TEXT: Game Master’s Toolbox
  Ultimate Bestiary: 
  Revenge of the Horde
  
  1
  Ultimate Bestiary: 
  Revenge of the Horde
  Game Master’s Toolbox
  5th Edition Compatible
  
  2
  2
  Credits
  Author: Ralph Stickley
  Lead Designers: Chris Haskins, Ralph Stickley
  Proofing: Lou Fryer, David Gibson, Emma Stickley
  Community Proofers: Gregory Aikema, Ryan Ammann, Jason 
  Autry, Matthew Bahls, Sally Beasley, Ellen Bertagnolli, Wayne 
  Canepa, Matthew Chinavicharana-Mole, Gary Dowell, Renee 
  Dunn, Jonathon Dyer, Jeremy Esch, Greg Estvander, Steve Fletcher, 
  Andrew Harshman, Matt MacGregor, Kyle Madruga, P. José 
  Oliveras, Larry Owens, Jitse Paping, Leigh Pierce, Tim Rose, Sean 
  Sapp, Brett Waldick, Thomas Woodall
  Art Director: Ralph Stickley
  Layout and Typesetting: Ralph Stickley
  Illustrators: Konrad Krogull, Takashi Tan
  Additional Contributors: Lou Fryer, David Gibson, Jack Harding
  Project Management: Chris Haskins
  Character Creation: Lou Fryer, Chris Haskins, Ralph Stickley
  Brand and Marketing: Chris Haskins
  Legal
  Nord Games Inc. is not affiliated with Wizards of the Coast™. We 
  make no claim to or challenge to any trademarks held by Wizards 
  of the Coast™.
  Nord Games, Inc., 2017, all rights reserved. Product Identity: The 
  following items are hereby identified as Nord Games Inc.’s Product 
  Identity, as defined in the Open Game License version 1.0a, Section 
  1(e), and are not Open Game Content: product and product 
  line names, logos and identifying marks including trade dress; 
  artifacts; creatures; characters; stories, storylines, plots, thematic 
  elements, dialogue, incidents, language, artwork, symbols, designs, 
  depictions, likenesses, formats, poses, concepts, themes and 
  graphic, photographic and other visual or audio representations; 
  names and descriptions of characters, spells, enchantments, 
  personalities, teams, personas, likenesses and special abilities; 
  places, locations, environments, creatures, equipment, magical or 
  supernatural abilities or effects, logos, symbols, or graphic designs; 
  and any other trademark or registered trademark clearly identified 
  as Product Identity. Previously released Open Game Content is 
  excluded from the above list.
  Nord Games accepts no responsibility for the grisly, and highly 
  educational, fates which may befall those who investigate strange 
  noises in the cellar, strike a deal with a goblin, assume the sewers 
  are a safe way to travel, drink anything they find on an orc, insult 
  an owl in the presence of an elder, challenge an ogre to a battle 
  of wits, offer to aid in a hobgoblin’s education, or those who say, 
  “What harm could they do? They’re tiny.” 
  
  3
  3
  Table of Contents
  Foreword  ...........................................................4
  Instructions .....................................................4
  Bugbears ...............................................................6
  Bugbear Warbands .......................................................9
  Bugbear Tribes ............................................................19
  Gnolls ..................................................................21
  Plains Gnolls ...............................................................22
  Plains Gnoll Warbands ..............................................24
  Gutter Gnolls ..............................................................32
  Gutter Gnoll Warbands .............................................33
  Rock Gnolls .................................................................40
  Rock Gnoll Warbands ................................................41
  Gnoll Clans..................................................................47
  Goblins ...............................................................49
  Forest Goblins .............................................................50
  Forest Goblin Warbands ............................................51
  Hill Goblins .................................................................58
  Hill Goblin Warbands ................................................59
  Cave Goblins ...............................................................70
  Cave Goblin Warbands ..............................................71
  Goblin Troops .............................................................78
  Hobgoblins ......................................................80
  Hobgoblin Warbands .................................................83
  Hobgoblin Tribes ........................................................94
  Kobolds ..............................................................96
  Warren Kobolds ..........................................................97
  Warren Kobold Warbands ........................................98
  Dragon Kobolds .......................................................105
  Dragon Kobold Warbands ......................................106
  Kobold Colonies .......................................................112
  Ogres ...................................................................114
  Ogre Warbands .........................................................116
  Okiti ................................................................... 124
  Okiti Warbands ........................................................126
  Okiti Colonies ...........................................................133
  Orcs .................................................................... 135
  Orc Warbands ...........................................................137
  Orc Tribes ..................................................................148
  Trolls ................................................................ 150
  Beasts of the Horde .................................160
  Tools of the Horde .................................. 168
  Playable Races ................................................ 171
  Lair Maps ...........................................................178
  Index .................................................................. 188
  
  4
  Foreword
  I was 19 when I encountered my first group of goblins. The party 
  entered the barrow and there they were, milling about, doing that 
  goblin thing of waiting around in a perfectly square chamber for 
  adventurers to kill them and make off with their treasure. When I 
  run a game, thought I, things will be different; my monsters will ooze 
  character, they will have lives and agendas of their own, each one 
  will be different! 
  Sure enough, my time came, and the party faced... a handful of 
  orcs, milling about in a perfectly square chamber, waiting for 
  adventurers to kill them and make off with their treasure. Later on, 
  our warlord did purchase a goblin from an antiques dealer, only 
  to sell him on to another half a world away, but that’s a story for 
  another day. 
  My DMing skills improved over time, but it remains true that it 
  can be difficult to inject monsters with personality more than a 
  sack of hit points when one has so many other balls in the air; 
  the world’s history, the characters’ motivations, the over-arching 
  schemes, trying desperately to steer the party, like a herd of cats, 
  towards the interesting bits. Such is our burden.
  So then, this book was conceptualized as a resource to give some 
  of the most commonly encountered monsters a bit more pizazz, 
  making it easier to answer the question of what the goblins were 
  doing before the party arrived, how they might have affected the 
  environment, and why they might interact with the characters a 
  certain way. 
  At the same time, we also wanted to increase the variety of these 
  monsters, to keep things fresh and interesting for those players 
  who might have all of an orc’s hit points, defenses, and attacks 
  memorized by now, and to bump up the challenge a little if you 
  wanted to keep those traditionally low-level monsters around for 
  just a bit longer. To that end, you’ll find over 100 new monsters 
  within these pages, each of which I’m sure is dying for the chance 
  to meet your party. 
  The goblin was called Dogberry, by the way. Not my decision...
  -Ralph Stickley
  January 2017
  Instructions
  As with all of The Game Master’s Toolbox, this book is here to 
  make your job a little easier, so you can focus on creating awesome 
  adventures for your players, and not have to devote time, for 
  example, on working out the finer points of bugbear culture. 
  The main body of the book is split up into the main monstrous 
  races (some with subraces), each of which has a rundown of its 
  cultural details, and a wealth of stat blocks running the gamut from 
  the lowliest kobold to the mighty hill troll. 
  At the back of the book, you’ll find additional stat blocks for beasts 
  associated with one or more of the monster types, some monster-
  crafted items we’re sure your players can devise some fiendish use 
  for, rules for playing as monsters, and maps to use in encounters 
  with these creatures.
  As well as all that, there’s a few little time-savers for running the 
  game itself, with loot drop and encounter tables to give a bit of 
  variety at a moment’s notice, and lair and trinket tables to add 
  some flavor to your adventures with minimal prep.
  Acknowledgements
  We’d like to say a massive thank you to all of our Kickstarter 
  backers. Without you veritable horde of gamers, we wouldn’t be 
  able to do what we do. We hope you have as much fun using this 
  book as we did making it!
  
  5
  A Preface
  The world belongs to the monsters. We simply live in it. 
  Cities and towns dot the world, tiny points of light, guttering candles, 
  fading fires against the blackness of the wilderness. The masses huddle 
  around these meagre comforts while in the vast darkness, multitudes stir. 
  The monstrous races of the world far outnumber those who dwell in the 
  light of civilization, yet we are not overwhelmed. Equally, these races are 
  physically superior; the stealth of the bugbear, the strength of the orc, 
  and the savagery of the gnoll far exceed our own. How then are we, the 
  civilized people, to win this war? For make no mistake, it is war fought 
  on a thousand fronts.
  I have endeavored, over the course of my research, to compile the notes, 
  treatises, and firsthand accounts of reliable sources on the most commonly 
  encountered of the monstrous races, combining them with my own 
  conclusions and summaries, and presenting them in what I hope to be an 
  instructive manner.
  It is said by the wise that knowledge is the greatest weapon, and to that 
  end I hope this humble tome provides an armory.
  
  6
  Chapter 1: Bugbears
  Bugbears
  There are no stars outside the window and the moon hides its face 
  behind cloud. Someone coughs in the street, or was it the sound of 
  a window unlatching? A floorboard creaks, or else a fox yowls. The 
  night noises carry on in their own quiet way and, without ceremony 
  or sound, it appears in the doorway on padded feet. It rolls its 
  shoulders, disturbing the myriad bones and charms woven into its 
  matted ropes of hair. The lamplight reflects off a vicious, curved 
  blade it clutches in a hairy hand, drawn from its belt with a whisper 
  of leather. Its blocky lump of a head tilts as its bat-like ears take in 
  the noises, now made cacophonous by its silence. This is a bugbear.
  Slightly on the large side for humanoids, and enormous for 
  goblins, bugbears are well muscled, hairy, and surprisingly light on 
  their feet. 
  Around the same height as a man, but typically broader, bugbears 
  are covered in a pelt of shaggy hair ranging from black to reddish-
  blonde, save for the palms of their hands, flats of their feet, and the 
  very fronts of their square, brutish faces. In some Northern tribes, 
  this hair is replaced in winter with a white coat. Their hands and 
  feet are covered in a soft pad, making their tread almost silent. 
  Males and females are nearly identical, and what few differences 
  they do have are hidden to others under their hair. 
  Bugbears are primarily carnivorous, but can scrape by on vegetable 
  matter in lean times. Their stealth and ambush tactics make them 
  excellent hunters and they specialize in taking down large game. 
  Trolls are a particular delicacy, as bugbears believe that eating their 
  flesh will grant them some measure of their regenerative power. 
  Clothing and armor is simple; their layer of fur means they have 
  little need for clothing to keep warm, and when a bugbear meets 
  an enemy in battle it is usually convinced it will triumph regardless 
  of the odds, so armor is of limited importance. One adornment 
  they will not hold back on is the variety of trinkets, talismans, and 
  amulets they will weave into their hair for additional protection 
  and good luck. Warriors may also sport a severed head or two 
  hanging from their belt on their way back from battle. 
  As the largest of the goblin races, bugbears dominate their smaller 
  kin individually, though hobgoblin discipline and goblin numbers 
  can turn the odds against them. Lone bugbears sometimes take 
  control of a goblin troop, a task made easy by their cunning and 
  brute strength. They do not fare so well against hobgoblins, who 
  pose a more even match and bugbears view them with a grudging 
  respect. On occasions when the two races do work together, 
  most commonly with the bugbears working as a mercenary 
  scouting force under the hobgoblins, the bugbears often resent 
  the hobgoblins’ superior attitude and seek to undermine their 
  authority. In extreme cases, they will break their alliance with a few 
  assassinations and disappear into the night. 
  
  7
  Chapter 1: Bugbears
  Culture
  Bugbears are ruled by 
  ritual and superstition. 
  They see auguries in all 
  things, and will refuse 
  action unless the signs 
  are right. 
  When a bugbear is 
  born, they are ascribed 
  a totem animal by the 
  tribe’s elders, perhaps 
  an eagle was seen flying 
  over the birthing tent, 
  or the hunt had just 
  returned with a boar. 
  The individual aspires 
  to the attributes of their 
  totem - the strength of 
  the bear, the swiftness 
  of the deer, the ferocity of 
  the badger - and is forbidden 
  from killing the creature. The one 
  notable exception to this is when 
  a bugbear dedicates their life to a 
  cause, such as vengeance, retribution, or war. Here, they will make 
  a declaration of their intent, and a sacrifice of their totem animal, 
  symbolizing their death and rebirth as an instrument of the cause. 
  One creature revered by all is the owl, as the embodiment of the 
  silent hunter. Any who kill an owl may, indeed must, be killed 
  without repercussion. 
  A bugbear will carve small amulets of stone or wood representing 
  its totem, along with other animals and more abstract designs. 
  These it will weave into its longer strands of hair, along with 
  mementos of significant hunts and trophies from worthy foes. It is 
  believed that these will curry favor with whatever spirits determine 
  fate and will protect them from harm and misfortune. Taking 
  another’s totem is a grave insult, made worse if the thief goes on 
  to wear it openly, but being given another’s is the sign of a lifelong, 
  unbreakable bond and often goes hand in hand with swearing 
  oaths in blood. 
  Bugbears also place great importance on collecting the heads of 
  enemies they have slain. Some believe that the spirits of the dead 
  remain in the heads, and will become the bugbear’s slaves in the 
  afterlife, others simply enjoy the respect and fear their collections 
  inspire. Regardless of the intent, the sight of a bugbear warrior’s 
  hut with dozens of smoke-dried heads (each of which he will 
  proudly tell you the story behind) nailed to the walls is enough to 
  make an impression. Bugbears will engage in night raids against 
  rival tribes and other monstrous races to add to their collections, 
  and gain extra esteem if they can sneak in and return with a head 
  without raising an alarm. 
  As well as their predisposition for ambushes and raids rather than 
  battle, bugbears’ reliance on signs makes it rare for them to actually 
  make war or engage in any sustained conflict; an ill-omened flight 
  of birds or prophetic dream could easily put a halt on a military 
  campaign. Despite this, those removed from traditional bugbear 
  culture are commonly found as mercenaries in the civilized world, 
  and often ply their trade as assassins. 
  Environment
  Bugbears are most at home in forested areas or rocky grasslands, 
  places they can easily find cover to aid a stealthy approach. 
  Fairly advanced by the standards of monstrous races, bugbears 
  construct simple dwellings from wood or stones and mud, 
  covering the exteriors with natural materials so an unobservant 
  traveler might mistake them for a feature of the landscape. 
  Bugbears, as a rule uncomfortable in the gaze of others, prefer the 
  option of privacy these dwellings give them, but won’t snub the 
  option of bedding down in a cave if needs be. 
  With natural stealth and cunning, bugbears are able to make a 
  living as parasites on other, more advanced races. Sometimes, 
  the tribe lives within a settlement itself, secreting themselves in 
  catacombs, cellars, and back alleys. Smaller settlements, where it 
  would be more difficult for the bugbears to pass unnoticed, might 
  have a hidden tribe of the creatures at the town limits without their 
  knowing. While some tribes adapt to a more ‘civilized’ way of life, 
  keeping their thefts to food and supplies, others, particularly those 
  inhabiting the so-called ‘shadow towns’ on the outskirts, keep to 
  their old, savage ways. It is not uncommon for these tribes to treat 
  a settlement as nothing more than another forest, and the people 
  within as game. Their habit of stealing folk away in the dead of 
  night for food, sacrifice, or slavery has given them a dark, almost 
  mythical, reputation.
  
  8
  Chapter 1: Bugbears
  Roleplaying Bugbears
  Bugbears often play the role of the dumb, hulking brute, but they 
  usually take in far more than they let on; there is a shrewd cunning 
  to their interactions with other races that can take the unwary 
  by surprise, and they enjoy the power that fooling others in this 
  way gives them. Where such subterfuge is not an option, such as 
  when dealing with those well-versed in bugbear ways, their simple 
  physical power is enough to keep them feeling superior, though in 
  a less satisfying manner.
  They like to keep to their own company and enjoy peace and 
  quiet. It is rare to see them sharing a joke or a song outside of rare 
  feast or festival days (and most will take a few days of grumpy 
  silence afterwards to recover). Bugbears instinctively and fiercely 
  dislike individual attention; to make eye contact while talking is 
  considered rude at best, and a direct, aggressive challenge at worst. 
  Language and Common Names
  The bugbear dialect of Goblin is a softer one, with less clipped 
  vowels and harsh consonants. It is viewed by other Goblin speakers 
  as lazy and languid, and it is common for other goblinoids to use 
  its words and phrases to denote a stupid individual, though they 
  would never do so in the presence of a bugbear. 
  Bugbear names favor long, rolling vowels, easy to whisper, but 
  equally easy to draw out into secretive cries resembling the calls 
  of animals, allowing them to communicate over great distances 
  without alerting nearby prey. 
  Bugbear Names: Aakaar, Bruukzag, Eefka, Hruduun, Hugut, 
  Kaskaar, Kuuzga, Razag, Ruuzug, Taakra, Tuuzgo, Uukar, Yaarka
  Combat Tactics
  Bugbears have no fear of open combat, but see it as senseless if 
  there is opportunity to take their enemy by surprise, making full 
  use of their natural stealth to attack from ambush whenever they 
  can. If possible, they will return to cover after their initial attack, 
  drawing out combat into a series of hit-and-run strikes. If forced 
  into prolonged combat, bugbears fight individually with an animal 
  fury, trusting fate to keep them safe.
  Their sense of camaraderie is somewhat lacking and, if their losses 
  begin to mount up, it is every bugbear for itself. Their tendency 
  to scatter to the four winds when defeated in battle means it is 
  relatively easy to halt bugbear attacks for a short while as they 
  regroup, but also makes it very difficult to permanently stop 
  them; a group of bugbears is hard enough to find when they stick 
  together, let alone when they separate. 
  
  9
  Chapter 1: Bugbears
  Bugbear Warbands
  Use these tables to generate a bugbear encounter quickly and easily, 
  either by rolling a d8 or selecting an appropriate challenge rating.
  CR 1–4
  d8
  CR
  Group Members
  1
  1
  2 bugbear archers
  2
  1
  4 worg pups, 1 bugbear archer
  3
  2
  2 worg runts, 1 bugbear archer
  4
  2
  2 bugbear archers, 1 bugbear cutthroat
  5
  3
  1 bugbear cutthroat, 1 bugbear brute
  6
  3
  2 bugbear archers, 1 bugbear hunter
  7
  4
  2 bugbear archers, 1 bugbear cutthroat, 1 
  bugbear brute
  8
  4
  1 bugbear brute, 1 bugbear hunter
  CR 5–8
  d8
  CR
  Group Members
  1
  5
  1 bugbear cutthroat, 1 bugbear brute, 1 
  bugbear hunter
  2
  5
  4 worg runts, 3 bugbear archers, 1 
  bugbear ambusher
  3
  6
  2 bugbear cutthroats, 2 bugbear brutes
  4
  6
  2 bugbear cutthroats, 2 bugbear hunters
  5
  7
  8 worg pups, 4 worg runts, 4 bugbear archers,  
  2 bugbear brutes
  6
  7
  2 bugbear cutthroats, 1 bugbear hunter, 1 
  bugbear ambusher
  7
  8
  2 bugbear brutes, 1 bugbear warrior
  8
  8
  8 worg pups, 6 bugbear runts, 5 bugbear archers,  
  1 worg mother, 1 bugbear elder
  CR 9–12
  d8
  CR
  Group Members
  1
  9
  1 bugbear archer, 1 bugbear shaman
  2
  9
  2 bugbear archers, 2 bugbear hunters, 1 
  bugbear elder
  3
  10
  1 bugbear elder, 1 bugbear shaman
  4
  10
  5 bugbear brutes
  5
  11
  4 worg pups, 4 bugbear archers, 2 worg mothers,  
  4 bugbear hunters
  6
  11
  2 bugbear archers, 2 bugbear brutes, 1 
  bugbear headman
  7
  12
  1 bugbear brute, 1 bugbear warrior, 1 
  bugbear headman
  8
  12
  4 bugbear archers, 2 bugbear hunters, 1 
  bugbear shaman
  CR 13–16
  d8
  CR
  Group Members
  1
  13
  6 bugbear archers, 4 bugbear cutthroats, 2 
  bugbear ambushers
  2
  13
  2 bugbear archers, 1 bugbear elder, 2 
  bugbear warriors
  3
  14
  8 worg pups, 3 bugbear archers, 3 
  bugbear warriors
  4
  14
  6 bugbear brutes, 1 bugbear hunter
  5
  15
  3 bugbear cutthroats, 4 bugbear ambushers
  6
  15
  2 bugbear archers, 2 bugbear warriors, 1 
  bugbear shaman
  7
  16
  5 bugbear brutes, 1 bugbear headman
  8
  16
  4 bugbear brutes, 2 bugbear warriors
  CR 17–20
  d8
  CR
  Group Members
  1
  17
  8 worg pups, 4 worg runts, 7 bugbear archers,  
  2 worg mothers, 1 bugbear elder, 2 
  bugbear warriors
  2
  17
  2 bugbear archers, 6 bugbear brutes, 1 
  bugbear warrior
  3
  18
  2 bugbear ambushers, 3 bugbear warriors
  4
  18
  1 bugbear elder, 2 bugbear warriors, 1 
  bugbear headman
  5
  19
  6 bugbear archers, 1 bugbear warrior, 2 
  bugbear shamans
  6
  19
  3 bugbear cutthroats, 2 bugbear hunters, 4 
  bugbear ambushers
  7
  20
  4 bugbear archers, 3 bugbear warriors, 1 
  bugbear headman
  8
  20
  4 bugbear brutes, 2 bugbear shamans
  
  10
  Chapter 1: Bugbears
  Bugbear Archer
  Medium humanoid (goblinoid), chaotic evil
  Armor Class 14 (leather armor)
  Hit Points 22 (5d8)
  Speed 30 ft.
  STR
  10 (+0)
  DEX
  16 (+3)
  CON
  10 (+0)
  INT
  12 (+1)
  WIS
  14 (+2)
  CHA
  12 (+1)
  Skills Perception +4, Stealth +7, Survival +4
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Goblin
  Challenge 1/2 (100 XP)
  Padded Feet. The bugbear archer has advantage on Dexterity 
  (Stealth) checks to move silently.
  Precise Aim. If the bugbear archer does not move during its 
  turn, it adds 1d4 to its attack roll with its longbow.
  Actions
  Longbow. Range Weapon Attack: +5 to hit, range 150/600, one 
  target. Hit: 7 (1d8 +3) piercing damage.
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
  Weapons, Armor & Items
  2 daggers, longbow, quiver with 20 arrows, leather armor, and 
  roll a d12:
  d12
  Item(s)
  1–6
  1d4 days' dried meat rations
  7–9
  A trinket (p. 19)
  10–11
  A tattered leather coin purse containing 14 (4d6) cp
  12
  A quiver containing 2 (1d4) +1 arrows
  Bugbears usually prefer close combat, but are intelligent enough to 
  see the value of archers, especially to provide support while facing 
  particularly tough foes.
  
  11
  Chapter 1: Bugbears
  Bugbear Cutthroat
  Medium humanoid (goblinoid), chaotic evil
  Armor Class 14 (studded leather)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
  STR
  14 (+2)
  DEX
  15 (+2)
  CON
  12 (+1)
  INT
  13 (+1)
  WIS
  16 (+3)
  CHA
  10 (+0)
  Skills Perception +5, Stealth +6, Survival +5
  Senses darkvision 60 ft., passive Perception 15
  Languages Common, Goblin
  Challenge 1 (200 XP)
  Padded Feet. The bugbear cutthroat has advantage on Dexterity 
  (Stealth) checks to move silently.
  Surprise Attack. If the bugbear cutthroat surprises a creature 
  and hits it with an attack during the first round of combat, the 
  target takes an extra 7 (2d6) damage from the attack.
  Actions
  Multiattack. The bugbear cutthroat makes two attacks.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) slashing damage.
  Weapons, Armor & Items
  Shortsword, studded leather armor, and roll a d12:
  d12
  Item(s)
  1–6
  1d4 days' dried meat rations
  7–9
  A trinket (p. 19)
  10–11
  A tattered leather coin purse containing 17 (5d6) cp, 
  and 3 (1d6) sp
  12
  A bottle of goblin liquor (p. 170)
  Bugbears who find themselves in civilized society often find a 
  niche for themselves as affordable assassins. These cutthroats are 
  typically able to afford better quality gear after a job or two, and 
  most quickly discard their tribal garb.
  “Tell a tale enough times and the details are sure to 
  change. Somewhere in the thousands of years of telling 
  children not to wander past sundown, or play with fire, 
  or suck their thumbs, folk took to threatening them with 
  bugaboos, or boogiemen, and forgot altogether that the 
  original terror of the night was the, sadly very real, 
  bugbear.”
  -Ansel Greer, linguist
  
  12
  Chapter 1: Bugbears
  Bugbear Brute
  Medium humanoid (goblinoid), chaotic evil
  Armor Class 15 (leather armor, shield)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
  STR
  16 (+3)
  DEX
  14 (+2)
  CON
  14 (+2)
  INT
  8 (−1)
  WIS
  10 (+0)
  CHA
  12 (+1)
  Skills Intimidation +3, Stealth +4, Survival +2
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Goblin
  Challenge 2 (450 XP)
  Padded Feet. The bugbear brute has advantage on Dexterity 
  (Stealth) checks to move silently.
  Brute. A melee weapon deals one extra die of its damage when 
  the bugbear brute hits with it (included in the attack).
  Actions
  Spiked Club. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 8 (2d4 + 3) bludgeoning damage plus 2 (1d4) 
  piercing damage.
  Weapons, Armor & Items
  Spiked club, leather armor, shield, and roll a d12:
  d12
  Item(s)
  1–6
  1d4 days’ dried meat rations
  7–9
  A trinket (p. 19)
  10–11
  A tattered leather coin purse containing 21 (6d6) cp, 
  and 7 (2d6) sp
  12
  A bottle of goblin liquor (p. 170)
  Brutes specialize in taking on other humanoids; in essence, they 
  are a tribe’s ‘standing army’, taking part in raids against rivals and 
  acting as a defense should any invaders reach the tribe’s home.
  
  13
  Chapter 1: Bugbears
  Bugbear Hunter
  Medium humanoid (goblinoid), chaotic evil
  Armor Class 16 (studded leather)
  Hit Points 38 (7d8 + 7)
  Speed 30 ft.
  STR
  14 (+2)
  DEX
  18 (+4)
  CON
  12 (+1)
  INT
  14 (+2)
  WIS
  17 (+3)
  CHA
  10 (+0)
  Skills Perception +5, Stealth +8, Survival +5
  Senses darkvision 60 ft., passive Perception 15
  Languages Common, Goblin
  Challenge 2 (450 XP)
  Padded Feet. The bugbear hunter has advantage on Dexterity 
  (Stealth) checks to move silently.
  Surprise Attack. If the bugbear hunter surprises a creature and 
  hits it with an attack during the first round of combat, the target 
  takes an extra 3 (1d6) damage from the attack.
  Actions
  Multiattack. The bugbear hunter makes two attacks.
  Roped Harpoon. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., on target. Hit: 7 (1d6 + 4) piercing 
  damage. If thrown, the target becomes grappled. As an action, 
  the target can attempt to remove the harpoon with a DC 13 
  Strength (Athletics) check, taking 1d6 damage per attempt. 
  Alternatively, the target can grasp the harpoon rope and make an 
  opposing Strength (Athletics) check with disadvantage against 
  the bugbear hunter to pull the rope from its hands.
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage.
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
  Weapons, Armor & Items
  2 daggers, bugbear harpoon (p. 168), shortsword, studded leather 
  armor, and roll a d12:
  d12
  Item(s)
  1–6
  1d4 days’ dried meat rations
  7–9
  A trinket (p. 19)
  10–11
  A tattered leather coin purse containing 21 (6d6) cp, 
  and 7 (2d6) sp
  12
  A vial of sleeping sap (p.170).
  Hunters specialize in large, dangerous game, with some sufficiently 
  skilled to take down trolls as part of a small team using barbed and 
  tethered harpoons.
  On the third day of tracking, the quarry was spotted 
  in a marshy clearing; a near full-grown swamp troll. 
  Bruska, whose pious nature I hope I have by now made 
  clear, gripped tightly in a hairy paw a talisman woven 
  into her beard and gave a signal to her companions, who 
  momentarily melted into the brush. With stones and 
  shouts, Bruska drew the troll’s ire, whereupon it charged, 
  unwittingly, to its doom. No sooner had it passed beneath 
  the trees than it was pierced by the harpoons of the 
  secreted hunting party. The acid smeared points elicited 
  roars of protestation from the troll as the hunters, in a 
  deadly tug-o’-war, heaved at their ropes to secure their 
  prize. Strong as they were, it took the five of them close 
  to an hour to restrain the troll, and then the bloody 
  work began.
  - Derrek Marney, Amongst the Hairy Folk 
  
  14
  Chapter 1: Bugbears
  Bugbear Ambusher
  Medium humanoid (goblinoid), chaotic evil
  Armor Class 15 (studded leather)
  Hit Points 55 (10d8 + 10)
  Speed 30 ft.
  STR
  16 (+3)
  DEX
  17 (+3)
  CON
  12 (+1)
  INT
  15 (+2)
  WIS
  18 (+4)
  CHA
  10 (+0)
  Skills Perception +6, Stealth +7, Survival +6
  Senses darkvision 60 ft., passive Perception 16
  Languages Common, Goblin
  Challenge 3 (700 XP)
  Padded Feet. The bugbear ambusher has advantage on Dexterity 
  (Stealth) checks to move silently.
  Surprise Attack. If the bugbear ambusher surprises a creature 
  and hits it with an attack during the first round of combat, the 
  target takes an extra 7 (2d6) damage from the attack.
  Actions
  Multiattack. The bugbear ambusher makes three attacks.
  Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., or 
  range 20/60 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
  Hand Axe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
  “That was the thing about 
  Kruuga; half the time he was an 
  unstoppable killing machine, half 
  the time he wouldn’t get out of 
  bed, and I wasn’t exactly eager to 
  rouse him.”
  -Osrig, former mercenary
  Weapons, Armor & Items
  3 spears, 3 hand axes, studded leather armor, and roll a d12:
  d12
  Item(s)
  1–6
  1d4 days’ dried meat rations
  7–9
  A trinket (p. 19)
  10–11
  A tattered leather coin purse containing 24 (7d6) cp, 
  and 10 (3d6) sp
  12
  A waterskin containing trollsblood (p. 170)
  Ambushers are equally well equipped for bursting from hiding 
  to bring down small to mid-sized game as they are for taking 
  on intruders with a variety of throwing weapons, and adaptable 
  enough to be just as deadly in close quarters.
  
