey Goblins often wear studded leather, or chain mail headwear and heavy hobnobbed boots.
Pack Tactics: Grey Goblins have advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the target, and their ally is not incapacitated.

Polar Goblins: Polar Goblins often live in the northern regions near the poles. They have snow white skin and grey, braided hair. They often wear furs and sealskin clothing.
Resilience. You have advantage on saving throws against cold, and you have resistance against cold damage.

Gobliny Goblins: These Goblins have a slight tan to their skin, often they have tattoos over their body indicating their tribe. They wear rabbit fur, or the skins of other small animals. These are the most common Goblins, and can be found in most lands.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Yellow Goblins: Yellow Goblins have a yellowish skin color. They have a bluish-black hair color often long and ties in the back. they often wear rags dyed in bright orange and large hats and cloaks. Yellow Goblins are often found in the regions of Ethengar.
Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.



Burnout and switching gears

I have been having a lot of burn-out at work. The kids are amazing, the school is fun, but at this point of the year I am just exhausted. By the time I get home I am just spent, and cannot function. My wife understands, and my children do to. But this makes me feel worse, because I wish I could spend more time with them.

When the children have gone down to bed, I am able to function mostly normal, but that is 4 hours after school. I get about hour or so where I can talk and play.

Another thing I do to decompress lately is write. I have re-discovered my high school passion for writing, and have been working on a novel. To be fair I have 3 or 4 novels started, and one that I had started but I cannot find my files for (But I wish I still had them).

I don’t know If I will finish my high school novels or not. I was looking through them and my writing has evolved a lot since then, but also the themes I am interested in have changed, and I don’t know if I would want to taint those stories or not. We will see in the near future.

I finished my 2nd draft of the most recent novel, and have sent it off to some friends to critique. I may have to have an editor rip it apart for me. But I feel like I shouldn’t publish it until 3rd or 4th draft have been fixed up. I would also have to find an artist for the covers, if I am to self-publish. No I don’t believe in using AI art if I am to publish it professionally. (I know I use AI Art here, but I don’t get paid here).

As soon as I am ready I will look into publishing. But now you know why I have been so quiet.

Diabolus

The diaboli are a humanoid race of Nightmare creatures, of sizes equal to the range found in humans. Diaboli have well-muscled arms and legs, and their skin is bright red, shiny, and hairless. Their feet have split hooves like a pig’ s, and their hands have only three fingers each but are otherwise entirely human. The pupils of their eyes are vertical slits, similar to certain reptiles. The nose is usually longer and lumpier than a human’s. A long, forked tongue, another reptilian feature, is equipped with the various senses of smell, sound, and heat detection. Two small horns protrude from the top of the head, but these are merely vestigial remains from early evolution, and are nearly useless. Each diabolus has a tail just slightly longer than its legs.
The diaboli are natives of the Prime Plane but live in the dimension of Nightmare. The home world(s) of player characters are near to, but never coincide with, those of the diaboli. Because of the alien perspective of the dimension of Nightmare, creatures from Normal space view Nightmare creatures as hideous monsters, even as the peaceful diaboli view Normal creatures as grotesque monstrosities.

A CHAOTIC VIEWPOINT

The diaboli are a cheerful, well-meaning race. As with most Nightmare creatures, they believe that Chaos is the natural disorder of all things, and they try to bring its joys to all who are receptive to such ideas. They do not generally force their beliefs on those who disdain them.
Diabolic interrelations and culture are similar to humans’ in many ways, but strikingly different in others. They promote chaos, chance, and inspiration, viewing order, laws, and disciplines as evil. They do practice customs, though a chaotic society, but each time a custom is practiced, it changes slightly. The diaboli have no set organization or rulers, of course, but they seem to manage very well without them.

