Page 166 - Monster Manual [11th Print]
P. 166

G O B L I N S
             Goblins are small, black-hearted, selfish humanoids that
             lair in caves, abandoned mines, despoiled dungeons,
             and other dismal settings. Individually weak, goblins
             gather in large-sometimes overwhelming-numbers.
            They crave power and regularly abuse whatever
             authority they obtain.
              Goblinoids. Goblins belong to a family of creatures
             called goblinoids. Their larger cousins, hobgoblins and
            bugbears, like to bully goblins into submission. Goblins
            are lazy and undisciplined, making them poor servants,
            laborers, and guards.
              M a licious Glee. Motivated by greed and malice,
            goblins can't help but celebrate the few times they have
            the upper hand. They dance, caper with sheer joy when
            victory is theirs. Once their revels have ended, goblins
            delight in the torment of other creatures and embrace
            all manner of wickedness.
              Leaders and Followers.  Goblins are ruled by the
            strongest or smartest among them. A goblin boss might
            command a single lair, while a goblin king or queen
            (who is nothing more than a glorified goblin boss)
            rules hundreds of goblins, spread out among multiple
            lairs to ensure the tribe's survival. Goblin bosses are
            easily ousted, and many goblin tribes are taken over by
            hobgoblin warlords or bugbear chiefs.
              Challenging Lairs.  Goblins festoon their lairs with
            alarms designed to signal the arrival of intruders. Those
            lairs are also riddled with narrow tunnels and bolt-holes
            that human-sized creatures can't navigate, but which
            goblins can crawl through with ease, allowing them to
            flee or to circle around and surprise their enemies.
              Rat Keepers and Wolf Riders.  Goblins have an
            affinity for rats and wolves, raising them to serve as
            companions and mounts, respectively. Like rats, goblins
            shun sunlight and sleep underground during the day.
            Like wolves, they are pack hunters, made bolder by their
            numbers. When they hunt from the backs of wolves,
            goblins use hit-and-run attacks.
              W o rshipers ofMaglubiyet. Maglubiyet the Mighty
            One, the Lord of Depths and Darkness, is the greater
            god of goblinoids. Envisioned by most goblins as an
            eleven-foot-tall battle-scarred goblin with black skin and
            fire erupting from his eyes, he is worshiped not out of
            adoration but fear. Goblins believe that when they die in
            battle, their spirits join the ranks of Maglubiyet's army
            on the plane of Acheron. This is a "privilege" that most
            goblins dread, fearing the Mighty One's eternal tyranny
            even more than death.
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