  15
  Chapter 1: Bugbears
  Bugbear Elder
  Medium humanoid (goblinoid), chaotic evil
  Armor Class 11
  Hit Points 45 (13d8 − 13)
  Speed 30 ft.
  STR
  10 (+0)
  DEX
  12 (+1)
  CON
  8 (−1)
  INT
  16 (+3)
  WIS
  18 (+4)
  CHA
  18 (+4)
  Skills History +5, Medicine +6, Religion +5, Stealth +5
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Goblin
  Challenge 4 (1,100 XP)
  Padded Feet. The bugbear elder has advantage on Dexterity 
  (Stealth) checks to move silently.
  Spellcasting. The bugbear elder is a 13th level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 14, +6 to hit with 
  spell attacks). It has the following cleric spells prepared:
  Cantrips (at will): mending, sacred flame, spare the dying 
  1st level (4 slots): cure wounds, healing word
  2nd level (3 slots): prayer of healing
  3rd level (3 slots): animate dead, mass healing word
  4th level (3 slots): death ward
  5th level (2 slots): mass cure wounds
  6th level (1 slot): heal
  7th level (1 slot): regenerate
  Actions
  Sickle. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 3 (1d4 + 1) slashing damage.
  He took a long look at the steaming liver on the 
  slab in front of him, poking and prodding and 
  sniffing. Finally, he looked up at me. 
  “Bad things in your future,” he said. 
  I looked at all the hairy faces pressed in 
  around me. 
  “I gathered that,” I said.
  - Derrek Marney, Amongst the 
  Hairy Folk
  Weapons, Armor & Items
  Sickle, and roll a d12:
  d12
  Item(s)
  1–6
  1d4 days’ dried meat rations
  7–9
  A trinket (p. 19)
  10–11
  A tattered leather coin purse containing 28 (8d6) cp, 
  and 14 (4d6) sp
  12
  A holy symbol crafted from wood and feathers
  While the headman makes the day-to-day decisions and rules the 
  tribe’s affairs in the physical realm, the tribe’s elders dictate the 
  long term and the spiritual. Only a foolish headman ignores the 
  words of the elders, and it is not unknown for the tribe to rise up 
  against one who does so.
  
  16
  Chapter 1: Bugbears
  Bugbear Warrior
  Medium humanoid (goblinoid), chaotic evil
  Armor Class 14 (hide armor)
  Hit Points 90 (12d8 + 36)
  Speed 30 ft.
  STR
  18 (+4)
  DEX
  14 (+2)
  CON
  16 (+3)
  INT
  9 (−1)
  WIS
  10 (+0)
  CHA
  14 (+2)
  Skills Intimidation +4, Stealth +4, Survival +2
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Goblin
  Challenge 4 (1,100 XP)
  Padded Feet. The bugbear warrior has advantage on Dexterity 
  (Stealth) checks to move silently.
  Brute. A melee weapon deals one extra die of its damage when 
  the bugbear warrior hits with it (included in the attack).
  Actions
  Spiked Greatclub. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 5 (2d4) 
  piercing damage.
  Weapons, Armor & Items
  Spiked greatclub, hide armor, and roll a d12:
  d12
  Item(s)
  1–6
  1d4 days’ dried meat rations
  7–9
  A trinket (p. 19)
  10–11
  A tattered leather coin purse containing 28 (8d6) cp, 
  and 14 (4d6) sp
  12
  A waterskin containing trollsblood (p. 170)
  Warriors are the tribe’s elite, the headman’s inner-circle, and are 
  often bound together by blood ritual. In battle, warriors fight 
  ferociously and show no mercy, as their invariably large collections 
  of heads attest.
  In the long before, there was a young bugbear 
  who thought himself the wisest, quickest, and 
  quietest hunter in the forest. He spurned his 
  totem, saying for all to hear that he was 
  superior to all birds and beasts; even the great 
  grey owl. In his arrogance, he said he would 
  kill the next owl he saw. 
  That very night, he saw the great grey owl 
  and shot at him with his bow. The owl had 
  heard him, of course, and took flight. With 
  the wind of his silent wings, he transformed 
  the bugbear. Now, instead of wise, he was 
  ignorant. Instead of quick, he was lumbering. 
  Instead of quiet, he crashed and roared in 
  the night. 
  Now, those of the wolf outsmart him, those of 
  the deer outrun him, and those of the cat he 
  does not see at all. 
  -The first bear, bugbear myth transcribed by 
  Allara Marney 
  
  17
  Chapter 1: Bugbears
  Bugbear Headman
  Medium humanoid (goblinoid), chaotic evil
  Armor Class 17 (chain shirt, shield)
  Hit Points 153 (18d8 + 72)
  Speed 30 ft.
  STR
  20 (+5)
  DEX
  16 (+3)
  CON
  18 (+4)
  INT
  10 (+0)
  WIS
  10 (+0)
  CHA
  16 (+3)
  Skills Intimidation +6, Stealth +9, Survival +3
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Goblin
  Challenge 6 (2,300 XP)
  Padded Feet. The bugbear headman has advantage on Dexterity 
  (Stealth) checks to move silently.
  Brute. A melee weapon deals one extra die of its damage when 
  the bugbear headman hits with it (included in the attack).
  Actions
  Blade Club. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 16 (2d10 + 5) slashing damage.
  Weapons, Armor & Items
  Blade club, chain shirt, shield, and roll a d12:
  d12
  Item(s)
  1–6
  1d4 days’ dried meat rations
  7–9
  A trinket (p. 19)
  10–11
  A tattered leather coin purse containing 21 (6d6) sp, 
  and 7 (2d6) gp
  12
  A sack containing 2 (1d4) bottles of goblin liquor  
  (p. 170)
  While still rather brutish, the rule of a bugbear headman is far 
  more pleasant than that of a common goblin chief. So long as they 
  provide their underlings with food and treasures, they remain 
  reasonably secure, though coups are not unheard of. 
  “Do you know how long it takes 
  to take an orc’s head off with 
  a knife? Too bloody long after 
  every fight, that’s how long. 
  I’m not working with the hairy 
  buggers again. Why can’t they 
  just take ears like normal folk?”
  -Mal Addik, Jackdaws gang 
  member
  
  18
  Chapter 1: Bugbears
  Bugbear Shaman
  Medium humanoid (goblinoid), chaotic evil
  Armor Class 11
  Hit Points 45 (10d8)
  Speed 30 ft.
  STR
  10 (+0)
  DEX
  12 (+1)
  CON
  10 (+0)
  INT
  15 (+2)
  WIS
  18 (+4)
  CHA
  16 (+3)
  Skills Animal Handling +7, Medicine +7, Nature +5, Religion +5, 
  Survival +7
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Goblin
  Challenge 6 (2,300 XP)
  Padded Feet. The bugbear shaman has advantage on Dexterity 
  (Stealth) checks to move silently.
  Spellcasting. The bugbear shaman is a 10th level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 15, +7 to hit with 
  spell attacks). It has the following druid spells prepared:
  Cantrips (at will): mage hand, mending, shocking grasp, 
  thorn whip
  1st level (4 slots): guiding bolt, inflict wounds, thunderwave
  2nd level (3 slots): hold person, spike growth, spiritual weapon
  3rd level (3 slots): call lightning, spirit guardians
  4th level (3 slots): conjure minor elementals
  5th level (2 slots): conjure elemental, insect plague
  Actions
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
  Poison Vial. Ranged Weapon Attack: +4 to hit, reach 50/100 
  ft., 20 ft. sphere. Each creature in a 20 ft. sphere centered on 
  the landing point of the vial must make a DC 18 Constitution 
  saving throw, taking 9 (2d8) poison damage on a failed save, 
  or half as much damage on a successful one. The poison cloud 
  spreads around corners, and lasts for up to one minute or until 
  a wind of moderate or greater speed (at least 10 miles per hour) 
  disperses it.
  Weapons, Armor & Items
  Dagger, 3 poison vials, and roll a d12:
  d12
  Item(s)
  1–6
  1d4 days’ dried meat rations
  7–9
  A trinket (p. 19)
  10–11
  A tattered leather coin purse containing 21 (6d6) sp, 
  and 7 (2d6) gp
  12
  A sack containing 6 (1d4 + 4) bottles of goblin 
  liquor (p. 170)
  Shamans provide healing rituals and blessings, as well as guidance 
  on affairs deemed too unimportant to bother elders with. Some 
  have access to more direct, offensive forms of magic.
  It is common practice amongst their seers to open a 
  ‘third eye’, that is, one which can glimpse the future. 
  After years of apprenticeship under a senior shaman 
  (for more details, see Derrek Marney’s Amongst the 
  Hairy Folk: Being a Retelling of My Time with the 
  Bugbear Tribes and an Account of Their Customs), 
  the seer-in-training undergoes a ritual procedure 
  during which a portion of the scalp is peeled back, and 
  a hole is drilled into the skull. That this is performed 
  with flint tools and with nothing to dull the pain says 
  much of the misplaced importance bugbears give to 
  their auguries.
  -Fintharael Ellanwe, Myths of the 
  Savage Races 
  
  19
  Chapter 1: Bugbears
  Bugbear Trinkets 
  The following items might be carried by a bugbear:
  d10
  Trinket
  1
  A bone figurine of a totem animal (cat, boar, deer, wolf etc.), worn smooth from handling
  2
  A stone arrowhead carved with notches
  3
  A pristine owl feather 
  4
  A small bowl of pasty ochre paint
  5
  A short string of beads; mostly wood, but every third is polished bone inscribed with a rune
  6
  A shrunken head with gemstones stitched in the eye sockets
  7
  A cured gnoll stomach containing an acidic mash 
  8
  A wreath of feathers and dried herbs bound together with tightly woven leather strips
  9
  A cracked clay bowl stained with dried blood
  10
  A troll’s claw, which is still slowly growing
  Bugbear Lair Details 
  An area controlled by bugbears might display the following:
  d10
  Lair Detail 
  1
  A cluster of smoke-dried heads of slain warriors hangs from a hook
  2
  An enormous owl has been carefully, if crudely, painted on the wall
  3
  Detailed, sprawling patterns have been scratched into the dirt, centered on a black slate slab
  4
  A ring is worn into the dirt around a fire pit, dotted with flecks of old, dried blood
  5
  A smashed clay bowl has strewn its contents near the door of a canvas tent
  6
  Strings of beads, scraps of cloth, and bone charms hang from prominent objects to mark territory borders
  7
  A nightmarish carving looms over a sleeping mat to scare away bad dreams
  8
  A cleared area with sturdy restraints anchored deep in the ground, stained with a large amount of old troll blood
  9
  A lightweight, camouflaged wooden hut, used by bugbears observing prey
  10
  A worn, flat stone with a clear view of the sky directly above
  Bugbear Tribes
  Helweer
  Most bugbears prize troll meat highly, eating it whenever they have 
  the opportunity in ceremonies which can last days or weeks. Along 
  with the practical benefits of tough hide and plentiful meat, their 
  flesh is thought to contain the very essence of their regenerative 
  power, which can be transferred to those who eat it, and fortunes 
  told from their organs can be repeated if the organs are allowed to 
  regrow, giving such readings additional weight. However, with the 
  risks involved in taking down a troll, even for experienced hunters, 
  few actively seek them out as quarry on a regular basis. The 
  Helweer (‘Hunters’) are something of an exception, and their home 
  range – a vast forest with plentiful wetlands, bordered by snow-
  capped mountains and rocky hills – attracts a good population of a 
  variety of trolls. 
  The secret to their success is a paste created from a rare acidic 
  mineral known as hengelin (‘trollsbane’) the only known location 
  of which is a deposit in the center of their camp, mixed in the 
  cured stomach of a gnoll (whose gastric juices enable them to 
  digest bone). This alone is powerful enough to overcome trolls’ 
  regeneration. Their frequent raiding on neighboring gnoll clans has 
  earned them great enmity but so far, no gnoll has dared enter their 
  forest for retribution, and they are loath to move away due to the 
  many well-trafficked roads crisscrossing the hills that provide their 
  own prey. 
  Where possible, trolls are weakened and brought back to the tribe 
  alive, where they can provide a source of constantly replenishing 
  fresh meat for several weeks before their regeneration gives out and 
  another hunting expedition needs to be organized. The Helweer 
  keep good relations with other bugbear tribes of the forest by 
  providing them with trolls for feast days, as well as using them to 
  barter for favorable pairings between youngsters. 
  Their headman, Klaad, was the first to discover the properties of 
  hengelin and remains the leader of the most successful hunts. His 
  graying hair betrays his age, and it remains to be seen whether 
  he shall join the elders of the tribe or whether the next troll will 
  overcome his slowly fading strength. 
  
  20
  Chapter 1: Bugbears
  Khuunkleff 
  Some bugbear tribes worship the goblin pantheon of gods, with 
  their mysticism being their means of devotion. Others directly 
  worship their totem animals, or more general aspects of nature, 
  and some cults venerate darker forces. Shunned by most other 
  bugbears, even if they are seen as a necessary evil to keep these 
  forces occupied elsewhere, these cults often form small tribes of 
  their own, like the Khuunkleff (‘Nightmare’) fear-worshipers. 
  This small group of mostly-blood-related transitory bugbears are 
  part of an ancient tradition, the mere mention of which is frowned 
  upon by most tribes. They are unquestionably masters of stealth, 
  even amongst their kind, but rumors abound of more eldritch 
  powers. They carry strange totems; many-limbed monstrosities 
  out of half-remembered nightmares which, it is said, grant some of 
  them the power to slip inside the minds of sleepers, or even bring 
  death upon those in their own dreams. 
  When traveling through bugbear and other goblinoid controlled 
  lands, the Khuunkleff act as a reminder that none of their kind 
  should think themselves above fear, for it is fear which keeps 
  goblins safe. With a short spell of terror, they are reminded that 
  there is always something more powerful than themselves, and 
  they must be ever vigilant. The bugbears may not ever be seen by 
  those they visit, but enough campfire stories exist that every goblin 
  knows what a period of vivid nightmares, mysterious visitations 
  and unexplainable deaths means. 
  If their travels take them close to civilized lands, a few of the 
  Khuunkleff sell their services as assassins. While this is frowned 
  upon by the tribe’s elders as a cheapening of their traditions, it is 
  not expressly forbidden, given that they are still spreading fear 
  in their own way. They excel at eliminating political rivals where 
  an outright assassination would be obvious and fingers would be 
  pointed; the Khuunkleff utilize more subtle methods, infiltrating 
  houses, waking sleepers with eerie noises, displaying bloodstained 
  mementoes of family members which are found clean and in their 
  proper place if another investigates, convincing the dwellers of 
  hauntings or madness. If this continues for a period of time, the 
  victim’s potency as a rival is removed; they are either too worn 
  down to maintain any political support, descend into madness, 
  or are even driven to suicide. The bugbears are rewarded, and the 
  power of fear is demonstrated. 
  Members of the tribe are awarded titles, so named for their 
  particular specialities. Kuurdwur (‘Dreamwalker’) is unrivalled 
  in convincing unwary sleepers that they are being watched and 
  followed, Sibwuurd (‘The Whisperer’) is a master of mimicry, 
  tormenting victims with voices and sounds deeply buried or 
  considered long-forgotten, and Oonfuus (‘Unease’) sows seeds 
  of disquiet, breaking trust, suggesting untruths and forcing 
  misremembrances that leave those who thought themselves safe in 
  their beds wondering who they can trust upon waking. 
  Kruudruun
  Years of warring with a well-supplied, well-trained, and ruthless foe 
  can really only go one way for a tribe of bugbears. Typically few in 
  number, individualistic, and scornful of asking for aid from others, 
  the bugbears will normally be forced into hiding or fleeing. In the 
  Kruudruun (‘Rootless’)’ case, the choice was made for them when 
  a local noble, weary after years of bugbear raids on his town and 
  skirmishes on his roads, ordered the forest burned to the ground. 
  Those who fought the invaders were killed in battle or forced back 
  into the flames, but the lord gave the elders and the young a chance 
  to make their escape. In the following days, the survivors hunted, 
  trapped, and sacrificed their totems, vowing revenge. 
  With none among them of fighting age, the diminished tribe 
  wandered through plain and mountain, habitats unfamiliar 
  to their kind. Tiluan, second to the tribe’s previous elder and 
  already respected by his broken brethren, took up the position of 
  leadership, guiding his foundlings and kin through the seasons. 
  When they could, they took shelter in forests, even joining other 
  bugbear tribes for a time, but always wary of testing the bounds 
  of another tribe’s terse hospitality. Occasionally, young and hot-
  headed bugbears would journey on with them after such a stop, 
  and so their numbers began to regrow. The youngsters grew into 
  warriors, honing their skills on any traveler unfortunate enough to 
  cross their path. The most notable of these has become the defacto 
  war chief of the original youth, named Keentaaf (‘First Blood’, in 
  the common tongue) who slaked his blade with the blood of an 
  entire merchant caravan the day he came of age.
  Now, their numbers regrown, their warriors blooded, the 
  Kruudruun march for home, burning farmsteads and raiding 
  villages in their path, melting away before reinforcements arrive. 
  No bugbear tribe has marched for war in living memory, yet 
  the Kruudruun seem to have developed a taste and a talent for 
  sustained open combat beyond their usual guerilla ambushes, 
  and their size, strength, and determination certainly gives them 
  an advantage over the small garrisons guarding these minor 
  settlements. 
  
  21
  Chapter 2: Gnolls
  Gnolls
  A sound resembling a child’s giggle distorts hideously into an 
  inhuman, whooping call that reverberates through abandoned 
  buildings of old stone and thatch. The dirt and dust of the narrow 
  street has been churned and trampled with fresh blood by panicked 
  feet. A stooped figure lopes from the shadows, licking its saliva-
  dripping, bloodstained chops. A smell of rot emanates from it, a 
  stagnant charnel-stink of old blood and old flesh caught between 
  yellowing fangs. It takes a moment to thread the ragged stump of 
  a finger onto the twine looped around its thickly muscled neck. Its 
  notched ears twitch at the faint sound of a cry and, hackles raised, it 
  surges towards the origin. This is a gnoll. 
  Every community that lacks walls to hide behind fears it; the 
  cackling and whooping in the night which denotes a roving clan 
  of gnolls. Settlements that have fallen to gnolls are easy to identify; 
  they leave no bodies as evidence of their attack, even clumps of 
  grass where blood has been spilled will be ripped up and devoured. 
  Gnolls craft nothing of their own; they subsist entirely on what 
  they can take from others, and scavenging is the central pillar of 
  gnoll culture. Gnolls have no currency, and don’t place an inherent 
  value on items beyond ownership; a tin cup a gnoll stole or took by 
  force will have far more value to it than a whole chest of gold found 
  by the wayside. Gnolls will typically keep a collection of items 
  taken from their victims, sometimes coins or something similarly 
  ubiquitous, but far more often body parts, with ears, hands, and 
  scalps being the most common trophies. 
  To a gnoll, the clan is everything. Individuals may disagree, fight, 
  or even kill each other, but the good of the clan comes before 
  all else. While outward aggression is encouraged, subterfuge 
  and betrayal are great taboos in gnoll society and incur the 
  harshest punishments: more often than not, execution by ritual 
  cannibalism. Children of the clan are raised communally, 
  with most adult clan members contributing to their education 
  and growth. 
  This innate need to be part of a clan means that gnoll pups raised 
  amongst civilized races can become fiercely loyal to the ‘parent’ 
  who raised them, though they will keep a vicious nature, and a 
  desire to assert physical dominance. For this reason, gnoll clans 
  are occasionally targeted by slavers, aiming to kill the adults and 
  sell the pups to the highest bidder (generally for bodyguard or 
  gladiatorial services), although this often ends badly for the slavers 
  in question. 
  Shamans form the spiritual center of gnoll culture. Usually the 
  oldest female, and often the mother of senior clan members, the 
  shaman imparts the will of the gnoll gods to the clan, as well 
  as performing rudimentary rituals and rites, including healing 
  and simple divination, generally fueled by a great deal of blood. 
  Many shamans possess abilities similar to lycanthropy: they can 
  change form to that of a large hyena at will, allowing them to hunt 
  with the pack and travel at speed. These abilities are the result 
  of grisly rituals centered around the desecration of graves, and 
  consumption of disinterred corpses, preferably those of notable 
  virtue in life. 
  
  22
  Chapter 2: Gnolls
  There are three distinct species of gnoll; the powerful and 
  aggressive plains gnoll, the cowardly and opportunistic gutter 
  gnoll, and the cunning and elusive rock gnoll. 
  Language and Common Names
  The gnoll language is a mixture of low, guttural chatters and 
  trumpeting hoots and wails which can carry great distances. 
  Hyenas can understand Gnoll on a very basic level, a benefit of 
  their shared ancestry. Gnoll is almost impossible to transcribe 
  accurately, and attempts to do so cannot fully capture the nuances 
  in tone and pitch which differentiate one call from another. 
  Gnoll Names: Aaonha, Drrell, Gorgg, Gruut, Haau’m, Meekau, 
  Ooa’ri, Otuba, Rourt, Rrow’e, Skaa’bau, Yikitka, Zau’ki
  Plains Gnolls
  Huge and powerfully built, even a subordinate male plains gnoll is 
  larger than all but the most unusually massive humans, especially 
  around the neck and hunched shoulders. They are covered in a 
  coarse, short coat of blotchy ochre fur, with a scraggly, dark mane 
  along the back of the neck. An unscarred plains gnoll is almost 
  unheard of, as is one with full, unnotched ears; they constantly 
  scrap amongst themselves and show barely more regard for each 
  other than they do for their enemies. 
  As the largest variety, and therefore the most able to take on 
  tough opponents, plains gnolls are often well-armed and armored, 
  incorporating scraps of chainmail, even steel plate (generally 
  rusted and not uncommonly stained with the blood of the previous 
  owner) into their ragged hide clothing. 
  Culture
  Forming huge clans numbering up to one hundred, plains gnolls 
  can easily become the dominant monstrous species over a large 
  area. Clan hierarchy is complex, strict and competitive, with 
  those at the top being the most able to physically dominate those 
  below. Females are larger, tougher and more aggressive, with the 
  lowest female outranking the highest male. This lead some early, 
  and perhaps somewhat misogynistic, scholars to suggest that 
  plains gnolls were hermaphroditic, or could change sex at will 
  (claims which have since been disproven, but remain prevalent 
  in folklore). The clan seldom moves as a whole, unless defending 
  territory from rivals or protecting the clan-mother, but small 
  bands of three to ten will split off to range over the clan’s territory. 
  Plains gnolls are infamous for their stamina and tenacity. Once 
  they have selected their quarry, whether it be a merchant caravan 
  or a military scouting party, they will pursue it relentlessly for 
  days, weeks, even months, never dropping their considerable pace. 
  This method of persistence hunting ensures that, unless the target 
  turns and fights early on in proceedings, the gnolls will encounter 
  a worn down, exhausted foe when combat is eventually forced. The 
  only thing which will force a plains gnoll to abandon a chase is the 
  taboo of passing into another clan’s territory unannounced. 
  Environment
  Plains gnolls favor open areas where they can see prey approaching 
  from a distance, as well as build up good momentum for a chase. 
  Due to their large size, they are not the stealthiest creatures, but 
  will use the environment to their advantage. Long grass and gentle 
  hills are the optimal conditions, allowing cover and elevation, 
  without stopping the momentum of the charge.
  They are not great builders, and are tough enough to withstand 
  the elements. Where they make camp, the grass will be flattened 
  in a rough circle as a communal area with higher status females 
  commanding the center and the males on the periphery. 
  Occasionally gnolls will settle briefly 
  in the ruins of a settlement they have 
  sacked, especially if there is more 
  than the usual amount of plunder or 
  corpses to devour. This may attract 
  the attentions of other clans and, if 
  there is food to spare, old rivalries 
  are set aside temporarily. 
  These periods of coming 
  together are a time of 
  ritual and mating and, 
  rarely, a strong clan-
  mother can unite 
  the clans into a 
  true horde. 
  
  23
  Chapter 2: Gnolls
  The borders of a clan’s territory are marked with effigies, usually 
  no more than a stick topped with the painted skull of a venerated 
  gnoll or hyena of the clan, for continuing to watch the borders after 
  death is a great honor. At the center of each territory is a circle 
  cleared of vegetation around a prominent landmark, such as an 
  ancient stone circle or unusual outcrop, the raugra. Here, it is a 
  great taboo to spill gnoll blood, and here is where the clan’s shaman 
  spends most of her days. Should a gnoll find themselves deep in 
  another clan’s territory and unable to retreat, they will find their 
  way to the raugra. If they stay within the circle, they are safe and 
  may be able to plead for leniency. If their pleas fall on deaf ears, as 
  is often the case, they will usually be eaten alive as they try to flee. 
  Roleplaying Plains Gnolls
  It is rare for plains gnolls to speak Common, and the bits and 
  pieces they may have picked up are limited in use, usually being 
  desperate, pleading last words, and expletives. Even if they were 
  fluent, however, plains gnolls have little interest in talking with 
  other races. For one, they are, as a rule, distrustful of non-clan-
  members, even among their own species. For another, plains gnolls 
  are, not without reason, assured of their own physical abilities; as 
  they see it, the only reason to talk to someone is to get things from 
  them, and they are more than capable of getting those things from 
  them without wasting time with talk. 
  Combat Tactics
  Plains gnolls attack recklessly and wildly, seeking to spill as much 
  blood as possible. Like many predators, they will work as a pack to 
  split up their enemies and separate the weakest to surround and 
  overwhelm. If the fight goes against them, the gnolls will signal 
  a retreat but, unless their losses are severe, they will continue 
  to pursue their quarry at a distance, trusting that their innate 
  toughness will allow them to recover from their injuries before the 
  weakened target can. 
  After a battle, the gnolls will squabble over the bodies for the 
  right to loot and feed, with the exception of those brought down 
  solely by one individual (these are claimed without argument). 
  Weaker gnolls know better than to get involved, circling at the 
  peripheries and thankful for whatever scraps they can snatch after 
  the strongest have had their fill. 
  