PEACEFUL ARTISTS

Though both are native to the Prime Plane, the human and diaboli worlds are separate. The segregation is further aided by the opposed dimensional viewpoints of the races, as they thus have only one dimension in common. Although diaboli have existed for nearly as long as mankind, contact is extremely rare. Diaboli are aware of the existence of other planes, but only visit them occasionally by using magic. They strongly prefer their home worlds.
The diaboli have little interest in war or weaponry and follow a strict moral code of non-interference. Their technological base is far more primitive than man’s, but their art forms, generosity, philosophy, and tolerant attitudes surpass those of humankind.
Some few diaboli explorers have encountered humans on rare occasions, and mutual horror was the natural result. Human legends have exaggerated these events, and the diaboli are thus much feared and maligned. They tell similar tales to their own young, describing the horrible hairy beings who invent all manner of tools to ensure the destruction of all life. Some diaboli religions maintain that humans are agents of evil. The misunderstandings will probably never be resolved on either side.

Diabolus 5E Stats

As a Diabolus, you have these special traits.
Creature Type: Humanoid
Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this Race
Speed: 30 feet
Life Span: 80 years on average
Skillful. You gain Proficiency in one Skill of your choice.
Versatile. You gain the Skilled Feat or another 1st-level Feat of your choice.
Devilish Bite: A diaboli’s bits can be used as an attack if the intended victim is close enough. This causes 1d6 points of damage, and human and demi-human foes being bitten will have to make another morale check or flee.
Unholy Tail: Diaboli have a prong tail which can be used in a whip-like fashion as an attack. The tail does 1d4 points of damage and can inject a paralyzing poison into the victim. (Constitution Save or become paralyzed for 1d6 rounds Use your Constitution as a base to find the DC.). This poison only effects Prime dimension creatures
Trident usage: The preferred tool of all adult diaboli is a barbless trident with an elongated handle. This can be used to attack (damage 1-10 plus strength bonus), but may also be used to communicate, enhance movement, and defend.
If a diabolus does not attack or make another action in a round, it may defend with the trident, gaining a +5 bonus to its Armor Class.
The trident can be used for silent but quite detailed communication, using a system of twirling and other motions understood by all adult diaboli.
By using both its tail and its trident, a diabolus can use a form of acrobatic cartwheel movement at double the normal running rate, or 240 feet per round. The diabolus must concentrate when using this maneuver, and thus no other action is possible at the same time. Cartwheel movement incurs the same fatigue as running and it can be maintained for 30 rounds (5 minutes) at most and must be followed by rest. The amount of time required for rest equals six times the amount spent cartwheeling.
AC: A diabolus’ base Armor Class is 11, slightly better than a normal human ‘s because of natural defensive skills. Diaboli wear various types of armor like human armor and have an AC one point better than humans when wearing it.
Magic Resistance: Magic used by Diaboli can only directly affect creatures from the Nightmare Dimension. Healing spells and direct attack spells will not have any affect on life from the Multiverse Dimension. However, Non-living matter can be affected.
Example, a Diaboli Magic User can cast fireball at a Human wizard, and the fireball will have no effect on the Wizard. HOWEVER The Wizard’s staff may catch on fire….
On the other side, Diaboli are utterly unaffected by magical effects produced by mortal creatures from the multiverse, and Magical weapons do not keep their bonuses when hitting a diabolus.
Diaboli’s Magic resistance is a double edged sword, while they may be immune to any damage causing effects or charms, they may also not be affected by magical healing of any kind from the Multiverse Magics (Including healing potions), and can never benefit from magical protections, or magical weapons from the multiverse. (The weapons, staffs, rods, etc. just don’t work for them and act like non-magical items.) They are unable to use Mutiversal Spell scrolls, etc.
Fear: Diaboli strike fear in all that see them unless the characters have dealt with diaboli on a regular basis. This causes immediate revulsion and in City or town settings the character may be ostracized and unable to do business with anyone without a disguise.
Only the Bravest Diaboli can look at humans and Demihumans without fear themselves.
Poison: If any Multiversal creature hits a Diaboli with it’s natural attacks, (Bit wings, tail, etc) the diaboli must make a Constitution saving throw or be paralyzed for 1d6 rounds. Use the Constitution to decide the difficulty.

