Friday, 9 December 2016

Racial Templates: Goblinoids

Racial Templates: Goblinoids

Goblins are a common "bad guy" race for low-level adventures to deal with. But there is much more to goblinoids than just the small weak goblins, and some of the goblinoids actually are formiddable opponents. Here I present you all goblinoid racial templates from D&D that I've converted. As a side note - after looking some things up, I found out that I missed some obscure subraces of orcs, dwarves, and gnomes, so I updated those posts too.

GOBLIN [-52] (Monster Manual, page 133)
Attributes: ST-5 [-50]; DX+1 [20].
Secondary Characteristics: SM -2; Basic Move -1 [-5].
Advantages: Infravision [10]; Rapid Healing [5]; Reduced Consumption 2 (Cast-Iron Stomach, -50%) [2]; Silence 1 [5].
Disadvantages: Appearance (Unattractive) [-4]; Bad Temper (12) [-10]; Odious Racial Habit (Eats sapient beings) [-15]; Social Stigma (Savage) [-10].

Goblins are small primitive creatures who usually are bullied by larger and stronger humanoids, such as hobgoblins, bugbears, orcs, or ogres.

HOBGOBLIN [6] (Monster Manual, page 153)
Attributes: HT+1 [10].
Advantages: Infravision [10]; Silence 1 [5].
Disadvantages: Appearance (Unattractive) [-4]; Bad Temper (12) [-10]; Callous [-5].

Hobgoblins probably are the most civilized goblinoids, even though their ideal society is a militaristic and a tyrannical one.

BUGBEAR [0] (Monster Manual, page 29)
Attributes: ST+2 [20]; HT+1 [10].
Advantages: DR 1 (Tough Skin, -40%) [3]; Infravision [10]; Silence 1 [5].
Disadvantages: Appearance (Unattractive) [-4]; Bad Temper (12) [-10]; Odious Racial Habit (Eats sapient beings) [-15]; Restricted Diet (Carnivore) [-10]; Social Stigma (Savage) [-10].
Perks: Fur [1].

Knowing Your Own Strength [-10]
Replace ST+2 [20] with ST+1 [10]

Bugbears are even stronger than hobgoblins, but are not predisposed towards civilization and cooperations. They usually form small raiding bands.

SUNSCORCH HOBGOBLIN [12] (Dragon Magic, page 9)
Attributes: HT+1 [10].
Secondary Characteristics: Will +1 [5].
Advantages: Infravision [10]; Silence 1 [5]; Temperature Tolerance 1 (Hot) [1].
Disadvantages: Appearance (Unattractive) [-4]; Bad Temper (12) [-10]; Callous [-5].

Sunscorch hobgoblins have blood of blue dragons flowing in their veins. This blood improves their willpower and resistance to heat.

VRIL [-32] (Drow of the Underdark, page 123)
Attributes: ST-5 [-50]; HT+1 [10]; IQ-1 [-20].
Secondary Characteristics: SM -2; Basic Move -1 [-5].
Advantages: Infravision [10]; Protected Hearing [5].
Sound Resistance: DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Sound, -40%; Tough Skin, -40%) [13].
Scream: Burning Attack 1d (Environmental, Air/Water, -5%; No Incendiary Effect, -10%; Side Effect, Deafness, +70%; Underwater, +20%; Limited Use, 1/day, -40%) [7].
                Skinshift: DR 4 (Switchable, switches off when knocked out, +10%; Limited Use, 1/day, -40%; Maximum Duration, 10 seconds, -75%; Tough Skin, -40%; Vs. Cutting/Impaling/Crushing (chosen during activation), -30%) [4].
Disadvantages: Susceptible 3 (Poison) [-12].
Racial Skill Modifiers: +2 to Climbing [4]; +1 to Jumping [2].
Features: Night Vision 5 [0].


Vrils are results of drow magical experimentation to create a new kind of shock troops. They can project sonic attacks and alter the consistency of their flesh.