  24
  Chapter 2: Gnolls
  CR 13–16
  d8
  CR
  Group Members
  1
  13
  5 plains gnoll spearmen, 1 crocotta, 2 plains 
  gnoll warriors
  2
  13
  8 spotted hyenas, 4 plains gnoll runners, 2 plains 
  gnoll archers, 1 crocotta, 1 plains gnoll warrior,  
  1 plains gnoll clanmother
  3
  14
  5 plains gnoll spearmen, 2 plains gnoll warriors,  
  1 plains gnoll shaman
  4
  14
  8 plains gnoll archers, 7 plains gnoll spearmen,  
  1 plains gnoll shaman
  5
  15
  2 crocotta, 2 plains gnoll warriors, 1 plains gnoll 
  clanmother
  6
  15
  5 plains gnoll warriors
  7
  16
  5 plains gnoll spearmen, 1 plains gnoll warrior,  
  1 plains gnoll shaman, 1 plains gnoll clanmother
  8
  16
  12 plains gnoll runners, 1 leucrotta, 4 plains 
  gnoll warriors
  CR 17–20
  d8
  CR
  Group Members
  1
  17
  10 plains gnoll archers, 4 plains gnoll warriors
  2
  17
  4 crocotta, 3 plains gnoll shamans
  3
  18
  16 spotted hyenas, 8 plains gnoll runners, 4 plains 
  gnoll archers, 3 plains gnoll warriors, 1 plains 
  gnoll shaman
  4
  18
  2 leucrotta, 2 crocotta, 4 plains gnoll warriors
  5
  19
  5 plains gnoll spearmen, 2 plains gnoll warriors,  
  1 plains gnoll shaman, 1 plains gnoll clanmother
  6
  19
  10 plains gnoll spearmen, 3 plains gnoll warriors
  7
  20
  4 plains gnoll archers, 6 plains gnoll warriors
  8
  20
  3 plains gnoll warriors, 2 plains gnoll shamans,  
  1 plains gnoll clanmother
  Plains Gnoll Warbands
  Use these tables to generate a plains gnoll encounter quickly 
  and easily, either by rolling a d8 or selecting an appropriate 
  challenge rating.
  CR 1–4
  d8
  CR
  Group Members
  1
  1
  2 plains gnoll runners, 1 plains gnoll archer
  2
  1
  2 plains gnoll archers
  3
  2
  2 plains gnoll runners, 1 plains gnoll archer,  
  1 plains gnoll spearman
  4
  2
  2 plains gnoll archers, 1 plains gnoll spearman
  5
  3
  4 spotted hyenas, 2 plains gnoll runners, 2 plains 
  gnoll archers, 1 plains gnoll spearman
  6
  3
  4 plains gnoll archers, 1 plains gnoll spearman
  7
  4
  4 plains gnoll archers, 2 plains gnoll spearmen
  8
  4
  4 plains gnoll runners, 2 plains gnoll archers,  
  1 leucrotta, 1 plains gnoll spearman
  CR 5–8
  d8
  CR
  Group Members
  1
  5
  2 plains gnoll archers, 1 plains gnoll spearman,  
  1 plains gnoll warrior
  2
  5
  2 plains gnoll archers, 1 plains gnoll spearman,  
  1 plains gnoll shaman
  3
  6
  1 plains gnoll warrior, 1 plains gnoll shaman
  4
  6
  2 plains gnoll warriors
  5
  7
  6 plains gnoll archers, 2 plains gnoll spearmen,  
  1 crocotta
  6
  7
  2 plains gnoll spearmen, 1 plains gnoll clanmother
  7
  8
  4 spotted hyenas, 2 plains gnoll runners, 4 plains 
  gnoll archers, 2 plains gnoll spearmen, 1 plains 
  gnoll warriors
  8
  8
  2 plains gnoll spearmen, 2 plains gnoll warriors
  CR 9–12
  d8
  CR
  Group Members
  1
  9
  1 leucrotta, 2 plains gnoll spearmen, 2 plains 
  gnoll warriors
  2
  9
  2 plains gnoll warriors, 1 plains gnoll shaman
  3
  10
  5 plains gnoll spearmen, 1 plains gnoll clanmother
  4
  10
  4 spotted hyenas, 5 plains gnoll archers,  
  1 leucrotta, 6 plains gnoll spearmen
  5
  11
  5 plains gnoll spearmen, 2 plains gnoll warriors
  6
  11
  2 plains gnoll warriors, 1 plains gnoll clanmother
  7
  12
  4 plains gnoll warriors
  8
  12
  3 plains gnoll warriors, 1 plains gnoll shaman
  
  25
  Chapter 2: Gnolls
  Plains Gnoll Runner
  Medium humanoid (gnoll), chaotic evil
  Armor Class 13 (padded armor)
  Hit Points 13 (3d8)
  Speed 40 ft.
  STR
  13 (+1)
  DEX
  14 (+2)
  CON
  10 (+0)
  INT
  8 (−1)
  WIS
  10 (+0)
  CHA
  7 (−2)
  Skills Athletics +3, Nature +2, Perception +2, Survival +2
  Senses darkvision 60 ft., passive Perception 12
  Languages Gnoll
  Challenge 1/4 (50 XP)
  Sprinter. The plains gnoll runner can use a bonus action to 
  move up to half its speed.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 
  Hit: 3 (1d4 + 1) piercing damage.
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 
  Hit: 5 (1d8 + 1) slashing damage.
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
  Bola. Ranged Weapon Attack: +4 to hit, reach 60/120 ft., one 
  creature. Hit: the target must succeed on a DC 14 Dexterity 
  saving throw or fall prone.
  Weapons, Armor & Items
  2 daggers, 3 bolas, padded armor, and roll a d12:
  d12
  Item(s)
  1–6
  1d4 days’ wind-dried meat rations
  7–9
  A trinket (p. 31)
  10–11
  A tattered coin purse containing 10 (3d6) cp
  12
  A bottle of gnoll battle brew (p. 169)
  Runners are master trackers. As the fastest in the clan, these young 
  gnolls keep the pressure on their quarry, constantly harrying them 
  until the rest of the hunting party can sweep in. This is the most 
  prestigious position a male gnoll can hope to achieve, as their 
  generally lighter frames suit them to fast running, and a lifetime of 
  expecting a beating from superiors has made them observant. 
  
  26
  Chapter 2: Gnolls
  Plains Gnoll Archer
  Medium humanoid (gnoll), chaotic evil
  Armor Class 14 (padded armor)
  Hit Points 13 (3d8)
  Speed 40 ft.
  STR
  12 (+1)
  DEX
  16 (+3)
  CON
  10 (+0)
  INT
  9 (−1)
  WIS
  10 (+0)
  CHA
  8 (−1)
  Skills Athletics +3, Nature +2, Perception +2, Survival +2
  Senses darkvision 60 ft., passive Perception 12
  Languages Gnoll
  Challenge 1/2 (100 XP)
  Sprinter. The plains gnoll archer can use a bonus action to move 
  up to half its speed.
  Precise Aim. If the plains gnoll archer does not move during its 
  turn, it adds 1d8 to its attack roll with its shortbow.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 
  Hit: 3 (1d4 + 1) piercing damage.
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 
  Hit: 5 (1d8 + 1) slashing damage.
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one creature. Hit: 5 (1d4 + 3) piercing damage.
  Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., 
  one creature. Hit: 6 (1d6 + 3) piercing damage.
  Weapons, Armor & Items
  Dagger, quiver with 20 arrows, shortbow, padded armor, and 
  roll a d12:
  d12
  Item(s)
  1–6
  1d4 days’ wind-dried meat rations
  7–9
  A trinket (p. 31)
  10–11
  A tattered coin purse containing 14 (4d6) cp
  12
  A quiver containing 2 (1d4) +1 arrows
  The role of archer is an insult in gnoll culture, considered too 
  cowardly or weak to face the enemy directly. Bows are reserved for 
  young males, or as punishment for transgressions against the clan. 
  
  27
  Chapter 2: Gnolls
  Plains Gnoll Spearman
  Medium humanoid (gnoll), chaotic evil
  Armor Class 13 (leather armor)
  Hit Points 33 (6d8 + 6)
  Speed 40 ft.
  STR
  14 (+2)
  DEX
  14 (+2)
  CON
  12 (+1)
  INT
  10 (+0)
  WIS
  10 (+0)
  CHA
  10 (+0)
  Skills Athletics +4, Nature +2, Survival +2 
  Senses darkvision 60 ft., passive Perception 10
  Languages Gnoll
  Challenge 1 (200 XP)
  Sprinter. The plains gnoll spearman can use a bonus action to 
  move up to half its speed.
  Actions
  Multiattack. The plains gnoll spearman makes four attacks: 
  two with its spear, one with its bite, and one with its claw. It can 
  choose to replace its spear attacks with claw attacks.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  
  Hit: 4 (1d4 + 2) piercing damage.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  
  Hit: 6 (1d8 +2) slashing damage.
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft., or 
  range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or  
  6 (1d8 + 2) piercing damage if used with 2 hands to make a 
  melee attack.
  Weapons, Armor & Items
  5 spears, leather armor, and roll a d12:
  d12
  Item(s)
  1–6
  1d4 days’ wind-dried meat rations
  7–9
  A trinket (p. 31)
  10–11
  A tattered coin purse containing 17 (5d6) cp, and  
  3 (1d6) sp
  12
  A quiver containing 2 (1d4) +1 javelins
  Though gnolls are generally disdainful of ranged combat, 
  spearmen see the benefit of having weapons they can loose at an 
  enemy as they charge in to finish the job up close. 
  We heard them 'round sunset. A ways off. 
  Sounded like a bunch of revelers, gigglin’ an’ 
  laughing and howlin’. 
  Next thing I know, Captain says, “Bar the 
  gates, and pray to whoever you hold dearest 
  they hold 'til mornin’.”
  When it got dark, the screamin’ started from the 
  hamlet. Horrible. A few boys wanted to open the 
  garrison, try to go save a few. 
  “No,” says Captain, “they’re done for. Let’s hope 
  we don’t join them.” 
  Soon enough, it was quiet. Silent even. And 
  then there was a new noise. Snappin’. Crunchin’. 
  Bones bein’ et. I never heard a sound so bad. 
  Come daybreak, it was like they was never there. 
  -Jored, militia soldier’s account of a gnoll raid
  
  28
  Chapter 2: Gnolls
  Plains Gnoll Warrior 
  Medium humanoid (gnoll), chaotic evil
  Armor Class 16 (half plate)
  Hit Points 52 (8d8 + 16)
  Speed 40 ft.
  STR
  16 (+3)
  DEX
  12 (+1)
  CON
  14 (+2)
  INT
  9 (−1)
  WIS
  12 (+1)
  CHA
  10 (+0)
  Skills Athletics +5, Nature +1, Survival +3
  Senses darkvision 60 ft., passive Perception 11
  Languages Gnoll
  Challenge 3 (700 XP)
  Sprinter. The plains gnoll warrior can use a bonus action to 
  move up to half its speed.
  Bloodlust. If the plains gnoll warrior hits a creature which does 
  not have all its hit points with a melee weapon attack, it may use 
  its bonus action to make a bite attack against the same creature 
  with disadvantage.
  Actions
  Multiattack. The plains gnoll warrior makes four attacks: two 
  with its spiked triple flail, one with its bite, and one with its claw. 
  It can choose to replace its flail attacks with claw attacks.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 
  Hit: 5 (1d4 + 3) piercing damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 
  Hit: 7 (1d8 + 3) slashing damage.
  Triple Flail. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 10 (3d4 + 3) bludgeoning damage plus 7 (3d4) 
  piercing damage.
  Weapons, Armor & Items
  Triple flail, half plate, and roll a d12:
  d12
  Item(s)
  1–6
  1d4 days’ wind-dried meat rations
  7–9
  A trinket (p. 31)
  10–11
  A tattered coin purse containing 24 (7d6) cp, and  
  10 (3d6) sp
  12
  A sack containing 2 (1d4) bottles of gnoll battle 
  brew (p. 169)
  Warriors are at the top of the social ladder, often the immediate 
  family of the clan-mother by blood or bond. Relations amongst 
  warriors are usually stable; each of them have fought enough to 
  earn their position that they know where they stand in relation 
  to the others. 
  Of all the beasts that walk this earth, there 
  is none so foul as a gnoll, the grave-eater, 
  the cowardly trickster, that which is hound 
  and bitch both.
  - Elbricht Inske, Beasts of 
  This World
  
  29
  Chapter 2: Gnolls
  Plains Gnoll Shaman 
  Medium humanoid (gnoll, shapechanger), chaotic evil
  Armor Class 10
  Hit Points 22 (5d8)
  Speed 35 ft.
  STR
  8 (−1)
  DEX
  10 (+0)
  CON
  10 (+0)
  INT
  14 (+2)
  WIS
  16 (+3)
  CHA
  12 (+1)
  Skills Arcana +4, Nature +4, Perception +5, Survival +5
  Senses darkvision 60 ft., passive Perception 15
  Languages Gnoll
  Challenge 3 (700 XP)
  Sprinter. The plains gnoll shaman can use a bonus action to 
  move up to half its speed.
  Hyena Form. The plains gnoll shaman can use its action to 
  change into a spotted hyena (p. 161). Its statistics, other than 
  Intelligence and Wisdom, change to those of a spotted hyena. 
  While in hyena form, if the shaman’s hit points are reduced to 
  0 it will change back into gnoll form with the same hit points 
  it had before it transformed. Any additional damage from the 
  attack is carried over to its gnoll form. It can also use its action 
  to shift back into its gnoll form if it chooses.
  Spellcasting. The plains gnoll shaman is a 5th level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit 
  with spell attacks). It has the following druid spells prepared:
  Cantrips (at will): mage hand, prestidigitation, shillelagh
  1st level (4 slots): cure wounds, inflict wounds
  2nd level (3 slots): hold person, lesser restoration
  3rd level (2 slots): bestow curse, conjure animals
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.  
  Hit: 1 (1d4 - 1) piercing damage.
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.  
  Hit: 1 (1d4 - 1) slashing damage.
  Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit 
  with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) or 4 
  (1d8) bludgeoning damage with shillelagh or if wielded with 
  two hands.
  Weapons, Armor & Items
  Quarterstaff, hyena totem (p. 170), and roll a d12:
  d12
  Item(s)
  1–6
  1d4 days’ wind-dried meat rations
  7–9
  A trinket (p. 31)
  10–11
  A tattered coin purse containing 24 (7d6) cp, and  
  10 (3d6) sp
  12
  A sack containing 3 (1d4 + 1) bottles of gnoll battle 
  brew (p. 169)
  Greatly respected by all in the clan, shamans will usually stay out 
  of the day-to-day affairs. When the clan is threatened, however, a 
  shaman will use all her savage power to defend it. 
  Gnoll ceremonial totem (wild subgroup)
  Bone, wood
  Notes: Skull has been mostly defleshed with flint tool. Some partially 
  mummified fragments remain in nasal turbinates, orbits and zygomatic 
  arches. Skull decorated with ochre, charcoal, fat, and blood based paints.
  Gnoll ceremonial totem (urban subgroup)
  Bone, metal
  Notes: Skull defleshed with blunt, metal tools, boiled, and smoked. 
  Mandible re-attached with wire cage. Evidence of material (incense?) 
  being housed and burned within. 
  Interesting to compare the two – visual signals being most important 
  to wild groups (the plains clans), olfactory signals taking over for urban 
  groups (‘gutter’ gnolls – vulgar phrasing, but perhaps apt), presumably due 
  to a darker habitat, where they are not the dominant species.
  -Quranis Kuilanya, antiquarian, personal inventory 
  
  30
  Chapter 2: Gnolls
  Plains Gnoll Clanmother 
  Medium humanoid (gnoll), chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 82 (11d8 + 33)
  Speed 50 ft.
  STR
  20 (+5)
  DEX
  14 (+2)
  CON
  16 (+3)
  INT
  12 (+1)
  WIS
  14 (+2)
  CHA
  10 (+0)
  Skills Athletics +8, Intimidation +3
  Senses darkvision 60 ft., passive Perception 12
  Languages Gnoll
  Challenge 5 (1,800 XP)
  Sprinter. The plains gnoll clanmother can use a bonus action to 
  move up to half its speed.
  Tough. The plains gnoll clanmother adds its Constitution 
  modifier to its armor class.
  Pack Leader. All gnolls within 120 ft. of the plains gnoll 
  clanmother that can see and hear it deal an additional 1d4 
  damage with their bite and claw attacks.
  Actions
  Multiattack. The plains gnoll clanmother makes three attacks: 
  two with its claws and one with its bite.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.  
  Hit: 9 (1d8 + 5) piercing damage.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.  
  Hit: 10 (1d10 +5) slashing damage.
  Weapons, Armor & Items
  Roll a d12:
  d12
  Item(s)
  1–6
  1d4 days’ wind-dried meat rations
  7–9
  A trinket (p. 31)
  10–11
  A tattered coin purse containing 17 (5d6) sp, and  
  3 (1d6) gp
  12
  A sack containing 1 potion of hill giant strength
  A clanmother is, without exception, a terrifying enemy to face. 
  Often forgoing weapons and armor entirely, she will fly at her 
  enemy in a bestial rage, relying on her brute strength and the 
  psychological impact of her offensive to win the day, knowing that 
  showing weakness could mean the end of her reign. 
  Gnolls are ruled not by laws or formal rules, but by a 
  rigid system of taboos. While these vary slightly from 
  clan to clan, there are commonalities, and these help 
  keep a modicum of order in gnoll society as a whole. 
  For example, knowingly transgressing the borders of 
  another clan is almost unthinkable, and is regarded 
  as such an insult that the transgressor must be put 
  to death, allowing the gnoll species to flourish free 
  from the competition of rivals. Killing a clan mate 
  through subterfuge, or working against the clan’s best 
  interest results in enongya – death by cannibalism, and 
  conspiring to do so is punished by exile – a fate deemed 
  nearly as bad. 
  -Fintharael Ellanwe, Myths of the Savage Races
  
  31
  Chapter 2: Gnolls
  Plains Gnoll Trinkets 
  The following items might be carried by a plains gnoll:
  d10
  Trinket
  1
  A string of 2d6 body parts from various races, roll a d6: 1-2: fingers, 3-4: ears, 5: teeth, 6: scalps 
  2
  A scrap of plate armor bearing the crest of a noble house
  3
  A bone patterned with a red, clay paint
  4
  The dried and shrunken head of a hyena
  5
  A badly damaged ornamental knife made from a shard of volcanic glass
  6
  A wallet with embossed initials containing 1d4 gold pieces
  7
  Three mismatched leather boots of good quality, slightly chewed
  8
  A semicircle of skin ripped from a gnoll’s ear
  9
  An iron spike fixed in the place of a missing tooth
  10
  A bundle of singed coarse fur, smelling of herbs and old blood
  Plains Gnoll Lair Details 
  An area controlled by plains gnolls might display the following:
  d10
  Lair Detail 
  1
  A ramshackle totem topped with a hyena skull daubed with symbols 
  2
  Most of the grass here has been ripped up, and what little remains is trampled flat; the site of a recent kill 
  3
  A looted and smashed wagon, reeking of hyena and smeared with musk 
  4
  A leveled circle with inedible detritus scattered about where gnolls have spent an evening
  5
  An overturned cart on a rise with a good view of the road, acting as a windbreak for those watching for travelers
  6
  Quiet but constant chattering and occasional, sudden whoops from unseen hyenas
  7
  The tracks of a lone traveler lead one way before doubling back, and are rapidly overtaken by a throng of clawed footprints
  8
  Trees, or similar prominent land marks, are smeared with stinking white paste and marked by many strong, blunted claws
  9
  A circle of carefully smoothed grass around a large stone which is spattered with spots of dried blood 
  10
  Grasses and twigs have been woven together into a camouflaged hunting blind 
  
  32
  Chapter 2: Gnolls
  Gutter Gnolls
  Gutter gnolls once inhabited the mountains, canyons and badlands 
  of the world. However, over time, they have been driven out (from 
  the former by the stealthier and more intelligent rock gnolls, and 
  from the latter by the more powerful plains gnolls), and now they 
  exist almost solely as parasites on larger civilized communities. 
  Although only slightly smaller than plains gnolls in height, gutter 
  gnolls are much more lightly built. Their pelts are long and shaggy 
  and, consequently, are generally matted with all manner of stinking 
  filth; as the old dwarven saying goes, “If you smell a sewer in the 
  mountains, walk the other way.” 
  As a quirk of their urban habitat, it is not uncommon to see 
  gutter gnolls dressed in the ruined remains of discarded finery; 
  sporting moldering and filthy silk shirts, rotting doublets and, 
  in one recorded instance, what was thought to have once been a 
  ball gown, complete with crinoline, all haphazardly forced over 
  whichever body parts will fit in them.  
  Culture
  Gutter gnolls travel in groups usually numbering in single digits, 
  but occasionally up to fifteen or so, led by a dominant pair. At 
  the age of five, young males will leave their clan and, unless they 
  happen to inhabit a huge city capable of supporting multiple gnoll 
  clans, undertake a dangerous journey to another settlement. These 
  gnolls often trail or stow away on trade caravans for at least part of 
  their journey, as they know that these typically only travel between 
  places large enough to support a population of gutter gnolls to join. 
  Gutter gnolls are cowards and will only attack where they have 
  a clear upper hand and little risk of suffering retribution. It is 
  this, rather than any level of self-control, which allows them to 
  exist amongst more civilized races. A plains gnoll, finding itself 
  surrounded by townspeople, would embark on a rampaging killing 
  spree until it was finally brought down, but gutter gnolls’ natural 
  caution allows them to eke out a living on scraps, carrion, and 
  those who fall through the cracks.
  Environment
  Gutter gnolls are most likely to be found on the fringes of 
  civilization, with larger settlements often containing a handful 
  of menacing sewers and communal middens which may be 
  utilized by local thugs as a ‘waste disposal service’. A tell-tale sign 
  that gutter gnolls have claimed an area is their habit of caching 
  ‘food’ (anything from rotting offal to discarded leather) for later 
  consumption. It is common for folk of the settlement to have never 
  seen a gutter gnoll, but they make their presence felt – they will 
  usually keep their diet to rats and a few stray dogs where possible, 
  but it is only a matter of time before a laborer needs to maintain 
  the sewers, a vagrant chooses the wrong alley to bed down for the 
  night, or a child slips into a grate, and is never seen again. 
  Within their territory, the clan will have a main den; this is an 
  area large enough to fit the entire clan (gutter gnolls have few 
  personal boundaries), but small enough to be easily defended. 
  This area is easily identified as it contains all of the clan’s ‘treasures’ 
  strewn among bits and pieces of cloth, furnishings, and other piled 
  detritus, horribly stained, damp, and covered in matted, loose hair. 
  Roleplaying Gutter Gnolls
  Gutter gnolls are more driven by their animal nature than other 
  types and, like animals, are easily bribed with food. Most will have 
  a basic grasp of the dominant language of the settlement they 
  inhabit, often corrupting it with elements of Gnoll to form a simple 
  pidgin language, which they will mostly use to communicate with 
  criminal elements. 
  Most people, if they are aware of the gnoll population 
  at all, see them as little more than feral animals, 
  so tend to talk candidly in front of them. This, 
  and their easily cowed nature, makes them a 
  potentially valuable resource should any 
  law enforcement be desperate for 
  information about criminal doings. 
  Should they underestimate 
  the gnolls as well, they 
  may pay for said 
  information dearly. 
  
  33
  Chapter 2: Gnolls
  Combat Tactics
  Gutter gnolls avoid open combat where possible, preferring to 
  scout lone victims from the shadows to gang up on, incapacitate 
  one way or another, and drag back to their lairs to be devoured. 
  When forced into a fight, they will typically fight only to clear a 
  path for themselves to escape. Should they bring an opponent 
  down in the attempt, they will try to take the body with them if it 
  is feasible to do so (especially if they can work as a team to carry it 
  more easily).
  In their own territory, gutter gnolls are a little bolder, as they know 
  the chances of enemy reinforcements are lower. They will often 
  stagger their attacks, not revealing their true numbers until their 
  victims are lured into a trap and surrounded. 
  Gutter Gnoll Warbands
  Use these tables to generate a gutter gnoll encounter quickly 
  and easily, either by rolling a d8 or selecting an appropriate 
  challenge rating.
  CR 1–4
  d8
  CR
  Group Members
  1
  1
  2 gutter gnoll lightfoots
  2
  1
  2 gutter gnoll trackers
  3
  2
  2 gutter gnoll lightfoots, 1 gutter gnoll fighter
  4
  2
  4 brown hyenas, 2 gutter gnoll fighters
  5
  3
  2 gutter gnoll trackers, 1 gutter gnoll fighter
  6
  3
  4 gutter gnoll lightfoots, 2 gutter gnoll trackers
  7
  4
  4 gutter gnoll trackers, 2 gutter gnoll fighters
  8
  4
  2 gutter gnoll fighters, 1 gutter gnoll pack leader
  CR 5–8
  d8
  CR
  Group Members
  1
  5
  1 leucrotta, 1 gutter gnoll shaman
  2
  5
  3 gutter gnoll fighters, 1 gutter gnoll pack leader
  3
  6
  4 gutter gnoll trackers, 4 gutter gnoll fighters
  4
  6
  6 gutter gnoll lightfoots, 4 gutter gnoll trackers,  
  1 gutter gnoll fighter
  5
  7
  4 brown hyenas, 4 gutter gnoll trackers,  
  1 leucrotta, 1 gutter gnoll shaman
  6
  7
  4 gutter gnoll lightfoots, 4 gutter gnoll trackers,  
  1 gutter gnoll fighter, 1 gutter gnoll shaman
  7
  8
  2 gutter gnoll fighters, 1 gutter gnoll pack leader,  
  1 gutter gnoll shaman
  8
  8
  4 gutter gnoll lightfoots, 4 gutter gnoll trackers,  
  4 gutter gnoll fighters
  CR 9–12
  d8
  CR
  Group Members
  1
  9
  7 gutter gnoll fighters, 1 gutter gnoll pack leader
  2
  9
  2 gutter gnoll lightfoots, 2 gutter gnoll trackers,  
  5 gutter gnoll fighters, 1 gutter gnoll pack leader
  3
  10
  4 gutter gnoll fighters, 1 gutter gnoll pack leader,  
  1 gutter gnoll shaman
  4
  10
  6 brown hyenas, 4 gutter gnoll lightfoots, 2 gutter 
  gnoll trackers, 2 gutter gnoll fighters, 1 leucrotta,  
  1 gutter gnoll shaman
  5
  11
  3 leucrotta, 2 gutter gnoll shamans
  6
  11
  9 gutter gnoll fighters, 1 gutter gnoll pack leader
  7
  12
  5 brown hyenas, 3 gutter gnoll shamans
  8
  12
  6 gutter gnoll lightfoots, 6 gutter gnoll trackers,  
  6 gutter gnoll fighters
  CR 13–16
  d8
  CR
  Group Members
  1
  13
  10 gutter gnoll fighters, 1 leucrotta, 1 gutter gnoll 
  pack leader
  2
  13
  1 leucrotta, 3 gutter gnoll shamans
  3
  14
  6 gutter gnoll lightfoots, 6 gutter gnoll trackers,  
  8 gutter gnoll fighters
  4
  14
  5 brown hyenas, 10 gutter gnoll fighters, 1 gutter 
  gnoll shaman
  5
  15
  10 gutter gnoll lightfoots, 8 gutter gnoll trackers,  
  6 gutter gnoll fighters
  6
  15
  3 brown hyenas, 6 gutter gnoll lightfoots, 6 gutter 
  gnoll trackers, 7 gutter gnoll fighters, 1 gutter gnoll 
  pack leader
  7
  16
  4 gutter gnoll shamans
  8
  16
  5 gutter gnoll lightfoots, 5 gutter gnoll trackers, 
  4 gutter gnoll fighters, 1 leucrotta, 1 gutter gnoll 
  pack leader, 1 gutter gnoll shaman
  
  34
  Chapter 2: Gnolls
  Gutter Gnoll Lightfoot
  Medium humanoid (gnoll), chaotic evil
  Armor Class 13 (leather armor)
  Hit Points 9 (2d8)
  Speed 35 ft.
  STR
  12 (+1)
  DEX
  14 (+2)
  CON
  10 (+0)
  INT
  10 (+0)
  WIS
  14 (+2)
  CHA
  8 (−1)
  Skills Perception +4, Stealth +4, Survival +4
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Gnoll
  Challenge 1/2 (100 XP)
  Contagious. If a non-gnoll creature comes into physical contact 
  with the gutter gnoll lightfoot, the creature must succeed on a 
  DC 10 Constitution saving throw or contract gnoll’s kiss (see 
  sidebar). The DC increases to 15 if this contact was the gutter 
  gnoll lightfoot’s bite or claw attack.
  Gutter Slyness. The gutter gnoll lightfoot has advantage on 
  Dexterity (Stealth) checks while in sewers and alleyways that are 
  in darkness or dim light.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.  
  Hit: 3 (1d4 + 1) piercing damage.
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.  
  Hit: 4 (1d6 + 1) slashing damage.
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  Blowgun. Ranged Weapon Attack: +4 to hit, range 20/100 ft., 
  one target. Hit: 1 piercing damage, and the target must make a 
  DC 14 Constitution saving throw, taking 5 (2d4) poison damage 
  on a failed save, or half as much damage on a successful one. 
  For every 5 darts a target is struck by, they suffer one level of 
  exhaustion.
  Weapons, Armor & Items
  Blowgun, dagger, 20 darts, leather armor, and roll a d12:
  d12
  Item(s)
  1–6
  1d4 days’ rations consisting of beef jerky and 
  moldy bread
  7–9
  A trinket (p. 39)
  10–11
  A tattered cloth coin purse containing a random 
  assortment of buttons ranging in size and material,  
  9 (2d4 + 4) in all
  12
  A vial of poison
  Slight and stealthy, lightfoots attack from hiding using darts 
  coated with cultivated poison, or even just smeared with filth 
  from their fur, which has much the same effect.
  Gnoll’s Kiss
  This disease may have originated as an okiti weapon, but has 
  since grown and mutated in the gutter gnolls’ filthy habitat into 
  a particularly nasty affliction. Tales of ghouls in the sewers often 
  spring up around the horribly scarred, or even entirely skinless, 
  corpses it leaves behind. Infected creatures begin showing 
  symptoms after 1d4 days, including itchiness and sores. The 
  infected creature suffers one level of exhaustion, and becomes 
  vulnerable to poison and acid damage while infected. 
  At the end of each long rest, the infected creature must make 
  a DC 15 Constitution saving throw against the disease. A 
  successful save decreases its level of exhaustion by one. If this 
  reduces the level of exhaustion to zero, the creature is cured. 
  A failed save increases its level of exhaustion by one as its sores 
  begin to worsen and weep, dealing 1d10 poison damage for 
  each level of exhaustion. If this damage reduces the creature’s hit 
  points to 0, its skin is entirely covered in open wounds and large 
  areas begin to slough off, killing it through a combination of 
  shock and dehydration.
  
