Page 166 - D&D Bestiary
P. 166

GOBLINS

          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.
           Malicious 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.
           Worshipers 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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