BLUE [-51] (Expanded Psionics Handbook, page 190)
Attributes: ST-5 [-50]; IQ+1 [20].
Secondary Characteristics: SM -2; Basic Move -1 [-5].
Advantages: Infravision [10]; Rapid Healing [5]; Reduced Consumption 2 (Cast-Iron Stomach, -50%) [2]; Silence 1 [5].
Disadvantages: Appearance (Unattractive) [-4]; Bad Temper (12) [-10]; Odious Racial Habit (Eats sapient beings) [-15]; Social Stigma (Savage) [-10].
Perks: Weak Latency (Psi) [1].

Some goblins are born with blue skin and latent psionic abilities. They are usually bullied in goblin societies, and because of that many blues are wanderers.

SNOW GOBLIN [-16] (Frostburn, page 136)
Attributes: ST-2 [-20]; DX+1 [20]; IQ-1 [-20].
Secondary Characteristics: SM -1; Will+1 [5]; Per+1 [5].
Advantages: Infravision [10]; Good Grip 1 [5]; Rapid Healing [5]; Reduced Consumption 2 (Cast-Iron Stomach, -50%) [2]; Silence 1 [5]; Terrain Adaptation (Snow) [5].
Disadvantages: Appearance (Unattractive) [-4]; Bad Temper (12) [-10]; Odious Racial Habit (Eats sapient beings) [-15]; Social Stigma (Savage) [-10].
Perks: Penetrating Voice [1].

Snow goblins possess big throat sacks that allow them to project their voice over long distances.

AQUATIC GOBLIN [-42] (Unearthed Arcana, page 7)
Attributes: ST-5 [-50]; HT+1 [10].
Secondary Characteristics: SM -2; Basic Move -1 [-5].
Advantages: Amphibious [10]; High Manual Dexterity 2 [10]; Infravision [10]; Pressure Support 1 [5]; Rapid Healing [5]; Reduced Consumption 2 (Cast-Iron Stomach, -50%) [2]; Speak Underwater [5].
Disadvantages: Appearance (Unattractive) [-4]; Bad Temper (12) [-10]; Odious Racial Habit (Eats sapient beings) [-15]; Social Stigma (Savage) [-10]; Weakness (Immersion in fresh water, 1d per 30 minutes) [-5].
Features: Doesn’t Breathe (Gills).

Unearthed Arcana did not leave the goblins untouched, so we have a bunch of environmental varieties. At least now we can have goblins underwater!

ARCTIC GOBLIN [-45] (Unearthed Arcana, page 9)
Attributes: ST-5 [-50]; DX+1 [20]; HT+1 [10].
Secondary Characteristics: SM -2; Basic Move -1 [-5].
Advantages: Night Vision 5 [5]; Rapid Healing [5]; Reduced Consumption 2 (Cast-Iron Stomach, -50%) [2]; Temperature Tolerance 2 (Cold) [2]; Terrain Adaptation (Snow) [5].
Disadvantages: Appearance (Unattractive) [-4]; Bad Temper (12) [-10]; Odious Racial Habit (Eats sapient beings) [-15]; Social Stigma (Savage) [-10].

Arctic goblins share habitat with snow goblins, but they differ quite a lot. The lack of a throat sack makes them much more quiet than their snow brethren.

DESERT GOBLIN [-49] (Unearthed Arcana, page 12)
Attributes: ST-5 [-50]; DX+1 [20].
Secondary Characteristics: SM -2; Basic Move -1 [-5].
Advantages: Infravision [10]; Rapid Healing [5]; Reduced Consumption 2 (Cast-Iron Stomach, -50%) [2]; Silence 1 [5]; Temperature Tolerance 2 (Hot) [2].
Disadvantages: Appearance (Unattractive) [-4]; Bad Temper (12) [-10]; Odious Racial Habit (Eats sapient beings) [-15]; Social Stigma (Savage) [-10].
Perks: Robust Vision [1].

Desert goblins have resistance to heat, and that's pretty much the only difference.