  35
  Chapter 2: Gnolls
  Gutter Gnoll Tracker
  Medium humanoid (gnoll), chaotic evil
  Armor Class 14 (leather armor)
  Hit Points 13 (3d8)
  Speed 35 ft.
  STR
  13 (+1)
  DEX
  16 (+3)
  CON
  10 (+0)
  INT
  9 (−1)
  WIS
  14 (+2)
  CHA
  8 (−1)
  Skills Perception +6, Stealth +5, Survival +4
  Senses darkvision 60 ft., passive Perception 16
  Languages Common, Gnoll
  Challenge 1/2 (100 XP)
  Contagious. If a non-gnoll creature comes into physical contact 
  with the gutter gnoll tracker, the creature must succeed on a DC 
  10 Constitution saving throw or contract gnoll’s kiss (p. 34). The 
  DC increases to 15 if this contact was the gutter gnoll tracker’s 
  bite or claw attack.
  Gutter Slyness. The gutter gnoll tracker has advantage on 
  Dexterity (Stealth) checks while in sewers and alleyways that are 
  in darkness or dim light.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.  
  Hit: 3 (1d4 + 1) piercing damage.
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.  
  Hit: 4 (1d6 + 1) slashing damage.
  Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage.
  “Ever noticed how there 
  ain’t no rats on Tanners 
  Row?”
  -unknown beggar, Sarakka
  Weapons, Armor & Items
  Quiver with 20 arrows, shortbow, leather armor, and roll a d12:
  d12
  Item(s)
  1–6
  1d4 days’ rations consisting of beef jerky and 
  moldy bread
  7–9
  A trinket (p. 39)
  10–11
  A tattered cloth coin purse containing a random 
  assortment of buttons ranging in size and material,  
  13 (2d6 + 6) in all
  12
  A pair of slippers of spider climbing
  Trackers are the most likely to be encountered above ground, 
  scouting out potential food sources or vulnerable travelers on an 
  ill-advised evening stroll. 
  
  36
  Chapter 2: Gnolls
  Gutter Gnoll Fighter
  Medium humanoid (gnoll), chaotic evil
  Armor Class 17 (improvised armor, shield)
  Hit Points 22 (4d8 + 4)
  Speed 35 ft.
  STR
  14 (+2)
  DEX
  12 (+1)
  CON
  12 (+1)
  INT
  7 (−2)
  WIS
  10 (+0)
  CHA
  8 (−1)
  Skills Perception +4, Stealth +3
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Gnoll
  Challenge 1 (200 XP)
  Contagious. If a non-gnoll creature comes into physical contact 
  with the gutter gnoll fighter, the creature must succeed on a DC 
  10 Constitution saving throw or contract gnoll’s kiss (p. 34). The 
  DC increases to 15 if this contact was the gutter gnoll fighter’s 
  bite or claw attack.
  Gutter Slyness. The gutter gnoll fighter has advantage on 
  Dexterity (Stealth) checks while in sewers and alleyways that are 
  in darkness or dim light.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  
  Hit: 4 (1d4 + 2) piercing damage.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  
  Hit: 5 (1d6 + 2) slashing damage.
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) slashing damage.
  Weapons, Armor & Items
  Longsword, improvised armor, shield, and roll a d12:
  d12
  Item(s)
  1–6
  1d4 days’ rations consisting of beef jerky and 
  moldy bread
  7–9
  A trinket (p. 39)
  10–11
  A tattered cloth coin purse containing a random 
  assortment of buttons ranging in size and material,  
  17 (2d8 + 8) in all
  12
  A +1 wooden shield
  Fighters are the last line of defense for the clan’s lair, and while 
  they are loath to die in its defense, they will fight fiercely to protect 
  their home.
  If you see one gutter gnoll, 
  there are two. If you see two, 
  pack your bags and find a new 
  town.
  -Urban words of wisdom
  
  37
  Chapter 2: Gnolls
  Gutter Gnoll Pack Leader
  Medium humanoid (gnoll), chaotic evil
  Armor Class 11 (leather armor)
  Hit Points 39 (6d8 + 12)
  Speed 35 ft.
  STR
  12 (+1)
  DEX
  11 (+0)
  CON
  12 (+1)
  INT
  14 (+2)
  WIS
  12 (+1)
  CHA
  12 (+1)
  Skills Intimidation +3, Perception +3, Stealth +2, Survival +3
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Gnoll
  Challenge 2 (450 XP)
  Contagious. If a non-gnoll creature comes into physical contact 
  with the gutter gnoll pack leader, the creature must succeed on a 
  DC 10 Constitution saving throw or contract gnoll’s kiss (p. 34). 
  The DC increases to 15 if this contact was the gutter gnoll pack 
  leader’s bite or claw attack.
  Gutter Slyness. The gutter gnoll pack leader has advantage on 
  Dexterity (Stealth) checks while in sewers and alleyways that are 
  in darkness or dim light.
  Frenzied Fighting. When the gutter gnoll pack leader makes a 
  successful attack, all friendly gnolls within 5 ft. of the target who 
  can see the pack leader can choose to make an attack against the 
  same target as a reaction with disadvantage.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.  
  Hit: 3 (1d4 + 1) piercing damage.
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.  
  Hit: 4 (1d6 + 1) slashing damage.
  Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.
  Thurible. As a bonus action, the gutter gnoll pack leader can 
  shake its thurible to create a noxious cloud of smoke in a 15 ft. 
  radius sphere centered on it. The smoke spreads around corners 
  and its area is lightly obscured. It lasts for up to 10 minutes 
  or until a wind of light or greater speed (at least 5 miles per 
  hour) disperses it. Any non-gutter gnoll that enters the smoke 
  for the first time or starts its turn there must make a DC 15 
  Constitution saving throw, taking 10 (3d6) poison damage on a 
  failed save, or half as much on a successful one. The gutter gnoll 
  pack leader can spend additional bonus actions to increase the 
  size of the sphere to a maximum of a 25 ft. radius.
  “That was a dog. I just saw a 
  dog in an overcoat...”
  -overheard on the streets of 
  Sarakka
  Weapons, Armor & Items
  Dagger, thurible, leather armor, and roll a d12:
  d12
  Item(s)
  1–6
  1d4 days’ rations consisting of beef jerky and 
  moldy bread
  7–9
  A trinket (p. 39)
  10–11
  A tattered cloth coin purse containing a random 
  assortment of buttons ranging in size and material,  
  21 (2d10 + 10) in all
  12
  A cloak of protection
  Using a combination of social cunning and physical dominance, 
  pack leaders have the tough job of keeping their cowardly, and 
  often unreliable, clan in line. Many gutter gnolls have ambitions of 
  becoming pack leaders themselves, so those at the top must watch 
  their backs. 
  
  38
  Chapter 2: Gnolls
  Gutter Gnoll Shaman
  Medium humanoid (gnoll), chaotic evil
  Armor Class 10
  Hit Points 21 (6d8 − 6)
  Speed 35 ft.
  STR
  10 (+0)
  DEX
  14 (+2)
  CON
  8 (−1)
  INT
  14 (+2)
  WIS
  17 (+3)
  CHA
  13 (+1)
  Skills Arcana +4, Perception +5, Stealth +4, Survival +5
  Senses darkvision 60 ft., passive Perception 15
  Languages Common, Gnoll
  Challenge 4 (1,100 XP)
  Contagious. If a non-gnoll creature comes into physical contact 
  with the gutter gnoll shaman, the creature must succeed on a DC 
  10 Constitution saving throw or contract gnoll’s kiss (p. 34). The 
  DC increases to 15 if this contact was the gutter gnoll shaman’s 
  bite or claw attack.
  Gutter Slyness. The gutter gnoll shaman has advantage on 
  Dexterity (Stealth) checks while in sewers and alleyways that are 
  in darkness or dim light.
  Spellcasting. The gutter gnoll shaman is a 7th level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit 
  with spell attacks). It has the following druid spells prepared:
  Cantrips (at will): dancing lights, light, mage hand
  1st level (4 slots): bane, inflict wounds
  2nd level (3 slots): silence, spiritual weapon
  3rd level (3 slots): dispel magic, spirit guardians
  4th level (1 slot): greater invisibility
  Actions
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.  
  Hit: 2 (1d4) piercing damage.
  Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.  
  Hit: 3 (1d6) slashing damage.
  Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) or 4 (1d8) bludgeoning damage if wielded 
  with two hands.
  Corrosive Vial. Ranged Weapon Attack: +4 to hit, reach 30/60 
  ft., one target. Hit: upon striking the target, the vial will break 
  and release a corrosive liquid that reduces the effectiveness of 
  armor and shields by −1 AC until it can be repaired. This effect 
  is cumulative the more times the target is struck with vials up to 
  -5. If the target is not wearing armor, or their armor effectiveness 
  has been reduced by -5, the target takes 4 (1d8) acid damage. 
  Weapons, Armor & Items
  3 corrosive vials, quarterstaff, and roll a d12:
  d12
  Item(s)
  1–6
  1d4 days’ rations consisting of beef jerky and 
  moldy bread
  7–9
  A trinket (p. 39)
  10–11
  A tattered cloth coin purse containing a random 
  assortment of buttons ranging in size and material,  
  25 (2d12 + 12) in all
  12
  A wand of magic missile
  Shamans have a crude command of magic, mostly utilizing their 
  powers to enhance the natural stealth of raiding parties. 
  
  39
  Chapter 2: Gnolls
  Gutter Gnoll Trinkets 
  The following items might be carried by a gutter gnoll:
  d10
  Trinket
  1
  A child’s doll, torn and filthy
  2
  A burlap sack containing dozens of assorted buttons
  3
  A leather bucket containing a few belt buckles
  4
  A silk scarf, cleaner than its surroundings
  5
  A collection of miscellaneous receipts, promissory notes and invoices
  6
  An elegant, fashionable hat with the top knocked out
  7
  A bone needle and thread
  8
  A string of assorted cutlery worn as a necklace
  9
  A hessian sack of spoiled meat and old leather
  10
  An ale horn, tied to a belt with a shoelace
  Gutter Gnoll Lair Details 
  An area controlled by gutter gnolls might display the following:
  d10
  Lair Detail 
  1
  A buried cache of foul-smelling meat and a gnawed leather boot
  2
  An almost overwhelming musky stench emanates from a corner, a mixture of rotten meat, stagnant mud and raw sewage  
  3
  Water constantly drips from the ceiling into a filthy, slowly spreading, brown pool 
  4
  The floor is covered in a thick layer of soft furnishings at various levels of decay and destruction
  5
  Fist-sized clumps of matted hair dot the area
  6
  A collection of broken and discarded items hang crooked on the walls in a crude mockery of a picture gallery
  7
  Reeking piled linens form a nest so soiled that the imprint of a curled gnoll remains clearly defined
  8
  A stagnant pool, lumps of foulness collect in the stillness. 
  9
  A barrel of beer bearing the stamp of a nearby tavern stands next to a few beer-soaked scraps of wood from another, some of 
  which have been chewed
  10
  A territory marker cobbled together from a guard’s polearm, sackcloth, browning bones, and a jagged-toothed skull
  
  40
  Chapter 2: Gnolls
  Rock Gnolls
  Small and stocky (as far as gnolls go), rock gnolls average at 
  around the same size as a well-muscled human. Of all gnolls, they 
  have the most impressive manes, which can deceive observers 
  into thinking them larger than they truly are. While rock gnolls 
  are certainly the least threatening variety on their own merits, the 
  creeping influence of the caves below means they are also the most 
  likely to exhibit vampirism, demonic possession, or otherworldly 
  corruption, so seasoned travelers know not to take their smaller 
  stature at face value. 
  Culture
  As the smallest species, rock gnolls rely on stealth and cunning 
  more than brute strength. They rarely form groups of more 
  than twenty, allowing them to conceal their movements more 
  easily. They inhabit caves during the day and foray out only 
  under the cover of night. When left to their own devices, rock 
  gnolls congregate in loose bands, often consisting of a single 
  extended family. Infighting is rarer than in other gnoll clans, 
  so rock gnolls tend to live longer - sometimes up to forty years. 
  Skirting the shallows of the deep below, however, often brings 
  them into contact with far more powerful entities, and it is not 
  uncommon to find large number of rock gnolls under the thrall of 
  a subterranean warlord. 
  Rock gnolls are the most likely to take victims alive for two 
  reasons. Firstly, their environment is the least bountiful of all the 
  gnolls, so many clans keep a “larder” of fresh meat when times are 
  good to prepare for leaner times ahead. Secondly, their ties to the 
  underground races make them an ideal link to the surface, and 
  the demand for slaves below is constant. Rock gnolls are generally 
  willing to trade their stock for supplies (assuming the interested 
  party proves sufficiently strong that the gnolls could not simply 
  take them by force), and are particularly amenable to offers of 
  alcohol, which they have neither the ingredients nor the skills to 
  make themselves. 
  Environment 
  As the name suggests, rock 
  gnolls are often encountered 
  in mountainous areas, canyons and caves, 
  anywhere where their greyish hides help them blend in, and 
  there are plenty of crags and overhangs to provide cover from 
  searching eyes.
  Industrious by gnoll standards, rock gnolls construct crude 
  dwellings from piled stone, and some clans are able to scavenge 
  enough wood for roofs or cages as temporary housing for slaves 
  before they are traded on. The readiest source of wood for 
  most clans comes in the form of passing caravans, so it is not 
  uncommon for a merchant or caravan guard to find themselves 
  imprisoned in the remains of their own wagon before being sold 
  off to some denizen of the deep caves. 
  Roleplaying Rock Gnolls
  Rock gnolls are the most likely to cooperate with other races, as 
  trade makes up a good part of their means of survival. Common 
  and Undercommon are fairly likely to be spoken, but some clans 
  might also pick up scraps of Dwarven and Elvish dependent on 
  who lives in the area to trade. Rock gnolls are also the least likely 
  to fight to the death, possessing neither the brutish savagery of 
  plains gnolls or the feral nature of gutter gnolls. Given their usual 
  interactions, a surrendering rock gnoll expects to be taken into 
  slavery, a fate it may later escape if it can utilize its cunning. 
  
  41
  Chapter 2: Gnolls
  Combat Tactics
  Rock gnolls plan their attacks more thoroughly than other types, 
  hanging back until they can utilize the environment to their best 
  advantage. They may even make use of crude traps, or set up 
  hazards to drive their quarry into a more advantageous ambush 
  site. Rock gnolls prefer to take live captives where possible, but 
  won’t hesitate to kill any who seem like they may be more trouble 
  than they’re worth. They also have no compunctions about selling 
  damaged goods, so are happy to seriously wound their quarry 
  before returning home. 
  Rock Gnoll Warbands
  Use these tables to generate a rock gnoll encounter quickly 
  and easily, either by rolling a d8 or selecting an appropriate 
  challenge rating.
  CR 1–4
  d8
  CR
  Group Members
  1
  1
  4 rock gnoll runts
  2
  1
  4 rock gnoll sneaks
  3
  2
  4 rock gnoll runts, 4 rock gnoll sneaks
  4
  2
  2 striped hyenas, 4 rock gnoll sneaks, 1 leucrotta
  5
  3
  1 leucrotta, 1 rabid rock gnoll
  6
  3
  3 striped hyenas, 1 leucrotta, 1 crocotta
  7
  4
  4 rock gnoll runts, 1 rock gnoll alpha
  8
  4
  4 rock gnoll sneaks, 1 rock gnoll alpha
  CR 5–8
  d8
  CR
  Group Members
  1
  5
  1 rabid rock gnoll, 1 rock gnoll alpha
  2
  5
  4 rock gnoll runts, 4 rock gnoll sneaks, 1 rock 
  gnoll alpha
  3
  6
  4 striped hyenas, 4 rock gnoll sneaks, 1 leucrotta,  
  2 rabid rock gnolls
  4
  6
  4 rock gnoll runts, 4 rock gnoll sneaks, 2 leucrotta, 
  1 crocotta
  5
  7
  2 rabid rock gnolls, 1 rock gnoll alpha
  6
  7
  3 striped hyenas, 2 crocotta, 1 rock gnoll alpha
  7
  8
  1 leucrotta, 2 rabid rock gnolls, 1 rock gnoll alpha
  8
  8
  4 rock gnoll runts, 4 rock gnoll sneaks, 3 rabid 
  rock gnolls
  CR 9–12
  d8
  CR
  Group Members
  1
  9
  1 leucrotta, 1 rock gnoll shaman
  2
  9
  4 rock gnoll sneaks, 1 rock gnoll shaman
  3
  10
  4 striped hyenas, 1 crocotta, 1 rock gnoll shaman
  4
  10
  8 rock gnoll sneaks, 1 rock gnoll shaman
  5
  11
  4 rabid rock gnolls, 1 rock gnoll alpha
  6
  11
  5 striped hyenas, 4 rock gnoll sneaks, 3 rabid rock 
  gnolls, 1 rock gnoll alpha
  7
  12
  4 rock gnoll runts, 4 rock gnoll sneaks, 1 leucrotta, 
  3 rabid rock gnolls, 1 rock gnoll alpha
  8
  12
  6 rock gnoll runts, 6 rock gnoll sneaks, 1 crocotta, 
  1 rock gnoll shaman
  
  42
  Chapter 2: Gnolls
  Rock Gnoll Runt
  Medium humanoid (gnoll), chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 13 (3d8)
  Speed 35 ft.
  STR
  12 (+1)
  DEX
  14 (+2)
  CON
  10 (+0)
  INT
  6 (−2)
  WIS
  10 (+0)
  CHA
  8 (−1)
  Skills Stealth +4, Survival +2
  Senses darkvision 60 ft., passive Perception 10
  Languages Gnoll
  Challenge 1/4 (50 XP)
  Rocky Camouflage. The rock gnoll runt has advantage on 
  Dexterity (Stealth) checks in rocky terrain.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.  
  Hit: 3 (1d4 + 1) piercing damage.
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.  
  Hit: 4 (1d6 + 1) slashing damage.
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, range 20/60 
  ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  Net. Ranged Weapon Attack: +4 to hit, reach 5/15 ft., one Large 
  or smaller creature. Hit: The target is restrained. A creature 
  can use its action to make a DC 15 Strength check to get free. 
  Dealing 10 damage to the net (AC 10) frees the target and 
  destroys the net.
  Weapons, Armor & Items
  2 daggers, net, and roll a d12:
  d12
  Item(s)
  1–6
  1d4 days’ rotten meat rations
  7–9
  A trinket (p. 47)
  10–11
  A tattered coin purse containing 10 (3d6) cp
  12
  A +1 steel dagger
  The smallest clan members, runts are tasked with setting traps and 
  hit-and-run raids.
  “Yeah, I knew a gnoll once; Dag 
  bought it as a pup for a laugh. I 
  saw it rip Maggo’s arm off at the 
  shoulder, and that was one of the 
  little ones.” 
  -Dannik, Jackdaws gang member
  
  43
  Chapter 2: Gnolls
  Rock Gnoll Sneak
  Medium humanoid (gnoll), chaotic evil
  Armor Class 13
  Hit Points 18 (4d8)
  Speed 35 ft.
  STR
  12 (+1)
  DEX
  16 (+3)
  CON
  10 (+0)
  INT
  10 (+0)
  WIS
  12 (+1)
  CHA
  10 (+0)
  Skills Perception +3, Stealth +5, Survival +3
  Senses darkvision 60 ft., passive Perception 13
  Languages Gnoll, Undercommon
  Challenge 1/4 (50 XP)
  Rocky Camouflage. The rock gnoll sneak has advantage on 
  Dexterity (Stealth) checks in rocky terrain.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.  
  Hit: 3 (1d4 + 1) piercing damage.
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.  
  Hit: 4 (1d6 + 1) slashing damage.
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, range 20/60 
  ft., one target. Hit: 5 (1d4 + 3) piercing damage.
  Throwing Club. Melee or Ranged Weapon Attack: +5 to hit, 
  range 30/60 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage, 
  and the target must succeed on a DC 13 Constitution saving 
  throw or be knocked unconscious. The target can repeat 
  the saving throw at the end of each of their turns to regain 
  consciousness.
  Weapons, Armor & Items
  3 throwing clubs, and roll a d12:
  d12
  Item(s)
  1–6
  1d4 days’ rotten meat rations
  7–9
  A trinket (p. 47)
  10–11
  A tattered coin purse containing 10 (3d6) cp
  12
  A potion of climbing
  Sneaks use their throwing clubs to incapacitate their quarry. If 
  coordinated from hiding, these attacks can cause disarray, allowing 
  other clan members to make off with supplies, as well as disori-
  ented or unconscious slaves. 
  
  44
  Chapter 2: Gnolls
  Mangy Rock Gnoll
  Medium humanoid (gnoll), chaotic evil
  Armor Class 13
  Hit Points 45 (7d8 + 14)
  Speed 35 ft.
  STR
  16 (+3)
  DEX
  12 (+1)
  CON
  14 (+2)
  INT
  5 (−3)
  WIS
  10 (+0)
  CHA
  14 (+2)
  Skills Athletics +5, Intimidation +4, Survival +2
  Senses darkvision 60 ft., passive Perception 10
  Languages Gnoll
  Challenge 2 (450 XP)
  Enraged Retaliation. If the mangy rock gnoll has 22 or fewer 
  hit points, it can use its claw attack one additional time when 
  it takes the multiattack action. If it has 10 or fewer hit points, 
  it can use its claw attack two additional times when it takes 
  the multiattack action. These additional attacks are made with 
  disadvantage.
  Tough. The mangy rock gnoll adds its Constitution modifier to 
  its armor class.
  Actions
  Multiattack. The mangy rock gnoll makes one bite and one claw 
  attack, or two claw attacks.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) piercing damage, and the target must succeed 
  on a DC 18 Constitution saving throw or contract frenzy 
  (see sidebar).
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  
  Hit: 7 (1d8 + 3) slashing damage.
  Weapons, Armor & Items
  Roll a d12:
  d12
  Item(s)
  1–6
  1d4 days’ rotten meat rations
  7–9
  A trinket (p. 47)
  10–11
  A tattered coin purse containing 21 (6d6) cp, and  
  7 (2d6) sp
  12
  A potion of growth
  Whether through influences deep underground, or by 
  natural means, it is not uncommon for rock gnolls to 
  become stricken by disease. These mangy individuals 
  become even more beast-like and wild; some find a life 
  amongst the hyenas of their former clan, others wander 
  off to die a lonely (and likely violent) death, but some form large, 
  disorganised packs of their own. 
  Frenzy
  This disease affects the nervous systems of many creatures, 
  altering their behavior over time to become more aggressive and 
  unpredictable. Rock gnolls carry a particularly virulent strain. 
  Infected creatures begin showing symptoms after 1d4 days, 
  including headaches and increased thirst. The infected creature 
  suffers one level of exhaustion, has disadvantage on Wisdom 
  (Perception) checks, and requires twice the usual amount of 
  water each day. 
  At the end of each long rest, the infected creature must make 
  a DC 15 Constitution saving throw against the disease. A 
  successful save decreases its level of exhaustion by one. If this 
  reduces the level of exhaustion to zero, the creature is cured. 
  A failed save increases its level of exhaustion by one and the 
  disease intensifies. After one failed save, the creature must 
  succeed on a DC 15 Wisdom saving throw whenever it is 
  placed in a stressful situation or spend its turn making a melee 
  attack against the nearest creature, moving up to its speed if 
  necessary. The DC for this saving throw increases by 2 for each 
  level of exhaustion above 1. If the infected creature has 4 levels 
  of exhaustion (hit points halved), its mind is consumed by the 
  disease and it reverts to an animalistic and wild state, attacking 
  any who come near it. Until the disease can be cured, the 
  creature’s Intelligence is reduced by 10 (minimum 3).
  