Diabolus, BECMI / OSE
Class Options:
Diabolus is not a class in itself, it is a race, and Diaboli characters may choose to be Clerics, Fighters, Magic Users or Thieves. They must use their own Experience table, for these classes but receive the same abilities as a human of the same class with the following exceptions.
Magic Users & Clerics: Magic used by Diaboli can only directly affect creatures from the Nightmare Dimension. Healing spells and direct attack spells will not have any affect on life from the Multiverse Dimension. However, Non-living matter can be affected.
Example, a Diaboli Magic User can cast fireball at a Human wizard, and the fireball will have no effect on the Wizard. HOWEVER The Wizard’s staff may catch on fire….
Class Details
Prime Requisite: by class
Other Requirements: By class
Hit Dice: By Class
Armor: Diaboli may wear human sized armor depending upon class
Weapons: Diaboli Like their trident, but are still limited by class (Clerics and Magic Users cannot use the trident as a weapon much to their dismay.)
Special Abilities
Bite: A diaboli’s bit can be used as an attack if the intended victim is close enough. This causes 1d6 points of damage, and human and demi-human foes being bitten will have to make another morale check or flee.
Tail: Diaboli have a prong tail which can be used in a whip-like fashion as an attack. The tail does 1d4 points of damage and can inject a paralyzing poison into the victim. (Save vs poison or become paralyzed for 1d6 rounds). This poison only effects Prime dimension creatures.
Trident usage: The preferred tool of all adult diaboli is a barbless trident with an elongated handle. This can be used to attack (damage 1-10 plus strength bonus), but may also be used to communicate, enhance movement, and defend.
If a diabolus does not attack in a round, it may defend with the trident, gaining a -5 bonus to its Armor Class.
The trident can be used for silent but quite detailed communication, using a system of twirling and other motions understood by all adult diaboli.
By using both its tail and its trident, a diabolus can use a form of acrobatic cartwheel movement at double the normal running rate, or 240 feet per round. The diabolus must concentrate when using this maneuver, and thus no other action is possible at the same time. Cartwheel movement incurs the same fatigue as running and it can be maintained for 30 rounds (5 minutes) at most, and must be followed by rest. The amount of time required for rest equals six times the amount spent cartwheeling.
AC: A diabolus’ base Armor Class is 8, slightly better than a normal human ‘s because of natural defensive skills. Diaboli wear various types of armor like human armor and have an AC one point better than humans when wearing it.
Magic Resistance: Diaboli are utterly unaffected by magical effects produced by mortal creatures from the multiverse; similarly, magic cast by diaboli does not affect creatures native to the multiverse. (See Magic Users Above), and Magical weapons do not keep their bonuses when hitting a diabolus.

 Special Hinderances
Fear: Diaboli strike fear in all that see them unless the characters have dealt with diaboli on a regular basis. This causes immediate revulsion and in City or town settings the character may be ostracized and unable to do business with anyone without a disguise.
Only the Bravest Diaboli can look at humans and Demihumans without fear themselves.
Magic Resistance: Diaboli’s Magic resistance is a double edged sword, while they may be immune to any damage causing effects or charms, they may also not be affected by magical healing of any kind from the Multiverse Magics (Including healing potions), and can never benefit from magical protections, or magical weapons from the multiverse. (The weapons, staffs, rods, etc. just don’t work for them and act like non-magical items.) They are unable to use Mutiversal Spell scrolls, etc.
Poison: If any Multiversal creature hits a Diaboli with it’s natural attacks, (Bit wings, tail, etc) the diaboli must make a saving throw vs poison or be paralyzed for 1d6 rounds.

vs poison or be paralyzed for 1d6 rounds.