JUNGLE GOBLIN [-41] (Unearthed Arcana, page 14)
Attributes: ST-5 [-50]; DX+1 [20].
Secondary Characteristics: SM -2; Basic Move -1 [-5].
Advantages: Brachiator [5]; Night Vision 5 [5]; Rapid Healing [5]; Reduced Consumption 2 (Cast-Iron Stomach, -50%) [2]; Super Climbing 2 [6]; Super Jump 1 [10].
Disadvantages: Appearance (Unattractive) [-4]; Bad Temper (12) [-10]; Odious Racial Habit (Eats sapient beings) [-15]; Social Stigma (Savage) [-10].

Jungle goblins are adept climbers and jumpers.

AIR GOBLIN [-44] (Unearthed Arcana, page 16)
Attributes: ST-5 [-50]; DX+1 [20]; HT-1 [-10].
Secondary Characteristics: SM -2; Basic Move -1 [-5].
Advantages: Doesn’t Breathe [20]; Infravision [10]; Rapid Healing [5]; Reduced Consumption 2 (Cast-Iron Stomach, -50%) [2]; Temperature Tolerance 5 (Cold) [5].
Disadvantages: Appearance (Unattractive) [-4]; Bad Temper (12) [-10]; Odious Racial Habit (Eats sapient beings) [-15]; Social Stigma (Savage) [-10]; Susceptible to Earth Spells (-3) [-3].
Perks: Pressure-Tolerant Lungs (Thin) [1].

Air goblins are very agile and their elemental nature allows them to live without any need in oxygen. This way, an air goblin could even live underwater, if he wanted, but it would be uncomfortable withouth Amphibious.

FIRE HOBGOBLIN [13] (Unearthed Arcana, page 17)
Attributes: DX+1 [20]; HT+1 [10].
Advantages: DR 5 (Limited, Fire, -40%; Tough Skin, -40%) [5].
Disadvantages: Appearance (Unattractive) [-4]; Bad Temper (12) [-10]; Callous [-5]; Susceptible to Air Spells (-3) [-3].

BHUKA [38] (Sandstorm, page 39)
Attributes: ST-1 [-10]; DX+1 [20].
Advantages: Detect (Water) [20]; Protected Sense (Vision) [5]; Temperature Tolerance 2 (2xHT to hot) [2].
Perks: Sure-Footed (Sand) [1].

Bhuka are desert goblins. They are as big as humans, are much more civilized, can detect water. Their eyes are protected against the sun and sand, and their bodies are resistant to heat. Not to mention their stability on sand. I'm quite surprised, because I'm fond of this subrace.


DECANTER GOBLIN [132] (Races of Faerun, page 134)
Attributes: ST+1 [10]; DX+1 [20]; HT+2 [20]; IQ+1 [20].
Secondary Characteristics: SM -1; Per +1 [5]; Will +1 [5]; Basic Move -1 [-5].
Advantages: DR 2 (Tough Skin, -40%) [6]; Infravision [10]; Regeneration (Regular) [25]; Sharp Claws [1]; Silence 1 [5]; Striker (Horn; Impaling; Cannot Parry, -40%; Limited Arc, straight ahead, -40%) [2].
Cold Resistance: DR 3 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, -40%; Tough Skin, -40%) [8].


Decanter goblins were made by a reclusive illithid lich. They are bigger, much stronger, smarter, and tougher than goblins. They can regenerate wounds and cause wounds with their horn.

FORESTKITH GOBLIN [-38] (Monster Manual III, page 64)
Attributes: ST-5 [-50]; DX+1 [20]; IQ-1 [-20].
Secondary Characteristics: SM -2.
Advantages: Alternate Form (Tree; Cannot dismiss, but reverts to normal form at sunset or upon taking damage, -40%; Magical, -10%) [8]; Infravision [10]; Terror (Trigger: Berserk, -20%; Only when there are 2 other attacking forestkith goblin within 5 yards, -30%) [15].
Disadvantages: Berserk (12) (Battle Rage, +50%) [-15].
Features: Night Vision 4 [0].
Racial Skill Modifiers: +1 to Climbing [2]; +1 to Jumping [2].