  45
  Chapter 2: Gnolls
  Rock Gnoll Alpha
  Medium humanoid (gnoll), chaotic evil
  Armor Class 18 (natural armor, shield)
  Hit Points 68 (8d8 + 32)
  Speed 35 ft.
  STR
  16 (+3)
  DEX
  12 (+1)
  CON
  18 (+4)
  INT
  10 (+0)
  WIS
  14 (+2)
  CHA
  10 (+0)
  Skills Athletics +5, Stealth + 3, Survival +4
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Gnoll
  Challenge 3 (700 XP)
  Rocky Camouflage. The rock gnoll alpha has advantage on 
  Dexterity (Stealth) checks in rocky terrain.
  Tough. The rock gnoll alpha adds its Constitution modifier to its 
  armor class.
  Actions
  Multiattack. The rock gnoll alpha makes two attacks with its 
  heavy spear.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  
  Hit: 6 (1d6 + 3) piercing damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  
  Hit: 7 (1d8 + 3) slashing damage.
  Heavy Spear. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit 7 (1d8 + 3) piercing damage, or 8 (1d10 + 3) if 
  wielded with two hands. 
  Weapons, Armor & Items
  Heavy spear, shield, and roll a d12:
  d12
  Item(s)
  1–6
  1d4 days’ rotten meat rations
  7–9
  A trinket (p. 47)
  10–11
  A tattered coin purse containing 24 (7d6) cp, and  
  10 (3d6) sp
  12
  A sack containing 3 (1d4 + 1) bottles of gnoll battle 
  brew (p. 169)
  Alphas are often given the honor of striking the killing blow to 
  captured targets. Alphas carry a heavy burden, keeping the clan 
  alive in tough environments and, in extremely lean times, are 
  expected to give themselves up as meat for the clan (though it is 
  unclear how many end up doing this willingly).
  “My cargo should count 
  themselves lucky. At least I don’t 
  eat what I don’t sell. ”
  -Bram Rothwell, pirate and 
  slaver
  
  46
  Chapter 2: Gnolls
  Rock Gnoll Shaman
  Medium humanoid (gnoll), chaotic evil
  Armor Class 10
  Hit Points 49 (9d8 + 9)
  Speed 35 ft.
  STR
  11 (+0)
  DEX
  11 (+0)
  CON
  12 (+1)
  INT
  14 (+2)
  WIS
  16 (+3)
  CHA
  13 (+1)
  Skills Arcana +5, Stealth +3, Survival +6
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Gnoll, Undercommon
  Challenge 8 (3,900 XP)
  Rocky Camouflage. The rock gnoll shaman has advantage on 
  Dexterity (Stealth) checks in rocky terrain.
  Spellcasting. The rock gnoll shaman is a 9th level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 14, +6 to hit with 
  spell attacks). It has the following druid spells prepared:
  Cantrips (at will): shillelagh, shocking grasp, thorn whip
  1st level (4 slots): entangle, thunderwave
  2nd level (3 slots): gust of wind, spike growth
  3rd level (3 slots): conjure animals, dispel magic
  4th level (3 slot): giant insect, grasping vine
  5th Level (1 slot): insect plague, mass cure wounds
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.  
  Hit: 2 (1d4) piercing damage.
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.  
  Hit: 3 (1d6) slashing damage.
  Quarterstaff. Melee Weapon Attack: +3 to hit (+6 to hit 
  with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) or 4 
  (1d8) bludgeoning damage with shillelagh or if wielded with 
  two hands.
  Weapons, Armor & Items
  Quarterstaff, and roll a d12:
  d12
  Item(s)
  1–6
  1d4 days’ rotten meat and dried mushroom rations
  7–9
  A trinket (p. 47)
  10–11
  A tattered coin purse containing 28 (8d6) sp, and  
  14 (4d6) gp
  12
  A sack containing 6 (1d6 + 3) bottles of gnoll battle 
  brew (p. 169)
  Wily and intelligent, shamans consume mushrooms and other 
  narcotics in order to commune with the environment and aid the 
  clan. Whether by supernatural means or otherwise, they are great 
  trackers, peerless in their ability to read the environment. 
  It took around half an hour for the brew to take 
  effect. I recall experiencing what seemed like an 
  entire lifetime outside of my own as I watched the 
  sun set. I am told I spent an hour having what 
  was clearly an intensely interesting conversation 
  with a carthorse before weeping at the dissolution 
  of our friendship. I regained my senses seven miles 
  away from my home around midday. I had to 
  burn my breeches. 
  -Viticus, Circle of Shadows warlock, personal 
  journal 
  
  47
  Chapter 2: Gnolls
  Rock Gnoll Trinkets 
  The following items might be carried by a rock gnoll:
  d10
  Trinket
  1
  A pouch of drow coins stamped with a spider
  2
  A broken spring-loaded trap
  3
  A branding iron
  4
  A ledger written in elven script with rough pictograms and tally marks
  5
  A delicate chain strung with several rings
  6
  10d6 feet of knotted, spliced, repurposed rope 
  7
  A leather belt attached to a length of chain
  8
  A set of mismatched keys and one tuning fork
  9
  A skin full of heady, mixed spirits
  10
  A ritual bloodletting knife
  Rock Gnoll Lair Details 
  An area controlled by rock gnolls might display the following:
  d10
  Lair Detail 
  1
  A corral of wooden stakes forming a slave pen
  2
  A collection of empty crates and carts set up to resemble a meeting of traders not far from the road
  3
  A pile of metal trap components with several sets of footprints leading to and from
  4
  Ropes of varying lengths and qualities hung on iron hooks in an unorganized fashion
  5
  A cage large enough to hold three humanoids, suspended over a deep chasm by a great length of coiled rope and chain
  6
  The rough walls have collected a large amount of snagged, striped fur
  7
  The rank, sharp musk of gnoll and hyena cuts through all other smells, trapped by air currents and fermenting in this area
  8
  The acoustics of this area’s rock walls allow even the quietest whisper to be heard clearly
  9
  A trader’s wagon, brightly proclaiming their wares, is overturned and built upon to form a cell
  10
  A large pile of boots and shoes of various sizes and states of wear
  Gnoll Clans
  Eetik’ti
  Criminal enterprises often exploit the local gutter gnoll population, 
  using them as cheap labor, spies, or for the disposal of evidence 
  (a meal’s a meal to the gnolls). Gutter gnolls are cheaper than 
  other criminals, as they only require food and are easy to keep 
  in line due to their cowardly nature. While most gutter gnolls 
  are accepting of living, quite literally, under the feet of those 
  who inhabit the settlements they scavenge, below even the worst 
  criminal scum, some long for greater things. 
  The Eetik’ti (‘Those Underneath’)’s arrangement with the local 
  branch of the Jackdaws criminal enterprise started off as a typical 
  one; a gang member was looking for somewhere to hide a body, 
  happened into the sewers, and noticed that corpses left there 
  disappeared almost as soon as they turned their backs to leave. 
  It was only a matter of time before the gang’s leader, Mathius, 
  ventured below the city and found himself surrounded by stinking 
  fur and gnashing teeth, and a deal was struck – “Work for me, and 
  you’ll be full for the rest of your lives.”
  Both parties uphold their side of the bargain; the Eetik’ti hide and 
  guard the Jackdaws’ treasure (or at least, the more obvious pieces 
  which are awaiting a buyer), observe the goings on of the city 
  from their hidden lairs, even accompany gang members on larger, 
  riskier jobs where extra hands are needed. The Jackdaws, for their 
  part, reward the Eetik’ti with finer and more plentiful food than 
  they have ever sampled before. However, like any wild animal 
  grown accustomed to receiving food from humans, the gnolls are 
  becoming more demanding and, unknown to the crooks, their 
  numbers have grown in the darkness.
  The alpha pair, Ootakar and Kraaoh, have grown accustomed to 
  their rich lifestyle (for gutter gnolls at least) and, recently, their 
  demands for their services have grown greater and greater; not 
  only food, but luxuries. The pair swagger about in silks and think 
  themselves the epitome of high-society, even as they brush sewage 
  from their finery. Cracks have begun to form in their relationship 
  with the Jackdaws, who grow ever more uneasy on each job the 
  
  48
  Chapter 2: Gnolls
  gnolls are involved with, not knowing if their references to being 
  hungry are a general demand for more ‘payment’, or a more 
  immediate threat. Mathius has begun only sending his most 
  expendable cronies into the sewers, knowing it is only a matter of 
  time before one of them doesn’t make it back out. 
  The self-proclaimed sewer lords are no longer content with scraps, 
  however; they want the city. 
   Iwa Eeni
  Amongst gnolls, demonic possession is normally viewed as a favor 
  from their gods. After all, a demon will make its host behave more 
  aggressively, enhancing its animal savagery and, from a gnoll’s 
  perspective, what could be better?
  Any member of the Iwa Eeni (‘Rock Ghosts’) could be possessed 
  by the demon known as Bowda at any time, although it seems to 
  favor the clan’s shaman, Graon. The demon’s presence weakens 
  and tires its host over time, however, so Bowda flits between the 
  shaman and other clan members to keep its collection of hosts in 
  the best possible condition. Bowda rewards the gnolls’ service with 
  enhanced senses, and some basic divination, gifting them extra 
  insight into the goings on in the area to more accurately locate 
  passing traders and caravans, allowing them to plan the most 
  effective attacks. 
  As with all things, however, Bowda does not do this out of the 
  goodness of its heart (not that it has one), but is manipulating the 
  Iwa Eeni towards its own purpose. The slaves caught by the gnolls 
  are primarily traded with a group representing the Brabus family, 
  a powerful family of dark elves who dwell in the unfathomable 
  underground depths. In their excavations and expansions, the dark 
  elves are, unknowingly, nearing a subterranean altar (of unknown 
  but ancient origin) dedicated to Bowda, and a constant supply of 
  fresh slaves ensures that, sooner or later, they will stumble across it. 
  Should the dark elves, with their predilection for demon worship, 
  discover and make the proper sacrifices at the altar, Bowda’s full 
  power shall be unleashed on the world. 
  Unaware that they are pieces in a much larger game, the Iwa Eeni 
  simply view Bowda as a blessing, and a sign that theirs is the 
  pinnacle of the gnoll way of life.
  Taza Hwu
  The Taza Hwu (‘three clans’) is a huge plains clan, made up of 
  several hundred gnolls of three separate groups united under the 
  savage claw of Zausra’a, declared Hwu’uat, queen over all gnolls. 
  Too large to be constrained to a single territory, The Taza Hwu 
  roves the land, recognizing no borders and seeing all gnolls as 
  Zausra’a’s rightful subjects. Zausra’a’s vision of a united gnoll race is 
  a terrifying prospect, but all who have stood against her have been 
  swept aside, with not a trace of them left for the crows. 
  Years ago, after a brutal battle with the Shield-Biter orc tribe, 
  Zausra’a’s pregnant mother, Vitizi found herself alone, and clanless. 
  As she prepared for a lonely death, she had a dream of hyenas 
  picking over the bones of the world under the shadow of a gnoll 
  with three heads. 
  Zausra’a killed and devoured all three of her siblings, one in the 
  womb, one on the birthing mat, and on the day she took her 
  first steps (chasing down her sister who learnt to walk the day 
  before). Her mother took this as an auspicious sign of greatness in 
  her future. On the eve of her third birthday, they journeyed to a 
  gathering of clans feasting in the ruins of a city sacked by orcs. Her 
  mother declared for all to hear that Zausra’a was Hwu’uat, and that 
  all must fall in line or challenge her claim. She faced the leaders of 
  the three clans present in single combat, Grazzar of the Aohkar, 
  Kikizi of the Drra, and Tzoma of the Haumt’ki, beating them to the 
  ground and biting off their noses to mark their defeat, but allowing 
  them to live to serve as her personal retinue, a duty they perform 
  with near-fanatical loyalty. 
  Zausra’a scorns the males of the clan, permitting none in her 
  presence and threatening with death any who dare to speak 
  when she might hear it. It is whispered by some that she prefers 
  the company of hyenas at night, and they point to the large 
  numbers of crocotta accompanying her as proof. Her mother is 
  the only one she will allow to question her decisions but, even 
  so, in recent years her influence is waning over her increasingly 
  unpredictable daughter.
  Those who have observed Zausra’a’s rise to prominence watch The 
  Taza Hwu with caution; while she lives, the united clans are a near-
  unassailable threat and a death sentence to any village which falls 
  in her path. However, the inevitable power vacuum when she dies 
  could drench the land in even more blood and chaos. 
  
  49
  Chapter 3: Goblins
  Goblins
  In the darkness of the subterranean world, something stirs the stale 
  air, like a great beast awakening. Twin points of reflected light 
  appear, opalescent orbs bobbing closer. The creature is small and 
  spindly. It twitches forward, parting its lips in a hiss through jagged, 
  fish-like teeth. The sound bounces around the rock walls, echoing, 
  repeating and growing. Scratching at a sore on the waxy skin of its 
  chest, head juddering on its scrawny neck, it draws a jagged shard 
  of some poor unfortunate’s shinbone from a moldering sackcloth 
  wrapped around its waist. Its eyes stare, perfect circles of bulging 
  whiteness. Another pair appears behind, and another, and another. 
  The cavern glimmers with eyes like the sky at night. This is a goblin. 
  Goblins are individually weak, and they know it. They band 
  together out of fear of stronger beings rather than any feeling 
  of camaraderie. They are classic bullies, and will never pass on 
  an opportunity to humiliate or dominate those weaker than 
  themselves. This bullying is the basis of goblin 'society', with 
  a troop being made up of various levels and groups of bullies 
  and bullied and ultimately lead by the goblin most able to cow 
  the others. Should the chief ever be shown up by a subservient, 
  they will lose their status, and can be assured that no injury or 
  insult they dished out during their time at the top will have been 
  forgotten…
  A goblin chief is not necessarily the strongest physically (although 
  this is often the case); goblins respect trickery and cunning just 
  as much. If a goblin masters rudimentary forms of psychological 
  intimidation, deception and manipulation, he can climb the ranks 
  just as quickly with veiled threats and outright lies. 
  Goblins’ reflexive cruelty extends to other 
  races and species; should a goblin troop 
  take prisoners, they will face vicious 
  beatings and torture which may last for 
  months or even years if the goblins can keep them restrained (and 
  remember to feed them). Less intelligent creatures may be forced 
  into servitude; some particularly bold, strong or just plain lucky 
  goblin troops keep trolls or ogres (blinded and shackled, naturally) 
  and will drive them into a battle frenzy with cruel hooked poles 
  and red hot pokers before unleashing them on their foes. 
  All goblins are small, with none but the very largest exceeding 
  four feet in height. Males are lean rather than muscular, with long, 
  grasping fingers. Their ears are large, taper to a point, and never 
  stop growing; you can roughly tell the age of a goblin by the size 
  of its ears (and nose). Female goblins on the other hand, tend 
  to be sedentary and can obtain prodigious size (in girth at least) 
  assuming the troop can provide enough food. 
  After a five month gestation period, goblins produce litters of 
  around ten young (the largest litter recorded being twenty-eight) 
  which mature quickly, achieving adulthood at around three 
  years of age assuming they survive infancy, which is by no means 
  guaranteed as young goblins are treated little better than vermin by 
  the rest of the troop.  
  Beyond these common features, the environment has shaped the 
  physiology of the three most commonly encountered varieties: 
  forest goblins, stealthy guerrilla hunters and trappers; hill goblins, 
  the most organized and martial variety; and cave goblins, a 
  degenerate and twisted breed living deep underground. 
  
  50
  Chapter 3: Goblins
  Language and Common Names
  The basic goblin language favors hard consonants and sharp vowels 
  with short, clicking syllables. It is a far simpler dialect than those 
  of hobgoblins or bugbears, with which it shares a root, though the 
  three are able to understand one another even if some of the finer 
  details are lost. 
  Names in that tongue are short and harsh, much like the creatures 
  bearing them.
  Goblin Names: Azkak, Daznak, Dizgik, Fikzik, Gezzik, Glakik, 
  Kishtok, Kripkik, Niktiz, Pizkrik, Pokzok, Razzag, Remmik, 
  Rishkig, Roktik, Wezzig, Zimkrik
  Forest Goblins 
  As a rule, goblins are uncomfortable in open spaces, preferring 
  to dwell in darker places where they can easily escape the notice 
  of the multitude of potential threats facing them. Of all the 
  varieties, forest goblins spend the most time above ground, with 
  the combination of shadow from the canopy and their own dark 
  green skins allowing them to melt away in their forest home. Their 
  wiry frames and particularly long, thin arms allow them to swing 
  ape-like through branches if they need to move quickly, although 
  they tend to creep silently through the undergrowth to draw less 
  attention unless need is desperate. 
  Forest goblins dress in rough armor of hide and leather, 
  occasionally stitching in leaves and branches to aid their 
  camouflage. Their ability to craft is limited, as are the materials 
  available to them, so sharpened wooden spears are their most 
  available melee weapon, although they prefer to attack from a safe 
  distance with bows reinforced with bone, horn and sinew. 
  Culture
  Their natural habitat often brings them into conflict with elven 
  tribes. Given the elves’ affinity with the forest and the goblins’ 
  natural stealth and cunning, guerrilla warfare between groups can 
  be a drawn-out affair, pitting generations of goblins against their 
  long-lived foes, each more sneaky and savage than the last.
  Forest goblins are the most ‘devout’ of their race. All goblins 
  fear and cower from their gods, but the forest goblin pantheon 
  is flexible enough to include thousands of things to fear, and is 
  constantly growing. They will worship powerful beasts and oddly 
  shaped trees; it is not unknown for them to look up to a clear sky 
  warily with the memory of a particularly angry-looking cloud. 
  Forest goblins are more capable with the magical arts than their 
  cave and hill kin, possibly due to the relative abundance of ambient 
  magic usually found in forests, and these magic users are often 
  looked up to as prophets of their many gods’ wills. 
  Environment
  Forest goblins are the most in tune with their environment and, to 
  a certain extent, live in balance as a natural part of the ecosystem; 
  they have learnt that it is to their benefit to heed the signs of 
  nature. Some troops utilize the root systems of larger trees as easily 
  defensible lairs, while others make use of the verticality uniquely 
  available to them and string together precarious platforms just 
  below canopy level, hiding them from prying eyes on the forest 
  floor and giving them an excellent vantage point to scope out easy 
  prey. Many of these platforms will be rigged to collapse (preferably 
  into a staked pit or similar) should anything larger than a goblin 
  attempt to use them; “You first” in goblin society is a measure of 
  well-founded paranoia, not politeness. 
  
  51
  Chapter 3: Goblins
  Conversely, they will also alter their patch of forest significantly, 
  typically filling their range with snares, spiked pits and other 
  ingenious, if crude, traps designed to cripple, pin or capture their 
  quarry, allowing them to finish it off at their leisure. 
  Combat Tactics
  Whenever possible, forest goblins engage their enemies at range 
  and from hiding. Where these conditions cannot be met, they 
  tend to not involve themselves in combat and are usually smart 
  enough to restrain themselves, even if they spot a target with some 
  valuable looking possessions. Forest goblins will usually only allow 
  themselves to be seen when leading foes into a trap, whether an 
  ambush or something involving spikes. 
  Like all goblins, they lack any sense of honor and will attack 
  whatever they view as the weakest target first to swing the numbers 
  in their favor before ganging up on the rest. Unless a serious dent 
  has been made in the enemy’s numbers, it only takes a few dead 
  goblins to trigger a full-blown rout among the survivors. 
  Role Playing Forest Goblins
  Forest goblins are easily impressed by displays of magic, which 
  they associate with their gods. Unlike hill goblins, they have 
  something which approaches loyalty to their shamans, bordering 
  on respect (though will still cut them dead if their life is on the 
  line). They are suspicious of anything unknown, and particularly 
  hateful of elves, who they will usually kill (or rather, drag away to 
  be tortured) on sight. 
  Particularly shifty, even by goblin standards, forest goblins are 
  notorious for being dishonest, unreliable, and evasive. They are less 
  happy being trampled underfoot on their way up the pecking order 
  than others, and their bowing and scraping before their betters is 
  usually undercut with mumbled threats and insults. 
  Forest Goblin Warbands
  Use these tables to generate a forest goblin encounter quickly 
  and easily, either by rolling a d8 or selecting an appropriate 
  challenge rating.
  CR 1–4
  d8
  CR
  Group Members
  1
  1
  2 worg pups, 3 forest goblins
  2
  1
  1 worg runt, 3 forest goblins
  3
  2
  4 forest goblins, 2 forest goblin sneaks
  4
  2
  3 forest goblin sneaks, 1 forest goblin thief
  5
  3
  2 worg runts, 4 forest goblins, 1 forest goblin 
  sneak, 1 forest goblin trapper
  6
  3
  3 forest goblin sneaks, 3 forest goblin thieves
  7
  4
  8 worg pups, 4 worg runts, 2 forest goblin trappers, 
  1 forest goblin shaman
  8
  4
  6 forest goblins, 2 forest goblin sneaks
  CR 5–8
  d8
  CR
  Group Members
  1
  5
  4 worg pups, 2 worg runts, 6 forest goblins, 4 forest 
  goblin trappers, 1 worg mother
  2
  5
  8 worg pups, 4 forest goblin sneaks, 2 forest 
  goblin shamans
  3
  6
  8 forest goblins, 6 forest goblin thieves, 2 
  worg mothers
  4
  6
  4 forest goblins, 2 forest goblin trappers, 4 forest 
  goblin shamans
  5
  7
  8 forest goblin sneaks, 1 forest goblin trapper,  
  5 worg mothers
  6
  7
  6 forest goblin sneaks, 4 forest goblin shamans
  7
  8
  10 forest goblins, 6 forest goblin thieves,  
  5 forest goblin trappers
  8
  8
  14 forest goblins, 2 forest goblin trappers,  
  1 forest goblin shaman
  
  52
  Chapter 3: Goblins
  Forest Goblin
  Small humanoid (goblinoid), neutral evil
  Armor Class 13 (leather armor)
  Hit Points 7 (2d6)
  Speed 30 ft., climb 30 ft.
  STR
  7 (−2)
  DEX
  14 (+2)
  CON
  10 (+0)
  INT
  10 (+0)
  WIS
  8 (−1)
  CHA
  8 (−1)
  Skills Nature +1, Stealth +4
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Goblin
  Challenge 1/4 (50 XP)
  Woodland Stalker. The forest goblin can attempt to hide even 
  when only lightly obscured by foliage as a bonus action on each 
  of its turns.
  Actions
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Stake. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 +2) piercing damage.
  Weapons, Armor & Items
  Quiver with 20 arrows, shortbow, 2 stakes, leather armor, and 
  roll a d12:
  d12
  Item(s)
  1–6
  1d4 days' fried spider rations
  7–9
  A trinket (p. 57)
  10–11
  A tattered coin purse containing 10 (3d6) cp
  12
  A quiver containing 2 (1d4) +1 arrows
  If a tree falls in the woods 
  and there is no one around 
  to hear it, will a goblin 
  worship it? 
  -Popular joke
  
  53
  Chapter 3: Goblins
  Forest Goblin Sneak
  Small humanoid (goblinoid), neutral evil
  Armor Class 13 (leather armor)
  Hit Points 9 (2d6 + 2)
  Speed 30 ft., climb 30 ft.
  STR
  7 (−2)
  DEX
  14 (+2)
  CON
  12 (+1)
  INT
  10 (+0)
  WIS
  8 (−1)
  CHA
  8 (−1)
  Skills Nature +1, Stealth +4
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Goblin
  Challenge 1/2 (100 XP)
  Woodland Stalker. The forest goblin sneak can attempt to hide 
  even when only lightly obscured by foliage as a bonus action on 
  each of its turns.
  Woodland Camouflage. The forest goblin sneak has advantage 
  on Dexterity (Stealth) checks while in the forest.
  Actions
  Punch Dagger. Melee Weapon Attack: +4 to hit, range 5 ft., one 
  target. Hit: 4 (1d4 +2) piercing damage, and the target must 
  succeed on a DC 13 Constitution saving throw or take 1d4 
  damage at the beginning of each of its turns. At the end of each 
  of its turns, the target can repeat the saving throw, ending the 
  bleed effect on a success.
  Blowgun. Ranged Weapon Attack: +4 to hit, range 80/320 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage, and the target 
  must succeed on a DC 14 Constitution saving throw or become 
  poisoned. At the end of each of its turns, the target can repeat 
  the saving throw, ending the condition on a success.
  Weapons, Armor & Items
  Blowgun, 20 darts, punch dagger, leather armor, and roll a d12:
  d12
  Item(s)
  1–6
  1d4 days' fried spider rations
  7–9
  A trinket (p. 57)
  10–11
  A tattered coin purse containing 14 (4d6) cp
  12
  A vial of poison
  Sneaks are masters of camouflage and ambush, preferring to get 
  up close to a quarry unseen to make best use of their short range 
  weaponry. If they can get in range, hit the target with a poisoned 
  dart, and get back to safety without being seen, so much the better 
  as far as they’re concerned. 
  
  54
  Chapter 3: Goblins
  Forest Goblin Thief
  Small humanoid (goblinoid), neutral evil
  Armor Class 14 (leather armor)
  Hit Points 10 (3d6)
  Speed 30 ft., climb 30 ft.
  STR
  7 (−2)
  DEX
  16 (+3)
  CON
  10 (+0)
  INT
  10 (+0)
  WIS
  8 (−1)
  CHA
  8 (−1)
  Skills Nature +1, Stealth +5
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Goblin
  Challenge 1/2 (100 XP)
  Woodland Stalker. The forest goblin thief can attempt to hide 
  even when only lightly obscured by foliage as a bonus action on 
  each of its turns.
  Woodland Camouflage. The forest goblin thief has advantage 
  on Dexterity (Stealth) checks while in the forest
  Actions
  Stake. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d4 +3) piercing damage and 
  the target must make a DC 12 Constitution saving throw, taking 
  4 (1d8) poison damage on a failed save, or half as much damage 
  on a successful one.
  Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage and the target 
  must make a DC 12 Constitution saving throw, taking 4 (1d8) 
  poison damage on a failed save, or half as much damage on a 
  successful one.
  Weapons, Armor & Items
  Quiver with 20 arrows, shortbow, 4 stakes, leather armor, and 
  roll a d12:
  d12
  Item(s)
  1–6
  1d4 days' fried spider rations
  7–9
  A trinket (p. 57)
  10–11
  A tattered coin purse containing 14 (4d6) cp
  12
  A pair of bracers of archery
  The best marksmen among forest goblins, thieves are an invaluable 
  part of goblin raids. 
  “So he’s been gone for a while now and I 
  decide to go after him, in case he’s chased 
  a stag off a cliff or been eaten by a bear or 
  some such nonsense. I follow his tracks for 
  half an hour or so and find him strung up by 
  his ankle, face like a beetroot! Dozy bugger 
  wandered into one of their traps.
  “Whatchoo doin’ up there?” I says.
  “Takin’ in the view,” he says.
   I start to cut him down when a dirty great 
  barbed arrow buries itself in the tree next 
  to me. I pegged it and ran, he’d’ve done the 
  same for me.” 
   
  -Rhosk, hunter and trapper
  
  55
  Chapter 3: Goblins
  Forest Goblin Trapper
  Small humanoid (goblinoid), neutral evil
  Armor Class 12
  Hit Points 3 (2d6 − 4)
  Speed 30 ft., climb 30 ft.
  STR
  7 (−2)
  DEX
  14 (+2)
  CON
  7 (−2)
  INT
  14 (+2)
  WIS
  8 (−1)
  CHA
  8 (−1)
  Skills Nature +1, Stealth +4
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Goblin
  Challenge 1/2 (100 XP)
  Woodland Stalker. The forest goblin trapper can attempt to hide 
  even when only lightly obscured by foliage as a bonus action on 
  each of its turns.
  Woodland Camouflage. The forest goblin trapper has advantage 
  on Dexterity (Stealth) checks while in the forest
  Actions
  Stake. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 +2) piercing damage.
  Set Trap. The forest goblin trapper can spend a number of 
  actions on subsequent turns to deploy one of the following traps:
  Bear Trap (1–2 actions). The goblin trapper sets a bear trap 
  and covers it with leaves and other debris. The bear trap can be 
  detected with a DC 14 Wisdom (Perception) check. If a creature 
  steps on the bear trap, it must make a DC 15 Dexterity saving 
  throw. On a failed save the creature takes 9 (2d8) piercing 
  damage, and its speed is halved until it removes the trap. The 
  creature can use its action on its turn to make a DC 12 Strength 
  (Athletics) check to remove the bear trap.
  The goblin trapper can use one additional action while setting 
  the bear trap to attach it to the ground with a metal spike and 
  chain. If a creature is caught by the trap while it is attached to 
  the ground in this way, the creature is restrained until it can 
  escape the trap.
  Trip Line (2 actions; 1 action at each end). The goblin trapper 
  attaches a rope or vine to two points up to 25 ft. apart and  
  1 ft. off the ground. The trip line can be detected with a DC 12 
  Wisdom (Perception) check. If a creature passes through the 
  affected area it must make a DC 15 Dexterity saving throw or 
  fall prone.
  Spike Trap (2–3 actions). The goblin trapper pushes sharpened 
  spikes into an area of ground measuring no more than 5 
  ft. square and covers them up with leaves. The spikes can 
  be detected with a DC 13 Wisdom (Perception) check. If a 
  creature enters the affected area it must make a DC 12 Dexterity 
  saving throw. On a failed save the creature takes 5 (2d4) 
  piercing damage. 
  The goblin trapper can use one additional action to coat the tips 
  of the spikes with poison. If it does so, any creature who takes 
  damage from the spikes must also make a DC 15 Constitution 
  saving throw, taking 7 (2d6) poison damage on a failed save, or 
  half as much on a successful one.
  Cage Trap (3 actions). The goblin trapper sets up a four-
  walled spring-loaded cage trap 5 ft. square and large enough 
  for a Medium creature to fit in, and covers it with leaves and 
  other debris. The cage can be detected with a DC 12 Wisdom 
  (Perception) check. If a creature enters the affected area it must 
  make a DC 16 Dexterity saving throw. On a failed save the 
  creature is trapped within the cage. The creature can use its 
  action on its turn to make a DC 13 Strength (Athletics) check 
  break out of the cage.
  Snare Trap (2 actions). The goblin trapper sets a spring-loaded 
  snare in a 5 ft. square and covers with leaves and other debris. 
  The snare can be detected with a DC 14 Wisdom (Perception) 
  check. If a Small or Medium creature enters the affected area 
  it must make a DC 13 Dexterity saving throw. On a failed save 
  the creature is restrained and pulled upside-down 5 ft. off the 
  ground. A creature can destroy the snare, freeing any restrained 
  creature, by dealing 1 damage to the snare (AC 10).
  Weapons, Armor & Items
  Stake, and roll a d12:
  d12
  Item(s)
  1–6
  1d4 days' fried spider rations
  7–9
  A trinket (p. 57)
  10–11
  A tattered coin purse containing 14 (4d6) cp
  12
  A bag of holding
  Trappers take great pride and pleasure in constructing, setting and 
  maintaining the wide variety of traps littered around the troop’s 
  range. Most commonly, these will be constructed of local wood, 
  but occasionally metal can be salvaged from animal traps laid by 
  more civilized hunters, or from the weapons and armor of unwary 
  travelers. 
  