The forestkith goblins can assume a shape of a tree and induce terror when going berserk with their comrades at their side.

THOUL [91] (Dungeons & Dragons Rules Cyclopedia)
Attributes: ST+2 [20]; IQ-1 [-20]; HT+2 [20].
Advantages: DR 1 (Tough Skin, -40%) [3]; Discriminatory Smell [15]; Infravision [10]; Regeneration (Slow) [10]; Sharp Claws [5]; Silence 1 [5].
                Paralysis: Affliction 1 (Follow-Up, Claws, +0%; Paralysis, +150%; Reduced Duration, 1/60; -35%) [23].

Interestingly enough, this monster is an ascended typo that appeared in one of the early D&D books. Afterwards thouls became separate monsters, not just mistyped ghouls. Thouls are products of hobgoblin arcane experimentations. They possess traits of hobgoblins, trolls, and ghouls. They are not very bright as a result, but are strong, tough, have keen scent, regenerate wounds, and their claws bear paralysing poison. One of my GURPS camaigns was centered at a human/hobgoblin city where the thouls originate from. In that city they were playing a role of elite guards, bouncers, and monster hunters.

VARAG [57] (Monster Manual IV, page 168)
Attributes: ST+5 (Size Modifier, -10%) [45]; DX+1 [20]; IQ-2 [-40]; HT+1 [10].
Secondary Characteristics: SM+1.
Advantages: Acute Taste and Smell 1 [2]; Infravision [10]; Silence 2 [10].

Varags are stronger, fiercer, but much more feral than the other goblinoids.

CAVE LORD [217] (Bestiary of Krynn Revised, page 60)
Attributes: ST+15 (Size Modifier, -20%) [120]; DX+1 [20]; IQ+1 [20]; HT+2 [20].
Secondary Characteristics: SM +2 (4 hexes); Basic Move +1 [5].
Advantages: DR 2 (Tough Skin, -40%) [6]; Infravision [10]; Regeneration (Fast; Trigger: Eating creatures of SM-2 or larger, -60%; Magical, -10%) [15]; Sharp Teeth [1]; Silence 1 [5].
                Goblin Charm: Mind Control (Only on goblinoids, -20%; Suggestion, -40%; Limited Use, 3/day, -20%; Magical, -10%) [10].
Disadvantages: Gluttony (12) [-5]; Increased Consumption 1 [-10].
Features: Night Vision 5 [0].

Knowing Your Own Strength [197]
Replace ST+15 (Size Modifier, -20%) [120] with ST+10 [100]

This subrace is unique to the Dragonlance setting. The cave lords, also known as goblin giants, are obese, strong, but also smart goblins. They can influence minds of other goblinoids and regenerate their wounds by eating bodies.

BAKEMONO [-54] (Oriental Adventures, page 146)
Attributes: IQ-4 [-80]; HT+2 [20].
Secondary Characteristics: SM -1.
Advantages: Sharp Claws [5]; Sharp Teeth [1].

The bakemono are barely sentient, feral goblins.

GOBLYN [40] (Dragon Magazine 339, page 55)
Attributes: DX+2 [40]; IQ-3 [-60]; HT+1 [10].
Advantages: Infravision [10]; Magic Resistance 1 (Improved, +150%) [5]; Sharp Claws [5]; Sharp Teeth [1]; Telesend (Broadcast, +50%; Racial, -20%; Magical, -10%) [39].
Disadvantages: Restricted Diet (Carnivore) [-10].

Goblyns are goblins tainted by evil magic. They are devoted to their masters, feral, brutal, but they also can communicate telepathically with others of their kind.

NORKER [-41] (Dragon Magazine #343, page 53)
Attributes: ST-4 [-40]; DX+1 [20]; IQ-1 [-20]; HT+1 [10].
Secondary Characteristics: SM -2; Basic Move -1 [-5].
Advantages: DR 3 (Tough Skin, -40%) [9]; Fangs [2]; Infravision [10]; Rapid Healing [5]; Reduced Consumption 2 (Cast-Iron Stomach, -50%) [2]; Silence 1 [5].
Disadvantages: Appearance (Unattractive) [-4]; Bad Temper (12) [-10]; Odious Racial Habit (Eats sapient beings) [-15]; Social Stigma (Savage) [-10].