  56
  Chapter 3: Goblins
  Forest Goblin Shaman
  Small humanoid (goblinoid), neutral evil
  Armor Class 11
  Hit Points 12 (5d6 − 5)
  Speed 30 ft., climb 30 ft.
  STR
  7 (−2)
  DEX
  12 (+1)
  CON
  9 (−1)
  INT
  12 (+1)
  WIS
  14 (+2)
  CHA
  8 (−1)
  Skills Medicine +4, Nature +4, Stealth +3
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Goblin
  Challenge 1 (200 XP)
  Woodland Camouflage. The forest goblin shaman has 
  advantage on Dexterity (Stealth) checks while in the forest
  Woodland Stalker. The forest goblin shaman can attempt to 
  hide even when only lightly obscured by foliage as a bonus 
  action on each of its turns.
  Blood Magic. The forest goblin shaman can use its action to 
  sacrifice a Tiny mammal to innately cast one of the following 
  spells: bestow curse, cure wounds, or healing word. The forest 
  goblin shaman starts combat with 6 (1d6 + 3) Tiny mammals in 
  its possession.
  Spellcasting. The forest goblin shaman is a 5th level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit 
  with spell attacks). It has the following druid spells prepared:
  Cantrips (at will): light, mage hand, thorn whip
  1st level (4 slots): entangle, inflict wounds
  2nd level (3 slots): hold person, spike growth
  3rd level (2 slots): conjure animals, spirit guardians
  Actions
  Antler Dagger. Melee Weapon Attack: +3 to hit, range 5 ft., 
  one target. Hit: 3 (1d4 + 1) piercing damage.
  Quarterstaff. Melee Weapon Attack: +0 to hit, reach 5 ft., one 
  target. Hit: 1 (1d6 - 2) or 2 (1d8 - 2) bludgeoning damage if 
  wielded with two hands.
  Weapons, Armor & Items
  Antler dagger, quarterstaff, 6 (1d6 + 3) Tiny mammals, and 
  roll a d12:
  d12
  Item(s)
  1–6
  1d4 days' fried spider rations
  7–9
  A trinket (p. 57)
  10–11
  A tattered coin purse containing 17 (5d6) cp, and  
  3 (1d6) sp
  12
  A sack containing 2 (1d4) bottles of goblin liquor  
  (p. 170)
  Shamans often fill an advisory role to the troop’s chief, although it 
  is equally common for there to be a heated rivalry between the two 
  figures over who should take the position of leadership. Shamans 
  have access to basic healing magic by means of animal sacrifice, so 
  generally travel nowhere without a sack of squirming rats, weasels, 
  or other easily procured forest creatures. 
  
  57
  Chapter 3: Goblins
  Forest Goblin Trinkets 
  The following items might be carried by a forest goblin:
  d10
  Trinket
  1
  A necklace made from the bones of a small animal you cannot identify
  2
  A dead dormouse with a few bites missing
  3
  A dried goblin ear 
  4
  A lump of wood carved to roughly resemble a wolf 
  5
  A collection of insect and spider legs
  6
  Three beautifully crafted elven arrows
  7
  A net woven with leaves and twigs, large enough to cover a goblin
  8
  A flint and antler hunting knife
  9
  Ten feet of hair-thin twine with a loop at each end
  10
  A chunk of meat with a barbed hook hidden within
  Forest Goblin Lair Details 
  An area controlled by forest goblins might display the following:
  d10
  Lair Detail 
  1
  A badly decomposed elf head on a spike
  2
  A pile of crude wooden cages crammed with squealing rats, squirrels, and weasels
  3
  A roughly carved idol of a terrifying, unrecognizable god
  4
  Various sizes and shades of leaves woven together into something resembling a curtain
  5
  An area of floor is rigged to collapse should anything larger than a goblin stand on it
  6
  The outlines of concealed stashes and cubby holes can just barely be made out, cut into the bark of large trees
  7
  Various bone and wooden trinkets drilled with holes hang from above, making a mournful whistle and clattering when the 
  wind blows
  8
  A goblin has methodically picked away at the bark surrounding a hole where a small creature once dwelled
  9
  An area of stumpy, coppiced trees harvested for bows, spears, and stakes
  10
  Scraped and partially-cleaned furs and hides are stretched out to dry
  Forest goblins, it is said, grovel to a 
  thousand gods, but the truth is closer to 
  the millions. No two troops share the same 
  pantheon, and even within troops there may 
  be schisms as to the validity of the Twisted 
  Vine god over the Frightening Howl in 
  the Night god. Commonalities in their 
  myths are therefore rare, with the exception 
  that the sudden death of a chief’s rival is 
  usually ascribed to the displeasure of a god 
  rather than, say, being pushed off a bridge 
  onto a large spike.
  -Fintharael Ellanwe, Myths of the 
  Savage Races
  
  58
  Chapter 3: Goblins
  Hill Goblins
  About three-and-a-half feet tall, skin tending towards an orange 
  tan, oversized ears, bulbous, porcine nose and a particularly nasty 
  attitude; the subrace most familiar to civilized peoples (and most 
  cursed by caravaneers the world over), hill goblins are the goblin as 
  far as most are concerned. 
  On the whole the best equipped goblins, given the better quality 
  of the materials they are able to loot, it is not uncommon for hill 
  troops to be decked out in bits and pieces of fine-quality leather 
  and steel. Some enterprising troops even have the facilities (and 
  faculties) to craft their own metal weapons and armor which will 
  generally be barbed, hooked, or otherwise unnecessarily injurious. 
  This gives them far greater variability in arms, so scimitars, axes 
  and other bladed weapons are common which, along with superior 
  armor, allow hill goblins to become the dominant subrace where 
  multiple goblin groups cohabit. 
  Culture
  Hill goblins are the most organized subrace, taking some 
  inspiration from their hobgoblin cousins, though with none of 
  their discipline or physical power. For example, they constantly 
  ‘drill’ their troops, a process which consists mainly of stronger 
  goblins beating weaker ones until they get tired, and attempt 
  hobgoblin strategies in battle, though goblins tend to become 
  distracted by more immediate threats and opportunities too much 
  for these to be used effectively, not to mention their cowardice far 
  outweighs their respect for authority. 
  Of all the goblins, hill goblins are the most likely to keep captive 
  other races and animals. Wolves or worgs are a favorite, with most 
  troops’ chiefs keeping one or two, or even a whole pack, both to 
  ward against external threats and to keep underlings in line. Their 
  favored form of entertainment is pitting their captives against one 
  another, and against more bloodthirsty (or unlucky) members of 
  the troop, in fighting pits. Although watching prisoners get torn 
  apart by wolves is amusing enough for most, there is a constant 
  hunger for novelty in their entertainment; some troops become 
  very well traveled in their search for strange and exotic beasts to 
  bring back for the pit fights. 
  Environment
  Hill goblins have no real preference to the environment they 
  inhabit. The only requirements are a few caves or other shady, 
  hidden areas scattered around well-trafficked roads. For this 
  reason, a hill goblin troop is quite portable, so they suffer less from 
  being displaced or driven out of an area. The troop will generally 
  take over a cavern complex, or a ruined fort if they’re lucky, as a 
  base of operations where they will store their scavenged wealth and 
  prisoners. 
  Where such features do not already exist, hill goblins will dig out, 
  or crudely construct, a series of interlinking escape tunnels. These 
  tunnels are designed to be a squeeze for a typical goblin and nigh 
  on impossible for larger races to fit into, let alone navigate through 
  the pitch blackness and intentionally confusing layout. 
  From their central base, scouting parties will range out by night 
  looking for promising and well-traveled ambush sites, spending 
  their days hiding in crevices or undergrowth. Temporary camp will 
  then be established around the site, in a nearby cave if possible, 
  and work will begin on preparing the area. In this, if nothing else, 
  hill goblins are remarkably sophisticated and adaptable, using 
  their environment to the best advantage they can. In hilly areas, 
  rockslides will be rigged, forested areas will have trees ready to 
  fall, garrotes strung between trunks, and spiked rams prepared 
  to swing into the path. In almost every instance, the track will be 
  undermined and ready to collapse into spiked pits, and hunting 
  blinds will be erected, allowing the goblins to attack their victims 
  at a disadvantage, at range, and while hidden. 
  
  59
  Chapter 3: Goblins
  Role Playing Hill Goblins
  Hill goblins enjoy the feeling of power, even if they don’t always 
  know what to do with it. They have no real sense of personal 
  loyalty, and will do anything it takes to get a taste of power, 
  provided they have a reasonable chance of getting away with it 
  without consequences. They are easily manipulated if they feel as 
  though they have the upper hand, and will often pause to lord it 
  over anything beneath them, giving an enemy time to formulate  
  a plan. 
  Subservient goblins are boot-lickers of the highest order, hoping 
  to worm their way close to their superiors for rewards of power, 
  and to become trusted enough to stab them in the back should the 
  opportunity arise. 
  Combat Tactics
  Hill goblins enjoy combat more than other kinds of goblin, part 
  of the inspiration taken from their hobgoblin cousins, and don’t 
  mind wading into melee so long as the numbers are on their side. 
  They work together to a reasonable degree out of a desire to retain 
  numerical supremacy rather than a concern for the wellbeing 
  of their fellow goblin. Higher-status goblins work hard to keep 
  face in front of their underlings, and use combat as a way to 
  demonstrate their superiority and as proof for later threats (“See 
  what I did to that elf? That’s what I’ll do to you if you don’t fetch 
  me some supper.”)
  Goblins’ enjoyment of the suffering of others can get them through 
  a battle they would otherwise flee from, but can also work against 
  them; it is common for a goblin to make such a display of gloating 
  over a fallen enemy that they are blind to events unfolding around 
  them (or even taking long enough for the enemy to recover their 
  senses). It does not take much for hill goblins to flee; a few fallen 
  high-ranking goblins, or severe injuries to half their number or so, 
  is usually enough to convince them a battle is not worth fighting 
  until they can muster more troops. 
  Hill Goblin Warbands
  Use these tables to generate a hill goblin encounter quickly and 
  easily, either by rolling a d8 or selecting an appropriate challenge 
  rating. Note that some groups include fighting slaves from 
  other races.
  CR 1–4
  d8
  CR
  Group Members
  1
  1
  4 hill goblins
  2
  1
  2 hill goblins, 2 hill goblin archers
  3
  2
  4 worg pups, 6 hill goblins
  4
  2
  4 worg pups, 3 hill goblins, 3 hill goblin archers
  5
  3
  8 hill goblins, 2 hill goblin archers, 2 scrofa
  6
  3
  4 worg pups, 4 hill goblins, 2 hill goblin archers,  
  2 worg runts, 1 hill goblin bomber
  7
  4
  8 hill goblins, 4 hill goblin archers, 1 hill 
  goblin driver
  8
  4
  6 hill goblins, 2 hill goblin archers, 2 hill goblin 
  bombers, 1 hill goblin warrior
  CR 5–8
  d8
  CR
  Group Members
  1
  5
  6 hill goblins, 2 hill goblin archers, 3 hill 
  goblin warriors
  2
  5
  3 hill goblin warriors, 1 hill goblin alchemist
  3
  6
  3 hill goblin alchemists
  4
  6
  4 hill goblins, 6 worg runts, 1 worg mother, 1 hill 
  goblin warrior, 1 hill goblin beastmaster
  5
  7
  5 hill goblin warriors, 1 hill goblin champion
  6
  7
  4 scrofa, 4 hill goblin warriors, 1 hill 
  goblin alchemist
  7
  8
  5 hill goblin warriors, 1 hill goblin warlord
  8
  8
  4 hill goblin champions
  CR 9–12
  d8
  CR
  Group Members
  1
  9
  8 hill goblins, 4 hill goblin archers, 3 hill goblin 
  alchemists
  2
  9
  6 hill goblins, 2 hill goblin archers, 6 hill goblin 
  bombers, 4 hill goblin warriors
  3
  10
  8 worg pups, 4 hill goblins, 2 hill goblin archers,  
  4 worg runts, 1 worg mother, 2 hill goblin 
  warriors, 2 hill goblin beastmasters
  4
  10
  3 hill goblin warriors, 2 hill goblin champions,  
  1 hill goblin warlord
  5
  11
  12 hill goblins, 4 hill goblin archers, 4 hill 
  goblin bombers, 3 hill goblin drivers, 2 hill 
  goblin warriors
  6
  11
  8 hill goblins, 4 hill goblin archers, 4 scrofa,  
  2 hill goblin warriors, 1 ogre charger
  7
  12
  10 hill goblins, 6 hill goblin archers, 2 hill goblin 
  drivers, 3 hill goblin alchemists
  8
  12
  2 hill goblin champions, 1 hill goblin warlord,  
  1 ogre charger
  
  60
  Chapter 3: Goblins
  Hill Goblin
  Small humanoid (goblinoid), neutral evil
  Armor Class 12 (leather armor)
  Hit Points 7 (2d6)
  Speed 30 ft.
  STR
  9 (−1)
  DEX
  13 (+1)
  CON
  10 (+0)
  INT
  10 (+0)
  WIS
  8 (−1)
  CHA
  7 (−2)
  Skills Stealth +3
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Goblin
  Challenge 1/4 (50 XP)
  Nimble Escape. The hill goblin can take the Disengage or Hide 
  action as a bonus action on each of its turns.
  Actions
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) slashing damage.
  Reactions
  Slippery. If an attack on the hill goblin misses, it moves 5 feet 
  away without provoking an opportunity attack.
  Weapons, Armor & Items
  Scimitar, leather armor, and roll a d12:
  d12
  Item(s)
  1–6
  1d4 days' rations consisting of beef jerky, hard cheese, 
  and stale bread
  7–9
  A trinket (p. 69)
  10–11
  A tattered coin purse containing 10 (3d6) cp
  12
  A potion of growth
  Wunce upon a time ther wuz a brave litel goblin. He wuz the biggest an the strongest of his troop 
  and he wud fite enywun or enyfin. 
  Wen he wuz out warking, he sor a mous noring on a nut. 
  “Out of my way mous!” sed the brave litel goblin “coz I am the brave litel goblin!”
  And he smushed the mouse wiv his club. 
  And that showed him for getin in the way of the brave litel goblin.
  He warked a bit furva, then he sor a kobold gaverin gold for his dragon. 
  “Out of my way kobold” sed the brave litel goblin “coz I am the brave litel goblin!”
  And he smushed the kobold wiv his club. 
  And that showed him for getting in the way ov the brave litel goblin. 
  He warked a bit furver, and then he sor an oger makin styu.
  “Out of my way oger!” sed the brave litel goblin “coz I am the brave litel goblin!”
  But the oger smushed HIM wiv his club. 
  And that showed him for getting in the way of the oger. 
  Wile the oger was sleeping, a cleva litel goblin snuk and sneekt and put out his eiys with a red hot 
  poker and brort him bak to the troop in chains. 
  Goblins dont fite brave. Goblins fite cleva. 
  - The Tale of the Brave Little Goblin, traditional goblin campfire story transcribed by Gissik the 
  Educated Goblin
  
  61
  Chapter 3: Goblins
  Hill Goblin Archer
  Small humanoid (goblinoid), neutral evil
  Armor Class 14 (leather armor)
  Hit Points 7 (2d6)
  Speed 30 ft.
  STR
  8 (−1)
  DEX
  14 (+2)
  CON
  10 (+0)
  INT
  10 (+0)
  WIS
  8 (−1)
  CHA
  7 (−2)
  Skills Stealth +4
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Goblin
  Challenge 1/4 (50 XP)
  Nimble Escape. The hill goblin archer can take the Disengage or 
  Hide action as a bonus action on each of its turns.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d4 + 2) piercing damage.
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., 
  one target. Hit: 6 (1d6 + 2) piercing damage.
  Reactions
  Slippery. If an attack on the hill goblin archer misses, it moves 5 
  feet away without provoking an opportunity attack.
  Weapons, Armor & Items
  Dagger, quiver with 20 arrows, leather armor, and roll a d12:
  d12
  Item(s)
  1–6
  1d4 days' rations consisting of beef jerky, hard cheese, 
  and stale bread
  7–9
  A trinket (p. 69)
  10–11
  A tattered coin purse containing 10 (3d6) cp
  12
  A quiver containing 2 (1d4) +1 arrows
  Most goblins prefer to attack a target which can’t hit them back. 
  However, few but true archers have the skill or patience to learn to 
  master the bow. 
  
  62
  Chapter 3: Goblins
  Hill Goblin Bomber 
  Small humanoid (goblinoid), neutral evil
  Armor Class 15 (leather armor, shield)
  Hit Points 7 (2d6)
  Speed 30 ft.
  STR
  8 (−1)
  DEX
  14 (+2)
  CON
  10 (+0)
  INT
  8 (−1)
  WIS
  9 (−1)
  CHA
  8 (−1)
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Goblin
  Challenge 1/2 (100 XP)
  Nimble Escape. The hill goblin bomber can take the Disengage 
  or Hide action as a bonus action on each of its turns.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 +2) piercing damage.
  Bomb. The hill goblin bomber throws a bomb to a location 
  within 30 feet. When it explodes, all creatures within 10 feet of 
  the bomb must make a DC 13 Constitution saving throw, taking 
  10 (3d6) thunder damage on a failed save, or half as much on 
  a successful one. Additionally, all creatures within 20 feet, of 
  the bomb must make a DC 10 Dexterity saving throw, taking 
  3 (1d6) piercing damage on a failed save, or half as much on a 
  successful one.
  Reactions
  Slippery. If an attack on the hill goblin bomber misses, it moves 
  5 feet away without provoking an opportunity attack.
  Weapons, Armor & Items
  10 goblin bombs (p. 169), dagger, leather armor, shield, and 
  roll a d12:
  d12
  Item(s)
  1–6
  1d4 days' rations consisting of beef jerky, hard cheese, 
  and stale bread
  7–9
  A trinket (p. 69)
  10–11
  A tattered coin purse containing 14 (4d6) cp
  12
  A +1 steel shield
  Pairing goblins’ innate ingenuity when it comes to dangerous and 
  painful weapons with the more advanced craft available to the hill 
  troops, bombers make use of a rudimentary gunpowder consisting 
  of sulphur, charcoal and bat guano, generally paying for their craft 
  with a finger or two. 
  
  63
  Chapter 3: Goblins
  Hill Goblin Driver
  Small humanoid (goblinoid), neutral evil
  Armor Class 16 (chain shirt, shield)
  Hit Points 17 (5d6)
  Speed 30 ft.
  STR
  10 (+0)
  DEX
  12 (+1)
  CON
  10 (+0)
  INT
  10 (+0)
  WIS
  10 (+0)
  CHA
  10 (+0)
  Skills Intimidation +2
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Goblin
  Challenge 1 (200 XP)
  Commander. Any goblinoids within 60 feet of the hill goblin 
  driver that can hear it add +1 damage to their attacks.
  Nimble Escape. The hill goblin driver can take the Disengage or 
  Hide action as a bonus action on each of its turns.
  Actions
  Multiattack. The hill goblin driver makes two melee attacks.
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) slashing damage.
  Whip. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. 
  Hit: 3 (1d4 +1) slashing damage.
  Reactions
  Slippery. If an attack on the hill goblin driver misses, it moves  
  5 feet away without provoking an opportunity attack.
  Weapons, Armor & Items
  Scimitar, whip, chain shirt, shield, and roll a d12:
  d12
  Item(s)
  1–6
  1d4 days' rations consisting of beef jerky, hard cheese, 
  and stale bread
  7–9
  A trinket (p. 69)
  10–11
  A tattered coin purse containing 17 (5d6) cp, and  
  3 (1d6) sp
  12
  A sack containing 2 (1d4) bottles of goblin liquor  
  (p. 170)
  Sometimes a chief will have a driver to keep underlings in line 
  rather than doling out beatings personally. Particularly cruel and 
  sadistic, even by goblin standards, drivers will also take delight in 
  taking charge of the troop’s captives. 
  “Aye, a single goblin’s no threat to 
  a man, but when was the last time 
  you saw a single goblin?”
  -Ander Valliente, military 
  strategist
  
  64
  Chapter 3: Goblins
  Weapons, Armor & Items
  Spiked mace, plate armor, shield, and roll a d12:
  d12
  Item(s)
  1–6
  1d4 days' rations consisting of beef jerky, hard cheese, 
  and stale bread
  7–9
  A trinket (p. 69)
  10–11
  A tattered coin purse containing 17 (5d6) cp, and  
  3 (1d6) sp
  12
  A potion of hill giant strength
  The best fighters amongst the rank-and-file, warriors are the most 
  able to acquire (and keep hold of) good quality weapons and 
  armor, and act as leaders amongst raiding parties. 
  Hill Goblin Warrior
  Small humanoid (goblinoid), neutral evil
  Armor Class 20 (plate armor, shield)
  Hit Points 18 (4d6 + 4)
  Speed 30 ft.
  STR
  12 (+1)
  DEX
  10 (+0)
  CON
  12 (+1)
  INT
  8 (−1)
  WIS
  8 (−1)
  CHA
  7 (−2)
  Skills Athletics +3
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Goblin
  Challenge 1 (200 XP)
  Nimble Escape. The hill goblin warrior can take the Disengage 
  or Hide action as a bonus action on each of its turns.
  Actions
  Spiked Mace. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit 4 (1d6 + 1) bludgeoning, plus 2 (1d4) 
  piercing damage.
  Reactions
  Slippery. If an attack on the hill goblin warrior misses, it moves 
  5 feet away without provoking an opportunity attack.
  
  65
  Chapter 3: Goblins
  Hill Goblin Alchemist
  Small humanoid (goblinoid), neutral evil
  Armor Class 13 (leather armor)
  Hit Points 10 (4d6 − 4)
  Speed 30 ft.
  STR
  8 (−1)
  DEX
  14 (+2)
  CON
  8 (−1)
  INT
  10 (+0)
  WIS
  10 (+0)
  CHA
  8 (−1)
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Goblin
  Challenge 2 (450 XP)
  Hallucinogen Immunity. The hill goblin alchemist has 
  immunity to the effects of its hallucinogenic potions as long as it 
  is wearing its mask.
  Nimble Escape. The hill goblin alchemist can take the 
  Disengage or Hide action as a bonus action on each of its turns.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 +2) piercing damage.
  Hallucinogenic Potion. The hill goblin alchemist throws a 
  potion to a location within 40 feet. When it strikes the ground 
  or another hard surface, it shatters and releases a cloud of green 
  gas that fills a 20-foot-radius. The cloud spreads around corners 
  and its area is lightly obscured. It lasts for up to 5 minutes or 
  until a wind of light or greater speed (at least 5 miles per hour) 
  disperses it. All creatures that enter the cloud on their turn or 
  start their turn there must succeed on a DC 15 Constitution 
  saving throw or suffer one of the following effects (roll a d4):
  1. The target’s vision is distorted and their balance is off. They 
  make attacks with disadvantage.
  2. The target can’t tell friend from foe and must spend their turn 
  making a melee attack or casting a cantrip against a random 
  creature within range. If no target is within range, they must 
  move up to their speed towards the nearest creature and make 
  an attack against it. 
  3. The target’s reaction time is slowed. All attacks made against 
  them have advantage and their speed is reduced by 10 feet.
  4. In their mind’s eye the target see their greatest fear manifested. 
  It drives them mad and they must use their action to Dash in a 
  random direction.
  Creatures affected by the hallucinogen can repeat the saving 
  throw at the start of each of their turns, ending the effect on 
  itself on a success. The effects of the hallucinogen end after a 
  creature spends 1 minute outside the hallucinogenic cloud.
  Healing Potion. The hill goblin alchemist throws a potion to a 
  location within 30 feet. When it strikes the ground or another 
  hard surface, it shatters and releases a cloud of maroon gas in 
  a 15–foot-radius. The cloud lasts for up to 1 minute or until 
  a wind of light or greater speed (at least 5 miles per hour) 
  disperses it. All goblinoids who enter the cloud for the first time 
  on their turn or start their turn there regain 3 (1d6) hit points. 
  All non-goblinoid creatures who enter the cloud for the first 
  time on their turn or start their turn there must make a DC 13 
  Constitution saving throw, taking 3 (1d6) poison damage on a 
  failed save, or half as much damage on a successful one. 
  Reactions
  Slippery. If an attack on the hill goblin alchemist misses, it 
  moves 5 feet away without provoking an opportunity attack.
  Weapons, Armor & Items
  5 alchemist potions (p. 168), dagger, leather armor, and 
  roll a d12:
  d12
  Item(s)
  1–6
  1d4 days' rations consisting of beef jerky, hard cheese, 
  and stale bread
  7–9
  A trinket (p. 69)
  10–11
  A tattered coin purse containing 21 (6d6) cp, and  
  7 (2d6) sp
  12
  A vial of poison
  Alchemists are able to create a surprisingly advanced array 
  of experimental explosives, and will often carry a variety of 
  concoctions designed to harm and hinder enemies and, on 
  occasion, help fellow goblins.
  
  66
  Chapter 3: Goblins
  Hill Goblin Beastmaster
  Small humanoid (goblinoid), neutral evil
  Armor Class 13 (hide armor)
  Hit Points 22 (5d6 + 5)
  Speed 30 ft.
  STR
  12 (+1)
  DEX
  12 (+1)
  CON
  12 (+1)
  INT
  10 (+0)
  WIS
  10 (+0)
  CHA
  10 (+0)
  Skills Animal Handling +2
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Goblin
  Challenge 2 (450 XP)
  Animal Trainer. The hill goblin beast master has one of the 
  following beasts or groups of beasts at its command (roll a d4):
  1. 4 worg pups
  2. 3 worg runts
  3. 2 worg mothers
  4. 1 worg alpha
  Nimble Escape. The hill goblin beast master can take the 
  Disengage or Hide action as a bonus action on each of its turns.
  Actions
  Command. As a bonus action, the hill goblin beast master can 
  order one of its beasts to perform a movement and attack action.
  Goad. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 
  4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if 
  wielded with two hands.
  Whip. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. 
  Hit: 3 (1d4 +1) slashing damage.
  Reactions
  Slippery. If an attack on the hill goblin beast master misses, it 
  moves 5 feet away without provoking an opportunity attack.
  Weapons, Armor & Items
  Goad, whip, hide armor, and roll a d12:
  d12
  Item(s)
  1–6
  1d4 days' rations consisting of beef jerky, hard cheese, 
  and stale bread
  7–9
  A trinket (p. 69)
  10–11
  A tattered coin purse containing 21 (6d6) cp, and  
  7 (2d6) sp
  12
  A potion of animal friendship
  Beastmasters are tasked with training and keeping the troop’s wolf 
  pack, as well as taking charge of other captured beasts as and when 
  the need arises. Old beastmasters are rare, and those that do last 
  have lost their fair share of bits and pieces to their unruly charges. 
  
  67
  Chapter 3: Goblins
  Hill Goblin Champion
  Small humanoid (goblinoid), neutral evil
  Armor Class 17 (half plate)
  Hit Points 33 (6d6 + 12)
  Speed 30 ft.
  STR
  12 (+1)
  DEX
  16 (+3)
  CON
  14 (+2)
  INT
  9 (−1)
  WIS
  8 (−1)
  CHA
  10 (+0)
  Skills Intimidation +2
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Goblin
  Challenge 2 (450 XP)
  Battled Hardened. The hill goblin champion has advantage on 
  saving throws against being frightened.
  Nimble Escape. The hill goblin champion can take the 
  Disengage or Hide action as a bonus action on each of its turns.
  Actions
  Multiattack. The hill goblin champion makes three attacks with 
  its spiked chain.
  Spiked Chain. Melee Weapon Attack: +5 to hit, range 10 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage.
  Reactions
  Slippery. If an attack on the hill goblin champion misses, it 
  moves 5 feet away without provoking an opportunity attack.
  Weapons, Armor & Items
  Spiked chain, half plate, and roll a d12:
  d12
  Item(s)
  1–6
  1d4 days' rations consisting of beef jerky, hard cheese, 
  and stale bread
  7–9
  A trinket (p. 69)
  10–11
  A tattered coin purse containing 21 (6d6) cp, and  
  7 (2d6) sp
  12
  A sack containing 3 (1d4 + 1) bottles of goblin 
  liquor (p. 170)
  Veterans of the fighting pits, champions are rare amongst goblins. 
  Most goblin fighters perish in their first bout against a wild 
  beast or desperate slave, but those few that survive can become 
  dangerously capable with a variety of exotic weapons and fighting 
  techniques.
  “Goblin ambush?’ What next? You may as 
  well tell me to fear an ambush of rabbits!”
  -Last recorded words of Alric Anaut V I
  
  68
  Chapter 3: Goblins
  Hill Goblin Warlord
  Small humanoid (goblinoid), neutral evil
  Armor Class 15 (studded leather)
  Hit Points 44 (8d6 + 16)
  Speed 30 ft.
  STR
  12 (+1)
  DEX
  16 (+3)
  CON
  14 (+2)
  INT
  10 (+0)
  WIS
  11 (+0)
  CHA
  10 (+0)
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Goblin
  Challenge 3 (700 XP)
  Command. Any hill goblins within 60 feet of the hill goblin 
  warlord who can hear it can use their bonus action to make an 
  attack with disadvantage.
  Nimble Escape. The hill goblin warlord can take the Disengage 
  or Hide action as a bonus action on each of its turns.
  Actions
  Multiattack. The hill goblin warlord makes two melee attacks.
  Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 5 (1d8 +1) slashing damage or 6 (1d10 + 1) slashing 
  damage if wielded with two hands.
  Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) 
  bludgeoning damage if wielded with two hands.
  Reactions
  Slippery. If an attack on the hill goblin warlord misses, it moves 
  5 feet away without provoking an opportunity attack.
  Weapons, Armor & Items
  Longsword, quarterstaff, studded leather armor and roll a d12:
  d12
  Item(s)
  1–6
  1d4 days' rations consisting of beef jerky, hard cheese, 
  and stale bread
  7–9
  A trinket (p. 69)
  10–11
  A tattered coin purse containing 24 (7d6) cp, and  
  10 (3d6) sp
  12
  A set of +1 studded leather armor
  If a chief manages to take over and assimilate a rival troop, he may 
  begin styling himself as a warlord. Usually attaining their position 
  with brute force rather than cunning, a warlord has all the subtlety 
  and nuance of a mace to the teeth. Often carrying a short cane in 
  pale imitation of senior hobgoblins, a warlord delights in instilling 
  'discipline in the troops'.
  
  69
  Chapter 3: Goblins
  Hill Goblin Trinkets 
  The following items might be carried by a hill goblin:
  d10
  Trinket
  1
  An incomplete set of merchant’s weights, spattered with blood 
  2
  A rolled-up painted canvas
  3
  A dwarven-made shovel, repurposed to be used by two goblins
  4
  A small wooden whistle which makes a painfully high-pitched tone
  5
  A scrap of wood from a brightly painted cart which reads 'GOB'
  6
  A collection of smooth, polished stones in a linen sack
  7
  A broken set of eye glasses
  8
  A locket containing the likeness of a beautiful half-elf
  9
  A cracked hand mirror stained with soot
  10
  An oversized, garishly patterned woolen waistcoat with only one remaining button 
  Hill Goblin Lair Details 
  An area controlled by hill goblins might display the following:
  d10
  Lair Detail 
  1
  A strong smell of wet dog; the worg pack must spend a lot of time here
  2
  A bored goblin has scratched a picture of a monster into the wall
  3
  A small nest of rags and bones has been made in a corner, probably by a subordinate or juvenile goblin; in it is a trinket
  4
  A collection of cruel, spiked whips hang on hooks, and many spots and splashes of dried blood cover the area 
  5
  In an attempt to hide the troop's treasures, barrels and sacks have been stuffed full of coins from various sources 
  6
  A gladiatorial pit has been dug, surrounded by scraps of food dropped by excited goblins, and long hooked poles to goad 
  whatever is within to fight
  7
  A partially concealed entrance to the labyrinthine escape tunnels
  8
  A large scroll of paper, weighed down at each end by heavy objects, covered in scratchy designs for a variety of traps, complete 
  with stick-figure victims dying horribly
  9
  Eye-watering fumes and thick layers of soot from a crude smithy with a complete lack of proper ventilation
  10
  A large cage strewn with filth, blood, and bones, used to keep slaves, prisoners, exotic beasts, or all at the same time
  
  70
  Chapter 3: Goblins
  Cave Goblins 
  Cave goblins are the most derived subrace. Living their entire 
  lives in the pitch-blackness underground for generations has 
  warped this strain considerably. Their skin is devoid of pigment, 
  almost translucent, with a sparse covering of thin hair. Often, their 
  sensitive skin is raw and blistered where they have encountered 
  strong light, or marred with tumorous sores from simple lack 
  of genetic diversity. In most cases, the eyes have shrunken to 
  a near-vestigial state from lack of use, but in a few lines, they 
  have magnified to enormous proportions to catch whatever light 
  they can. 
  Cave goblin body types vary dramatically as well. There is debate 
  as to whether goblins of particular physiology undertake certain 
  roles in the troop that they are suited for or whether, like some 
  insect colonies, their bodies develop to fulfill different tasks. 
  Either way, it is difficult to describe a 'typical' cave goblin, as even 
  two individuals of the same caste or designation will look very 
  different. 
  It is rare to see cave goblins dressed in any more than a few rags 
  but—given the rarity of supplies—they can make a little material 
  go a long way, utilizing every scrap of leather, cloth, or twine they 
  can lay their hands on. 
  Culture
  Rather than the typical goblin hierarchy, cave goblins are made up 
  of hundreds, or even thousands, of equally subservient members 
  serving a single “king”. This king grows fat on the tribute of his 
  subjects, most of whom are his descendants, being the only 
  reproductive male, and commands an almost religious veneration, 
  with first pick of the food and goods gathered by the troop. In 
  many cases, the king is not a purebred cave goblin, with many 
  kings having a dash or more of hobgoblin, orc, ogre, or even troll 
  at some point in their lineage. Cave goblins flock to strength, so it 
  is not uncommon to see an entirely different subterranean species 
  with a troop of deferential cave goblins in tow. 
  In the event of the king’s death, what little structure the troop had 
  dies with him. In some cases, the largest remaining goblin will, 
  quite literally, expand to fill the role, but it is just as common for 
  the troop to simply collapse and dissolve. If they are lucky, some 
  goblins will find an existing troop to join and a new king to serve. 
  Given the vast size of the caves below, many simply wander, little 
  more than feral beasts.
  Environment
  While other goblins shape their environment to a certain extent, 
  cave goblins are shaped by it. They barely build any structures of 
  their own more complicated than a rickety bridge over a chasm, 
  but instead refine and expand natural caverns, spreading out into 
  honeycombed warrens spanning miles underground. 
  Cave goblins will attempt to eat any potential food item; pickings 
  are slim enough below that they can’t afford to be choosy. Most 
  troops are able to eke out a living mostly on subterranean 
  fungus species and cave molds, but any meat they can catch will 
  be enthusiastically devoured before the thought of cooking it 
  can occur. 
  Role Playing Cave Goblins
  An individual cave goblin has little personality, and is quite 
  animalistic in its tendencies. As a group, however, they have an 
  unnerving synchronicity, as if they share a common intelligence. 
  This effect increases the more goblins there are in an area, so 
  even huge troops of cave goblins can decide on a course of action 
  as a whole. Whether this is due to some psychic connection, 
  pheromones, or some other strange method of communication 
  is unknown. 
  Cave goblin kings, on the other hand, tend to be grandiose, 
  viewing themselves as supreme rulers of their own empire and, 
  with hundreds or thousands of thoughtlessly loyal servants at their 
  command, there is an argument to be made that they are right. 
  Those who stroke their egos may only find themselves insulted and 
  patronized before being banished from the kingdom rather than 
  being executed and possibly eaten. 
  
  71
  Chapter 3: Goblins
  Combat Tactics
  Fighting cave goblins is less like fighting an army and more like 
  fighting the tide; they do not fight as individuals, but as one 
  enormous body. They pay little heed to self-preservation but, like a 
  colony of insects, fight in the manner which best serves the troop 
  as a whole and the safety of the king in particular. Larger cave 
  goblins in particular are bred to fight, and serve no purpose other 
  than to defend the troop with their lives. Their numbers are usually 
  so vast that losses from any one skirmish are incidental, so they 
  can afford to simply throw bodies at the problem until it goes away. 
  Morale is usually not a problem, but cave goblins will retreat if 
  significant losses would make them less able to defend a more 
  strategically important location. Unlike other goblins, a cave goblin 
  retreat is relatively organized, with smaller goblins simultaneously 
  breaking away from combat while larger goblins cover their escape. 
  If they are retreating to deal with another threat, the opposite is 
  true; the larger goblins move to deal with the new problem, and 
  the smaller goblins attempt to bog down any pursuers with weight 
  of numbers. 
  Cave Goblin Warbands
  Use these tables to generate a cave goblin encounter quickly 
  and easily, either by rolling a d8 or selecting an appropriate 
  challenge rating.
  CR 1–4
  d8
  CR
  Group Members
  1
  1
  2 cave goblins
  2
  1
  4 cave goblin runts, 1 cave goblin
  3
  2
  4 cave goblin runts, 2 cave goblins, 1 cave 
  goblin brute
  4
  2
  4 feral cave goblins
  5
  3
  3 afflicted cave goblins
  6
  3
  4 cave goblins, 2 cave goblin brutes
  7
  4
  8 cave goblin runts, 4 cave goblins, 2 cave 
  goblin brutes
  8
  4
  8 cave goblin runts, 2 cave goblins, 1 cave 
  goblin king
  CR 5–8
  d8
  CR
  Group Members
  1
  5
  8 cave goblins, 2 cave goblin brutes
  2
  5
  5 afflicted cave goblins
  3
  6
  6 cave goblin brutes, 6 feral cave goblins
  4
  6
  8 cave goblin runts, 4 cave goblins, 2 cave goblin 
  brutes, 1 cave goblin king
  5
  7
  7 afflicted cave goblins
  6
  7
  16 cave goblin runts, 6 cave goblin brutes, 1 cave 
  goblin king
  7
  8
  12 cave goblin runts, 10 cave goblins, 3 cave 
  goblin brutes
  8
  8
  6 cave goblins, 6 feral cave goblins, 1 cave 
  goblin king
  
  72
  Chapter 3: Goblins
  Cave Goblin Runt
  Small humanoid (goblinoid), neutral evil
  Armor Class 12
  Hit Points 5 (2d6 − 2)
  Speed 30 ft.
  STR
  10 (+0)
  DEX
  14 (+2)
  CON
  8 (−1)
  INT
  7 (−2)
  WIS
  6 (−2)
  CHA
  7 (−2)
  Skills Stealth +4
  Senses darkvision 120 ft., passive Perception 8
  Languages Goblin
  Challenge 1/8 (25 XP)
  Cavern Camouflage. The cave goblin runt has advantage 
  on Dexterity (Stealth) checks while underground in caves 
  and caverns.
  Cavern Stalker. The cave goblin can attempt to hide even when 
  only lightly obscured by dim light.
  Hive Mind. The cave goblin runt gains a +1 bonus to its 
  Intelligence and Wisdom modifiers for each cave goblin within 
  40 ft. of it, up to a maximum of +5.
  Sunlight Sensitivity. The cave goblin runt has disadvantage on 
  attack rolls and Wisdom (Perception) checks that rely on sight 
  if it, the target of its attack, or what it is trying to perceive is in 
  direct sunlight.
  Surprise Attack. If the cave goblin runt surprises a creature and 
  hits it with a weapon attack during the first round of combat, the 
  weapon deals an additional die of damage.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft., or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  Weapons, Armor & Items
  Dagger, and roll a d12:
  d12
  Item(s)
  1–6
  1d4 days' rations made of fungus paste and insect bits
  7–9
  A trinket (p. 78)
  10–11
  A tattered coin purse containing 7 (2d6) cp
  12
  An Elemental Gem (roll a d4: 1: Blue Sapphire; 2: 
  Yellow Diamond; 3: Red Corundum; 4: Emerald)
  Runts, as the name would suggest, are the smallest cave goblin 
  variety. Whether malformed through some genetic quirk or 
  adapted to fill a niche is difficult to say.
  
  73
  Chapter 3: Goblins
  Cave Goblin
  Small humanoid (goblinoid), neutral evil
  Armor Class 14 (padded armor)
  Hit Points 7 (3d6 − 3)
  Speed 30 ft.
  STR
  7 (−2)
  DEX
  16 (+3)
  CON
  8 (−1)
  INT
  7 (−2)
  WIS
  6 (−2)
  CHA
  8 (−1)
  Skills Stealth +5
  Senses darkvision 120 ft., passive Perception 8
  Languages Goblin
  Challenge 1/2 (100 XP)
  Cavern Camouflage. The cave goblin has advantage on 
  Dexterity (Stealth) checks while underground in caves 
  and caverns.
  Cavern Stalker. The cave goblin can attempt to hide even when 
  only lightly obscured by dim light.
  Hive Mind. The cave goblin gains a +1 bonus to its Intelligence 
  and Wisdom modifiers for each cave goblin within 40 ft. of it, up 
  to a maximum of +5.
  Sunlight Sensitivity. The cave goblin has disadvantage on 
  attack rolls and Wisdom (Perception) checks that rely on sight 
  if it, the target of its attack, or what it is trying to perceive is in 
  direct sunlight.
  Surprise Attack. If the cave goblin surprises a creature and hits 
  it with a weapon attack during the first round of combat, the 
  weapon deals an additional die of damage.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
  Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage.
  Weapons, Armor & Items
  2 daggers, quiver with 20 arrows, shortbow, and roll a d12:
  d12
  Item(s)
  1–6
  1d4 days' rations made of fungus paste and insect bits
  7–9
  A trinket (p. 78)
  10–11
  A tattered coin purse containing 14 (4d6) cp
  12
  A +2 bone dagger
  
  74
  Chapter 3: Goblins
  Cave Goblin Brute
  Small humanoid (goblinoid), neutral evil
  Armor Class 12 (leather armor)
  Hit Points 31 (7d6 + 7)
  Speed 30 ft.
  STR
  13 (+1)
  DEX
  12 (+1)
  CON
  13 (+1)
  INT
  6 (−2)
  WIS
  6 (−2)
  CHA
  8 (−1)
  Senses darkvision 120 ft., passive Perception 8
  Languages Goblin
  Challenge 1/2 (100 XP)
  Cavern Camouflage. The cave goblin brute has advantage 
  on Dexterity (Stealth) checks while underground in caves 
  and caverns.
  Cavern Stalker. The cave goblin brute can attempt to hide even 
  when only lightly obscured by dim light.
  Hive Mind. The cave goblin brute gains a +1 bonus to its 
  Intelligence and Wisdom modifiers for each cave goblin within 
  40 ft. of it, up to a maximum of +5.
  Sunlight Sensitivity. The cave goblin brute has disadvantage on 
  attack rolls and Wisdom (Perception) checks that rely on sight 
  if it, the target of its attack, or what it is trying to perceive is in 
  direct sunlight.
  Surprise Attack. If the cave goblin brute surprises a creature and 
  hits it with a weapon attack during the first round of combat, the 
  weapon deals an additional die of damage.
  Actions
  Multiattack. The cave goblin brute makes two jawbone 
  club attacks.
  Jawbone Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage.
  Weapons, Armor & Items
  Jawbone club, leather armor, and roll a d12:
  d12
  Item(s)
  1–6
  1d4 days' rations made of fungus paste and insect bits
  7–9
  A trinket (p. 78)
  10–11
  A tattered coin purse containing 14 (4d6) cp
  12
  A potion of hill giant strength
  Brutes act as a defensive force for patrols and 
  foraging, protecting lesser cave goblins as they gather 
  tribute. Their physiology is incredibly varied, with 
  muscle groups developing and enlarging seemingly at 
  random during their growth cycle. 
  
  75
  Chapter 3: Goblins
  Feral Cave Goblin
  Small humanoid (goblinoid), neutral evil
  Armor Class 14
  Hit Points 14 (4d6)
  Speed 30 ft.
  STR
  6 (−2)
  DEX
  18 (+4)
  CON
  10 (+0)
  INT
  7 (−2)
  WIS
  6 (−2)
  CHA
  6 (−2)
  Skills Stealth +6
  Senses darkvision 120 ft., passive Perception 8
  Languages Goblin
  Challenge 1/2 (100 XP)
  Cavern Camouflage. The feral cave goblin has advantage 
  on Dexterity (Stealth) checks while underground in caves 
  and caverns.
  Cavern Stalker. The feral cave goblin can attempt to hide even 
  when only lightly obscured by dim light.
  Sunlight Sensitivity. The feral cave goblin has disadvantage on 
  attack rolls and Wisdom (Perception) checks that rely on sight 
  if it, the target of its attack, or what it is trying to perceive is in 
  direct sunlight.
  Surprise Attack. If the feral cave goblin surprises a creature and 
  hits it with a weapon attack during the first round of combat, the 
  weapon deals an additional die of damage.
  Actions
  Multiattack. The feral cave goblin makes three attacks, one with 
  its bite and two with its claws.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.  
  Hit: 6 (1d4 + 4) piercing damage.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.  
  Hit: 7 (1d6 + 4) slashing damage.
  Weapons, Armor & Items
  Roll a d12:
  d12
  Item(s)
  1–6
  1d4 days' rations made of fungus paste and insect bits
  7–9
  A trinket (p. 78)
  10–11
  A tattered coin purse containing 14 (4d6) cp
  12
  A ring of jumping
  Having been separated from the troop, either through infighting, 
  societal collapse following the king’s death, or simply wandering 
  too far, the life of a feral is generally short, desperate and filled 
  with violence. 
  Unique specimen!  
  The CAVE GOBLIN, though his brethren be multitudinous in 
  the deepest pits of the earth, is the only existing above ground, 
  preserved in brine for your revolted amazement.
  GASP  
  at its pustulant, pasty skin ne’r kissed by the warmth of the sun!
  RECOIL  
  from the gaze of its sightless, bulging eyes!
  GRIMACE  
  at its grasping fingers which have been the doom of so many a 
  subterranean adventurer!
  AVOID the queues – book your ticket TODAY to hear the thrilling 
  circumstances of its capture!
  -Flyer for Adolphus Gildinelli’s traveling show
  
  76
  Chapter 3: Goblins
  Afflicted Cave Goblin
  Small humanoid (goblinoid), neutral evil
  Armor Class 10
  Hit Points 27 (5d6 + 10)
  Speed 30 ft.
  STR
  6 (−2)
  DEX
  10 (+0)
  CON
  15 (+2)
  INT
  1 (−5)
  WIS
  1 (−5)
  CHA
  1 (−5)
  Senses blindsight 60 ft. (blind beyond this radius)
  Languages —
  Challenge 1 (200 XP)
  Braindead. The afflicted cave goblin is immune to spells that 
  require an Intelligence, Wisdom, or Charisma saving throw.
  Explosive Death. When the afflicted cave goblin is reduced to 
  0 hit points, fungal spores explode, creating a 20-foot-radius 
  cloud centered on its body. All creatures that start their turn in 
  the fungal cloud must succeed on a DC 15 Constitution saving 
  throw or become infected with goblin’s trumpet (see sidebar).
  Actions
  Multiattack. The feral cave goblin makes three attacks: one with 
  its bite and two with its claws.
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.  
  Hit: 2 (1d4) piercing damage.
  Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.  
  Hit: 3 (1d6) slashing damage.
  Vomit Spores (Recharge 5–6). The afflicted cave goblin exhales 
  fungal spores in a 10-foot cone. Each creature in that area must 
  succeed on a DC 15 Constitution saving throw or become 
  infected with goblin’s trumpet (see sidebar).
  Weapons, Armor & Items
  Roll a d12:
  d12
  Item(s)
  1–6
  1d4 days' rations made of fungus paste and insect bits
  7–9
  A trinket (p. 78)
  10–11
  A tattered coin purse containing 17 (5d6) cp, and  
  3 (1d6) sp
  12
  A ring of free action
  When the spores of the innocently (or possibly ghoulishly) named 
  Goblin’s Trumpet fungus are inhaled, they metabolise within the 
  host’s body, gradually taking over brain functions until the host 
  is nothing more than a husk, existing only to spread the fungus’ 
  spores. Whether these afflicted are technically alive is still up for 
  debate by leading scholars, as a mobile specimen has yet to be 
  procured. 
  Goblin’s Trumpet
  It takes 1d4 days for the infected creature to start showing 
  symptoms, which include shortness of breath and increased 
  sensitivity to sunlight. The infected creature suffers one level 
  of exhaustion, and has disadvantage on Wisdom (Perception) 
  checks relying on sight when it or whatever it is trying to 
  perceive is in direct sunlight. 
  At the end of each long rest, the infected creature must make 
  a DC 16 Constitution saving throw against the disease. A 
  successful save decreases its level of exhaustion by one. If this 
  reduces the level of exhaustion to zero, the creature is cured. 
  A failed save increases its level of exhaustion by one and the 
  disease intensifies. After one failed save, the creature has a strong 
  desire to surround itself with as many creatures as possible. After 
  two failed saves, the creature becomes more irritable and violent. 
  If the infected creature has 4 levels of exhaustion (hit points 
  halved), spines of fungus erupt from its body, killing it, and the 
  fungus takes full control of the creature’s corpse. It gains the 
  Explosive Death trait and Bite and Vomit Spores attacks from 
  the afflicted cave goblin’s stat block. 
  “On the fifth day we were attacked again, but it was different this time. 
  Just the one goblin, moving strangely, like a puppet not in control of 
  its own limbs. We thought it was funny, approaching us on its own, so 
  we let it get close. There was something wrong with it, with its eyes. 
  It jumped at Bormann, drew blood, it vomited something at Konna, 
  and she coughed so bad she couldn’t even draw her sword. When Gorsk 
  brought his axe down, another cloud of that filth exploded and he went 
  down wheezing too. 
  Me and Bormann made it to the surface, but his mind was going. I 
  blame myself for what happened. There was so little blood when the 
  guard cut him down. He was just roots and spores inside. I ask that he be 
  remembered as the man he was, not the creature he became.”
  -Deposition of San Tan, mercenary
  
  77
  Chapter 3: Goblins
  Cave Goblin King
  Small humanoid (goblinoid), neutral evil
  Armor Class 9
  Hit Points 55 (10d8 + 10)
  Speed 30 ft.
  STR
  14 (+2)
  DEX
  9 (−1)
  CON
  12 (+1)
  INT
  10 (+0)
  WIS
  10 (+0)
  CHA
  12 (+1)
  Skills Intimidation +3, Persuasion + 3
  Senses darkvision 120 ft., passive Perception 10
  Languages Common, Goblin
  Challenge 2 (450 XP)
  Cavern Camouflage. The cave goblin king has advantage 
  on Dexterity (Stealth) checks while underground in caves 
  and caverns.
  Cavern Stalker. The cave goblin king can attempt to hide even 
  when only lightly obscured by dim light.
  Commander. All cave goblins within 120 feet of the cave goblin 
  king who can see and hear it, can make an extra weapon attack 
  with disadvantage as a bonus action. If within 20 feet of the cave 
  goblin king, the attack does not suffer disadvantage.
  Sunlight Sensitivity. The cave goblin king has disadvantage on 
  attack rolls and Wisdom (Perception) checks that rely on sight 
  if it, the target of its attack, or what it is trying to perceive is in 
  direct sunlight.
  Actions
  Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  
  Hit: 5 (1d6 + 2) bludgeoning damage.
  Reactions
  Divert Attack. When a creature the cave goblin king can see 
  targets it with an attack, the cave goblin king chooses another 
  goblin within 5 feet of it. The two goblins swap places, and the 
  chosen goblin becomes the target instead.
  Weapons, Armor & Items
  Club, and roll a d12:
  d12
  Item(s)
  1–6
  1d4 days' rations made of fungus paste and insect bits
  7–9
  A trinket (p. 78)
  10–11
  A tattered leather coin purse containing 21 (6d6) cp, 
  and 7 (2d6) sp
  12
  A potion of growth
  Larger than other goblins, kings are content to stay put in the 
  heart of their realm, receiving tribute and worship from their 
  subjects, and viewing themselves as the supreme rulers of their 
  petty empires. 
  Goblin kings – reports are scant (as they are for all 
  topics related to cave goblins), and conflicting; are 
  they simply large goblins, or a different subgroup or 
  caste? Are they, as a few of the more fanciful tales 
  suggest, slim humanoids with bulging codpieces? Can 
  they speak? If they can, they may be the only of 
  their kind to do so. It seems unlikely they could 
  know the common tongue, yet some reliable witnesses 
  say just this. It is certainly the popular perception 
  that they are prone to grand speeches, possibly thanks 
  to Brandishpole’s Descent; ‘No eye that has the sun 
  beheld/ born witness to my splend’rous realm/ and 
  seen it rise again…’ The Goblin King begins, before 
  setting the seemingly impossible tasks the heroes must 
  accomplish to be set free. 
  - Theobald Pocinius Langham, from his lecture On 
  the Nature of the Depths
  
  78
  Chapter 3: Goblins
  Cave Goblin Trinkets 
  The following items might be carried by a cave goblin:
  d10
  Trinket
  1
  A tiny skull; whatever creature it belonged to lacked eyes
  2
  A glowing green mushroom
  3
  A talisman inscribed with wings used by travelers to bring good luck
  4
  A dwarven signet ring
  5
  A bat’s spindly hand, picked clean of webbing
  6
  The broken head of a pickaxe, rusting
  7
  An obsidian statuette of a drow with opals set in the eyes
  8
  A small shard of unidentified bone, sharpened into a fine point
  9
  A scrap of mildewing cloth, frayed on one edge
  10
  A recently-deceased fat, round beetle
  Cave Goblin Lair Details 
  An area controlled by cave goblins might display the following:
  d10
  Lair Detail 
  1
  Splintered and scattered bones litter the floor 
  2
  Several large mushrooms pulse a dim light over the area 
  3
  Cramped tunnels of various sizes snake away from this area at several different levels
  4
  A scrappy wooden platform has been erected upon which stands a sagging and splintered throne made of discarded wood
  5
  Slimy green lichen coats the walls; in places it has been gnawed at
  6
  A few smooth stone blocks are scattered, carved with unrecognizably ancient and alien runes 
  7
  A squat, pale fungus which lets out a low, guttural wail and a puff of spores in response to nearby movement
  8
  A cluster of translucently pale, eyeless newts wetly scatter away 
  9
  Beads of condensation and a stale, damp smell fill the area
  10
  A faint clicking, chattering noise, and the sound of small padding feet reverberate around the walls, seemingly emanating from 
  all around
  Goblin Troops
  Crookblades
  Warlord Rithnuk of the Crookblade hill goblin troop worked his 
  way to the top with an advanced (for a goblin) understanding of 
  psychology, planting seeds in the higher ups’ minds that rivals had 
  plans in play to take their place, and allowing the more powerful 
  goblins to fight amongst themselves until the upper ranks were 
  rather thinned out. At this point, Rithnuk unleashed his secret 
  weapon; his manipulation skills had also proved useful in building 
  the troops’ worgs from a pack of feral hounds—which barely 
  tolerated the goblins’ presence—into a formidable and loyal force 
  which allowed him to easily cow the remainder of the troops’ elite. 
  Turning his sights to greater things, Rithnuk continued his upward 
  trajectory, bullying the Crookblades into a war with a neighboring 
  troop in order to take control of their strategically placed (and 
  highly defensible) lair built into a hill underneath a ruined fort. 
  One of these neighbors, vying for leadership, opened a back gate 
  for the Crookblades, thinking that Rithnuk would take care of 
  his rivals and leave him with the spoils. This goblin mysteriously 
  disappeared after the battle, and the Crookblades soon learned not 
  to bring him up. 
  Rithnuk quickly assimilated the remainder of the troop into the 
  Crookblades, who now total a disquieting number and are a 
  constant menace to travelers. Caravans passing through the area 
  have taken to loading up a few poor quality wagons or old mules 
  with worthless junk (known as ‘the Crookblade tax’), which move 
  ahead and behind the caravan to trigger traps and occupy any 
  attacks from the rear while the rest get away. Any attempts to drive 
  the goblins out have so far been thwarted by the defenses of the 
  fort, the inaccessibility of the surrounding tunnels, and Rithnuk’s 
  newest weapon and personal bodyguard, Zhik. 
  Zhik (‘Tiny’) is a ten-foot-tall ogre the Crookblades lured into 
  one of the fort’s ruined cells before blinding, beating, and starving 
  him. Over a period of months, Zhik was trained to associate the 
  sound of a bell (which Rithnuk now carries with him at all times) 
  with food, and now fairly reliably rushes to the noise at full speed, 
  
  79
  Chapter 3: Goblins
  thrashing wildly. So far, Rithnuk has been quick enough to get out 
  of the way and lure Zhik back to his cell after any unwary intruders 
  (and a few unfortunate goblins) have continued to keep the 
  association fresh in the ogre’s simple mind. 
  Rithnuk, for all his skill with mind games, is still relatively new 
  and untested in his position of power. Finding himself with the 
  beginnings of an empire, his successes, though few, have him 
  feeling invincible. With so many pieces to control, however, one 
  mistake, one caravan that slips through the net or one door left 
  ajar, could spell disaster. 
  Gark Skiggi
  The lives of those in monstrous tribes can be short, dangerous and 
  unpredictable. There are countless dangers from other races, both 
  monstrous and civilized, the environment, wild beasts, changing 
  weather and temperature, natural disasters—the list goes on. Life 
  is harder still when you are a small creature in a large forest, and 
  worse when your tribe is embroiled in a petty, yet dangerously 
  volatile, civil war. 
  This is the situation that the Gark Skiggi (‘Elf Killers’) find 
  themselves in. As with the majority of forest goblin troops, they 
  look to their shaman for spiritual guidance (in constant demand 
  due to the sheer number of deities they look to worship) and their 
  chief for matters of war and survival (in constant demand due to 
  the sheer number of mortal threats they face). The Gark Skiggi, 
  however, is divided by a theological rift that threatens the future of 
  the troop. Gribblik, shaman of the troop is a loyal devotee of The 
  Tree with an Old Man’s Face, a fierce god who must be appeased 
  with offerings of dead polecats once a week. He has gathered quite 
  a following styling themselves The True and Faithful Followers 
  of The Tree with an Old Man’s Face, who dedicate themselves to 
  gathering offerings and spreading word of the power of their god.
  The troop’s chieftain, Rezzag, is less than thrilled about what 
  he sees as an insurrection waiting to happen and takes every 
  opportunity to decry The Tree With an Old Man’s Face, even 
  going so far as to claim their god is a simple forest troll (traveling 
  experts have confirmed that this is indeed the case but, as previous 
  attempts to tell the goblins this have resulted in the violent deaths 
  of the experts in question, no one is keen to press the issue). 
  Gribblik has branded Rezzag a heretic, and his followers frequently 
  come to blows with those loyal to the chief. Those left in the 
  middle are beginning to choose sides, and it is only a matter of 
  time before the troop collapses entirely. 
  Mekanikals
  Goblins are one of the more intelligent monstrous races, 
  unarguably possessing a nasty sort of cunning when it comes 
  to devising ways to inflict pain on others, if somewhat lacking 
  in a certain level of common sense. In many ways, goblins have 
  the potential to make as many technical innovations as gnomes 
  or dwarves, but for the lack of a key skill: patience. Scrutinizing 
  different iterations, refining designs and following them through 
  to completion before putting them to working use is a process 
  beyond the reach and resilience of most goblinoids. These traits, 
  nonetheless, are not entirely unheard of in some individuals, and 
  many of those that possess them now make up a prominent and 
  well-known group of inventors, the Mekanikals. Well-respected 
  amongst their kind, approached with respect and gifts by other 
  troops rather than threats and violence, the goblins are not 
  war-makers themselves, yet provide prototype weapons to those 
  that are. 
  The group’s most successful creation so far is a lightweight 
  catapult for launching various projectiles (jars of explosives, 
  poisonous gas, or angry bees) a great distance with reasonable 
  accuracy; this only malfunctions and drops its payload straight 
  down on its operators around one time in every ten. Then there’s 
  the Flamespitter, consisting of a long wooden tube, a system of 
  bellows, and a cauldron of burning pitch and sulphur, which tends 
  to cause more casualties to the enemy than it does to the goblins 
  when it inevitably overheats and explodes. One yet to be deployed 
  successfully (though not through lack of trying) is a contraption to 
  fling warriors through the air at the enemy or over castle defenses. 
  So far, this has only served to rain down corpses on a bewildered 
  foe, or leave unsightly smears on their ramparts. 
  The Mekanikals are somewhat more stable than most goblin 
  troops, with most of the troop’s attention taken up with thinking 
  up and fabricating elaborate death machines, which tends to keep 
  their viciousness focused outwards. Their chieftain, Kwince, is a 
  surprisingly old goblin given the nature of his work, and half deaf 
  from a lifetime of loud explosions, but still lights up with a child-
  like glee whenever one of his weapons manages to obliterate a foe 
  in a particularly painful manner.
  