Relatives of goblins and hobgoblins, norkers are goblinoids that forsake armor in favor of their incredibly tough hides.

AMITOK [10] (Dragon Magazine #89)
Attributes: ST+4 (Size Modifier, -10%) [36]; IQ-2 [-40]; HT+2 [20].
Secondary Characteristics: SM+1; Will+1 [5]; Per+2 [10].
Advantages: DR 1 (Flexible, -20%) [4]; Fearlessness 2 [4]; Infravision [10]; Resistant to Poison (+3) [5]; Sharp Claws [5]; Temperature Tolerance 3 (Cold) [3].
Disadvantages: Appearance (Unattractive) [-4]; Bad Temper (12) [-10]; Callous [-5]; Odious Racial Habit (Eats sapient beings) [-15]; Restricted Diet (Carnivore) [-10]; Social Stigma (Savage) [-10].
Perks: Fur [1]; Limited Camouflage (Snow) [1].

Knowing Your Own Strength [14]
Replace ST+4 (Size Modifier, -10%) [36] with ST 4 [40]

The amitoka are a strain of hobgoblin, also known as snow goblins, that have acclimated themselves to arctic climates. A thick layer of fat keeps them warm and helps them resist poisons. These beasts are carnivorous and are always on the hunt, using their environment as camouflage. They will eat anything, including their own that die in combat. Amitok culture revolves completely around acquiring food. They collect no treasure, but sometimes pile up the items of their victims to attract more victims.

NILBOG [-15] (Fiend Folio)
Attributes: ST-5 [-50]; DX+1 [20].
Secondary Characteristics: SM -2; Basic Move -1 [-5].
Advantages: Infravision [10]; Regeneration (Fast) [50]; Silence 1 [5].

Disadvantages: Vulnerability (Healing Magic, x3; Takes 3x damage instead of being healed) [-45].

Nilbogs suffer from a specific spacetime continuum reversal syndrom known as Nilbogism. In the original source they heal when they are dealt damage, and get damaged when they are healed. Of course, this is very hard to transfer directly to GURPS, so I decided to make something different, but similar in concept.

3 comments:

  1. Coming back to this, I think that you should include the fact that Goblins hate daylight. Not sure if the later editions reflect that, but originally Goblins and Kobolds, but not Norkers, Hobgoblins, Bugbears, or Gnolls, hated daylight and took slight penalties to fighting rolls (and morale in some mass combat wargames) in such conditions. Bakemono weren't specifically listed one way or the other (and the statement that they were similar to Goblins in most ways might have implied a daylight hatred), but since they tend to lair above ground they maybe shouldn't be penalized for daylight.

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    1. Also, I think that Goblins should be larger than Kobolds. In the original design, they were roughly equivalent to Human mercenary troops in quality (1-1 HD, or 1-7 hit points, as compared to 1d6 hit dice for 1-6 hit points for Men, Bandits or the mercenary guards of Men, Merchant; that's an average of 3.625 hit points for the Goblins as opposed to 3.5 hit points for the mercenaries and bandits). Meanwhile, Kobolds have 1d4 hit points, counting as ½ HD. Also note that, in the original rules, all of these are subject to the Fighter's extra attacks against lesser foes, as all are less than 1 full (d8) hit die.

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    2. One more thing for comparison purposes: in the AD&D DMG, mercenaries are listed as having 4-7 hit points, or 1d4+3. This is roughly equivalent to a full (or even a d10) hit die, though it still counts as less than one full hit die because it can't generate 8 or more hit points. So, Goblins should be slightly less effective on average than human mercenary soldiers (3.625 hit points as opposed to 5.5 for the Humans), but potentially as capable as even the best of the non-officer sort.

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