  80
  Chapter 4: Hobgoblins
  Hobgoblins
  Marching to the beat of an unheard drum, the figure tramps forward 
  at the head of the column, one of several legions forging a new 
  throughway over the hills, the plume of smoke dominating the skyline 
  now all that remains of their last stop. Layers of mail and plate 
  clatter, scuffed, scratched, dented, but the figure bears them as easily 
  as its own skin. The creases carved in its leathery face speak of battle-
  cries and pain, not laughter. His keen ears hone in on commotion in 
  the column behind, lesser soldiers jostling and bargaining for their 
  share of the spoils, greedy eyes panning over their captives, squabbling 
  over the chattel like commoners at a fruit market. He barks a short 
  order in a harsh tongue, silencing them in a heartbeat. The march 
  continues, unabated. This is a hobgoblin.
  Hobgoblins live to make war; not the chaotic pillaging and 
  destruction of many other monstrous races, but full-fledged, 
  organized war. Every facet of their society is geared towards it; 
  their strict social hierarchy, harsh punishments, even their naming 
  conventions all aid in their martial endeavors. 
  Unlike its goblin kin, an individual hobgoblin is more than able 
  to hold its own against any of the civilized races. As a unit in 
  formation though, hobgoblins are almost without peer. Their 
  unbreakable shield walls are legendary as both an offensive and 
  defensive formation among those who have faced them. Other 
  common formations include Kraana (‘the teeth’), a staggered front 
  line for luring in cavalry to be enveloped, Jaashk (‘the spear’), 
  a wedge for piercing through an enemy line, and Jaakja (‘the 
  hedgehog’), a bristling pike formation used to deny areas of the 
  battlefield to the enemy.
  Hobgoblins stand around six feet tall, with an athletic physique 
  that comes with a lifetime of hard drilling, their skin is leathery, 
  tending towards greys, or even purples with flecks of orange or 
  reddish tan. Like goblins, their ears and nose do not stop growing 
  but, unlike their smaller cousins, males are capable of growing 
  facial hair around the chin and corners of the mouth. As with 
  most things, this feature is used to denote rank and status, with 
  senior hobgoblins growing longer beards than those under their 
  command. It has been suggested that lower ranking hobgoblins 
  are physically incapable of growing beards; either seniors exude 
  some sort of suppressive pheromone, or promotion to command 
  stimulates the increase of hormones necessary for longer 
  beard growth. 
  Clothing is practical, mass-produced and, for the most part, 
  unadorned. Their fondness for the simple hobnailed boot gives 
  them their name amongst civilized folk. A few generals and 
  warlords like to flaunt their success by adding flourishes to their 
  armor, but this focus on the impractical is viewed as an eccentricity 
  by most. Hobgoblins would much prefer to receive good quality 
  equipment as a reward than gold which, amongst themselves, 
  they view as an unnecessary step in the process of refining their 
  efficiency as a fighter. However, they do understand the value of 
  gold when dealing with other races (generally for slaves and steel), 
  and as a measure of successful conquest. 
  
  81
  Chapter 4: Hobgoblins
  Culture
  Slaves are the true measure of an individual’s worth in hobgoblin 
  culture, and exist in two distinct castes; schett personal slaves, and 
  schaaf the lower, public slaves. 
  Personal slaves are the property of the officer who captured them, 
  and are expected to carry out tasks unbefitting of a warrior, such 
  as writing and carrying missives, stitching clothes, tending to fires 
  and carrying supplies. While treatment of personal slaves differs 
  from officer to officer, it is uncommon for them to be treated any 
  better than cattle. Some enjoy doling out severe beatings for minor 
  (or invented) offenses, others like to organize gladiatorial games, 
  and some show little interest in their property. While the latter 
  may seem optimal for the slaves in question, disinterest can prove 
  deadly if the master doesn’t bother to apply for their food rations. 
  Public slaves vastly outnumber hobgoblins in any settlement, and 
  occupy every non-military role needed; they tend to livestock, 
  work the mines, and carry out the bulk of the hard labor needed to 
  maintain defenses. They lead miserable lives, and the hobgoblins 
  do all they can to stamp out any spark of resistance. It is common, 
  for example, for a slave to have a set number of beatings a month, 
  regardless of wrongdoing, and even to ‘declare war’ for a few days 
  each year, during which time no hobgoblin will face punishment 
  for killing a slave. 
  Hobgoblin females of high rank generally see it as their duty to 
  pass on their evidently strong genes to the next generation and the 
  difficulties of fighting whilst pregnant usually keep them out of 
  active service. Unlike most non-combatants though, high-ranking 
  females are still awarded a great deal of respect (dependent on their 
  previous martial reputation). Wars have been fought and kingdoms 
  have been sacked as dowries for particularly desirable females. 
  Children are raised communally, often becoming the responsibility 
  of a lower ranking individual angling for a promotion, until they 
  are five years of age. At this point they are segregated from other 
  members of society and undergo a brutal system of training known 
  as Kraachka; ‘the forging’. Youngsters are divided into units of ten, 
  grouping together strangers where possible. These units go through 
  the forging together, swearing loyalty as one, and answerable as 
  one. Soldiers-in-training are intentionally underfed to acclimate 
  them to the possibility of starvation while on campaign, and to 
  encourage them to use their cunning if they want a full belly. 
  Stealing is expected, but any caught doing so will be punished 
  severely along with the rest of the unit. They are trained to take 
  these beatings without showing pain or weakness. 
  After ten years of drilling, and spending winters out in the 
  wilderness with only their wits to warm themselves, the students 
  take the final test Graat, ‘the anvil’; a militia is raised from the 
  strongest slaves and, armed, armored and commanded by their 
  masters, a war is declared against the young hobgoblins. Given 
  basic supplies and a day’s head start, they must emerge victorious, 
  or the survivors must take their place among the slaves. 
  Environment
  Hobgoblins have a profound impact on their environment. Once 
  they establish a base, they will move outwards like a plague of 
  ravenous insects, stripping all resources from the land if given 
  the opportunity. After months or years, the army will depart with 
  its spoils, leaving in its wake desolate fields and dry riverbeds; 
  wastelands to be picked over by feral dogs, carrion birds, and the 
  desperate few survivors not marched away in chains.
  
  82
  Chapter 4: Hobgoblins
  As well as the large-scale consumption of their surroundings, 
  hobgoblins make huge changes on a local level; their fortifications 
  are second to none. Upon occupying a new area, every hobgoblin 
  and slave’s efforts will be focused on digging lines of trenches, 
  clearing surrounding forest to remove cover and provide wood for 
  lines of stakes, and serviceable stockades can spring up in a matter 
  of a few days. Over time, if the hobgoblins remain, this wooden 
  skeleton will be reinforced with clay or mud or, in some cases, 
  replaced piece by piece with stonework if they are able.
  Roleplaying Hobgoblins
  Hobgoblins are hard, unrelenting and uncompromising, but they 
  are not fools. It is not unheard of for them to cooperate with other 
  races if their aims overlap, or even for a tribe to be employed 
  as a large scale mercenary force if the reward is good enough, 
  regardless of the ideals of their employer. Pragmatic and cold, 
  hobgoblins are not the world’s best conversationalists; small talk 
  is more or less unheard of, and an outsider can only realistically 
  expect to hear boasts, war stories, and impassioned discussion of 
  preferred combat tactics. 
  Most hobgoblins take the view that other races are needlessly 
  decadent and that theirs is a superior and purer way of life, 
  making little effort to hide these views in mixed company. This 
  understandably leads to some ill will from others, and a few 
  hobgoblins take joy in goading others to the point that weapons 
  are drawn as a demonstration of their own restraint and their 
  opponent’s lack of discipline. 
  Language and Common Names
  Hobgoblins speak plainly, and their language reflects this. It is 
  less clipped and chattering than basal Goblin, but still favors hard 
  consonants. It is rare for a word to have more than one meaning, 
  and existing words are clumped together to 
  describe new concepts. 
  Hobgoblins bear short, sharp names, easy to bark 
  orders to and differentiate in battle, multisyllabic names 
  are rare, and generally only found amongst high ranking officers. 
  Hobgoblin Names: Borkol, Daksh, Garl, Gorshk, Grak, Karsh, 
  Korb, Krach, Rachka, Rakst, Skaal, Stol, Trosk, Zask 
  Combat Tactics
  Hobgoblins excel at fighting as an efficient unit and maintain 
  their discipline in the face of all but the most unusually fierce 
  opposition. They coordinate their varied skills to best suit the 
  situation, most commonly using an advancing line of shields to 
  allow ranged troops to keep up a constant volley or to force foes 
  together for more lightly-equipped skirmishers to harry. If their 
  formations are broken up, they will attempt to make the best of the 
  situation by flanking their enemy with two smaller units. 
  In large scale combat, their most common formations are Kraana, 
  (‘the teeth’, where seemingly weak areas of the front line are 
  presented to draw in an attack; when the enemy drives these areas 
  back, the stronger units to either side close in and envelope them) 
  Jaashk (‘the spear’, where the strongest and most heavily armored 
  units are concentrated in a spear point to force an opening in 
  enemy lines), and Jaakja (‘the hedgehog’, where the infamous pike-
  walls are used to drive enemies towards unfavorable terrain).
  If their losses begin to mount up, or the chances of victory begin 
  to slim, hobgoblins are not too proud to withdraw to fight another 
  day. It is incredibly rare for this to take the form of a disorganized 
  rout as with most races; hobgoblin battle-plans usually account for 
  a chance of failure, so there will be provisions in place to fall back 
  to a defensible position in an orderly fashion once things start to 
  turn against them.
  
  83
  Chapter 4: Hobgoblins
  Hobgoblin Warbands
  Use these tables to generate a hobgoblin encounter quickly and 
  easily, either by rolling a d8 or selecting an appropriate challenge 
  rating. Note that some groups include allies, mercenaries, or 
  conscripts from other races.
  CR 1–4
  d8
  CR
  Group Members
  1
  1
  4 hobgoblin scouts
  2
  1
  2 hobgoblin grunts
  3
  2
  2 hobgoblin scouts, 2 hobgoblin grunts,  
  1 hobgoblin warrior
  4
  2
  4 hobgoblin warriors
  5
  3
  6 hobgoblin scouts, 3 hobgoblin warriors
  6
  3
  4 worg pups, 4 hobgoblin scouts, 2 worg runts,  
  2 hobgoblin grunts
  7
  4
  4 hobgoblin scouts, 3 hobgoblin grunts, 2 
  hobgoblin warriors, 1 orc soldier
  8
  4
  4 hobgoblin scouts, 3 hobgoblin archers
  CR 5–8
  d8
  CR
  Group Members
  1
  5
  2 hobgoblin archers, 3 hobgoblin pikemen
  2
  5
  4 hill goblin bombers, 6 hobgoblin grunts
  3
  6
  8 worg pups, 7 hobgoblin warriors, 3 orc soldiers
  4
  6
  12 hobgoblin grunts, 5 orc warriors
  5
  7
  4 hobgoblin scouts, 2 hobgoblin grunts,  
  2 hobgoblin archers, 1 bugbear ambusher
  6
  7
  4 hobgoblin scouts, 2 hobgoblin soldiers
  7
  8
  4 hobgoblin arbalesters 
  8
  8
  4 hobgoblin archers, 4 hobgoblin pikemen
  CR 9–12
  d8
  CR
  Group Members
  1
  9
  3 hobgoblin soldiers
  2
  9
  5 hobgoblin pikemen, 1 hobgoblin centurion
  3
  10
  4 hobgoblin archers, 3 hobgoblin arbalesters
  4
  10
  6 hobgoblin archers, 4 hobgoblin pikemen
  5
  11
  3 hobgoblin archers, 4 hobgoblin pikemen,  
  1 hobgoblin centurion
  6
  11
  10 hobgoblin warriors, 1 bugbear shaman
  7
  12
  4 hobgoblin soldiers
  8
  12
  6 hobgoblin arbalester
  CR 13–16
  d8
  CR
  Group Members
  1
  13
  6 worg runts, 2 hobgoblin grunts, 8 hobgoblin 
  warriors, 1 worg mother, 2 hobgoblin soldiers
  2
  13
  1 hobgoblin arbalester, 2 hobgoblin soldiers,  
  1 hobgoblin legate
  3
  14
  6 hobgoblin archers, 6 hobgoblin pikemen, 2 
  worg alphas
  4
  14
  8 hobgoblin grunts, 2 hobgoblin warriors, 6 orc 
  soldiers, 4 orc warriors, 2 hobgoblin archers,  
  2 hobgoblin pikemen
  5
  15
  10 hobgoblin warriors, 5 hobgoblin archers,  
  1 hobgoblin legate
  6
  15
  10 hobgoblin pikemen, 1 orc berserker
  7
  16
  8 hobgoblin scouts, 4 hobgoblin grunts,  
  4 hobgoblin soldiers
  8
  16
  8 hobgoblin archers, 8 hobgoblin pikemen
  CR 17–20
  d8
  CR
  Group Members
  1
  17
  3 hobgoblin archers, 4 hobgoblin pikemen,  
  5 hobgoblin arbalesters
  2
  17
  4 hobgoblin soldiers, 1 orc berserker
  3
  18
  6 hobgoblin arbalesters, 2 hobgoblin soldiers,  
  1 hobgoblin imperator
  4
  18
  8 hobgoblin scouts, 7 hobgoblin archers,  
  9 hobgoblin pikemen
  5
  19
  2 hobgoblin arbalesters, 5 hobgoblin soldiers
  6
  19
  4 hobgoblin pikemen, 2 hobgoblin arbalesters,  
  1 hobgoblin imperator, 1 bugbear shaman
  7
  20
  2 worg alphas, 6 hobgoblin soldiers
  8
  20
  3 hobgoblin arbalesters, 3 hobgoblin soldiers,  
  1 hobgoblin imperator
  
  84
  Chapter 4: Hobgoblins
  “I seen their faces when they raid. They 
  don’t do it ‘cause they enjoy it, they 
  do it ‘cause it’s in their blood. They’re 
  born and bred to fight.”
  -Jana, mercenary, former hobgoblin 
  slave
  Hobgoblin Scout
  Medium humanoid (goblinoid), lawful evil
  Armor Class 13 (studded leather)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  STR
  11(+0)
  DEX
  13 (+1)
  CON
  12 (+1)
  INT
  10 (+0)
  WIS
  9 (−1)
  CHA
  9 (−1)
  Skills Perception +1
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Goblin
  Challenge 1/4 (50 XP)
  Coordinated Attack. The hobgoblin scout adds 1d4 to its attack 
  rolls against a creature for each non-incapacitated hobgoblin ally 
  within 5 feet of the target, up to a maximum of 3d4.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 3 (1d4 +1) piercing damage.
  Javelin. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft., or 
  range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
  Weapons, Armor & Items
  Dagger, 4 javelins, studded leather armor, and roll a d12:
  d12
  Item(s)
  1-6
  1d8 days’ hard tack rations
  7-9
  A trinket (p. 94)
  10-11
  A leather coin purse containing 10 (3d6) cp
  12
  A quiver containing 2 (1d4) +1 javelins
  Lightly armored scouts range ahead of the main force. Still highly 
  trained warriors, scouts can be dangerous, but are not expected 
  to fight where fleeing is an option; they are of far more use to the 
  army alive. 
  
  85
  Chapter 4: Hobgoblins
  Hobgoblin Grunt
  Medium humanoid (goblinoid), lawful evil
  Armor Class 16 (chain shirt, shield)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
  STR
  14 (+2)
  DEX
  12 (+1)
  CON
  12 (+1)
  INT
  10 (+0)
  WIS
  10 (+0)
  CHA
  9 (−1)
  Skills Athletics +4, Perception +2
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Goblin
  Challenge 1/2 (100 XP)
  Coordinated Attack. The hobgoblin grunt can add 
  1d4 to its attack rolls against a creature for each non-
  incapacitated hobgoblin ally within 5 feet of the target, up to a 
  maximum of 3d4.
  Protector. All allied creatures within 5 feet of one or more 
  hobgoblins with this feature add +1 to their AC.
  Actions
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft., or 
  range 30/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or  
  6 (1d8 + 2) piercing damage if wielded with two hands.
  Weapons, Armor & Items
  Spear, chain shirt, shield, and roll a d12:
  d12
  Item(s)
  1-6
  1d8 days’ hard tack rations
  7-9
  A trinket (p. 94)
  10-11
  A leather coin purse containing 14 (4d6) cp
  12
  A +1 steel shield
  Very young hobgoblins, or those who are demoted for 
  misdemeanors, find themselves at the bottom of the ranks as 
  grunts. Although their lives are far better than those of the slaves 
  below them, they do not enjoy the benefits of higher ranking 
  soldiers. 
  “Gnolls will raze a town or two, 
  you might lose a city to orcs, but 
  hobgoblins? Let them linger and you’ll 
  lose the kingdom.”
  -Ander Valiente, military strategist
  
  86
  Chapter 4: Hobgoblins
  Hobgoblin Warrior
  Medium humanoid (goblinoid), lawful evil
  Armor Class 18 (chainmail, shield)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
  STR
  14 (+2)
  DEX
  13 (+1)
  CON
  12 (+1)
  INT
  10 (+0)
  WIS
  10 (+0)
  CHA
  10 (+0)
  Skills Athletics +4, Intimidation +2, Perception +2
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Goblin
  Challenge 1/2 (100 XP)
  Coordinated Attack. The hobgoblin warrior can add 1d4 to its 
  attack rolls creature for each non-incapacitated hobgoblin ally 
  within 5 feet of the target, up to a maximum of 3d4.
  Protector. All allied creatures within 5 feet of the hobgoblin 
  warrior add +1 to their AC for a maximum of +1.
  Actions
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) slashing damage.
  Weapons, Armor & Items
  Shortsword, chainmail, shield, and roll a d12:
  d12
  Item(s)
  1-6
  1d8 days’ hard tack rations
  7-9
  A trinket (p. 94)
  10-11
  A leather coin purse containing 14 (4d6) cp
  12
  A +1 steel short sword
  The backbone of the hobgoblin war machine, warriors take to the 
  field in huge numbers, though each individual is formidable in 
  their own right. 
  What does a hobgoblin do if he 
  loses his sword?
  He takes the stick out of his 
  backside and beats you with that.
  -Popular joke 
  
  87
  Chapter 4: Hobgoblins
  Hobgoblin Archer
  Medium humanoid (goblinoid), lawful evil
  Armor Class 16 (studded leather)
  Hit Points 18 (4d8)
  Speed 30 ft.
  STR
  11 (+0)
  DEX
  18 (+4)
  CON
  10 (+0)
  INT
  12 (+1)
  WIS
  10 (+0)
  CHA
  10 (+0)
  Skills Athletics +2, Intimidation +2, Perception +2
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Goblin
  Challenge 1 (200 XP)
  Long Draw. The hobgoblin archer deals one additional die of 
  damage with its longbow (included in the attack).
  Precise Aim. If the hobgoblin archer doesn’t move during its 
  turn, it adds 1d4 to its attack roll with its longbow.
  Actions
  Longbow. Ranged Weapon Attack: +6 to hit, range 200/700 ft., 
  one target. Hit: 13 (2d8 + 4) piercing damage.
  Weapons, Armor & Items
  Longbow, quiver with 20 arrows, studded leather armor, and 
  roll a d12:
  d12
  Item(s)
  1-6
  1d8 days’ hard tack rations
  7-9
  A trinket (p. 94)
  10-11
  A leather coin purse containing 17 (5d6) cp, and  
  3 (1d6) sp
  12
  A quiver containing 3 (1d4 + 1) +1 arrows
  The enormous war bows of hobgoblin archers give them range 
  beyond those of most other races, allowing them to inflict 
  casualties and harry opponents before they are able to retaliate. 
  
  88
  Chapter 4: Hobgoblins
  Weapons, Armor & Items
  Pike, half plate, and roll a d12:
  d12
  Item(s)
  1-6
  1d8 days’ hard tack rations
  7-9
  A trinket (p. 94)
  10-11
  A leather coin purse containing 17 (5d6) cp, and  
  3 (1d6) sp
  12
  A bottle of marching ale (p. 170)
  Formations of pikemen are nearly unassailable on the battlefield, 
  out-ranging spearmen and immune to all but the heaviest 
  armored cavalry. 
  Hobgoblin Pikeman
  Medium humanoid (goblinoid), lawful evil
  Armor Class 16 (half plate)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
  STR
  14 (+2)
  DEX
  13 (+1)
  CON
  12 (+1)
  INT
  12 (+1)
  WIS
  10 (+0)
  CHA
  11 (+0)
  Skills Athletics +4, Intimidation +2, Perception +2
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Goblin
  Challenge 1 (200 XP)
  Defensive Stance. If a creature moves to within 10 feet of the 
  hobgoblin pikeman, it must succeed on a DC 15 Dexterity 
  saving throw or take 7 (1d10 + 2) piercing damage and end 
  its movement.
  Actions
  Multiattack. The hobgoblin pikeman makes two attacks 
  with its pike.
  Pike. Melee Weapon Attack: +4 to hit, reach 10 ft., one 
  target. Hit: 7 (1d10 + 2) piercing damage.
  A widespread instructional tale is that of a young 
  hobgoblin undergoing Kraachka, their barbarous 
  system of training. Underfed, as is their custom, she 
  steals a worg pup. Before she can kill and cook the 
  creature, however, she is confronted by guards, and 
  just manages to stuff the worg into her tunic before 
  they see it. A few minutes into being questioned 
  about her doings, the youngster falls over dead, 
  and it is discovered the worg pup, seeking escape, 
  burrowed and gnawed into her body. Though she 
  must have been in incredible pain, the youngster 
  endured, showing no sign of the struggle for the 
  guards to see. This, the story attests, is what it is 
  to be a hobgoblin.”
  -Fintharael Ellanwe, Myths of the Savage 
  Races 
  
  89
  Chapter 4: Hobgoblins
  Hobgoblin Arbalester
  Medium humanoid (goblinoid), lawful evil
  Armor Class 17 (half plate)
  Hit Points 18 (4d8)
  Speed 30 ft.
  STR
  11 (+0)
  DEX
  16 (+3)
  CON
  10 (+0)
  INT
  10 (+0)
  WIS
  12 (+1)
  CHA
  10 (+0)
  Skills Athletics +2, Intimidation +2, Perception +3
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Goblin
  Challenge 2 (450 XP)
  Precise Aim. If the hobgoblin arbalester doesn’t move during 
  its turn, it can add 1d4 to its attack roll with its heavy repeating 
  crossbow. 
  Actions
  Multiattack. The hobgoblin arbalester makes two attacks with its 
  heavy repeating crossbow.
  Heavy Repeating Crossbow. Ranged Weapon Attack: +5 to hit, 
  range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
  Weapons, Armor & Items
  Heavy repeating crossbow, 4 magazines of 5 bolts, half plate, and 
  roll a d12:
  d12
  Item(s)
  1-6
  1d8 days’ hard tack rations
  7-9
  A trinket (p. 94)
  10-11
  A leather coin purse containing 21 (6d6) cp, and  
  7 (2d6) sp
  12
  A quiver containing 4 (1d4 + 2) +1 bolts
  The designs for hobgoblins’ repeater crossbows are a jealously 
  guarded secret, and allow arbalesters to send a hail of deadly 
  quarrels almost as fast as a master archer. 
  
  90
  Chapter 4: Hobgoblins
  Hobgoblin Soldier
  Medium humanoid (goblinoid), lawful evil
  Armor Class 20 (plate armor, shield)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
  STR
  16 (+3)
  DEX
  14 (+2)
  CON
  14 (+2)
  INT
  10 (+0)
  WIS
  10 (+0)
  CHA
  12 (+1)
  Skills Athletics +5, Intimidation +3, Perception +2
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Goblin
  Challenge 3 (700 XP)
  Coordinated Attack. The hobgoblin soldier can add 1d4 to its 
  attack rolls for each non-incapacitated hobgoblin ally within 5 
  feet of the target, up to a maximum of 3d4.
  Protector. All allies within 5 feet of the hobgoblin soldier add +1 
  to their AC for a maximum of +1.
  Actions
  Multiattack. The hobgoblin soldier makes two melee attacks.
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage.
  Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., or 
  range 30/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or  
  7 (1d8 + 3) piercing damage if wielded with two hands.
  Dagger. Melee or Ranged Weapon 
  Attack: +5 to hit, reach 5 ft. or range 
  20/60 ft., one target. Hit: 5 (1d4 + 3) 
  piercing damage.
  Reactions
  Counterattack. If the attack roll made against the 
  hobgoblin soldier results in a 10 or lower, the hobgoblin soldier 
  may make an opportunity attack against the attacker.
  “I see a beast approaching. A beast with a 
  thousand mouths and one voice, a thousand feet 
  with one course, a thousand spears with one 
  purpose. Oh gods, it shall devour us all...”
  -Last prophecy of Seer Amaenya 
  Weapons, Armor & Items
  Dagger, shortsword, spear, plate armor, shield, and roll a d12:
  d12
  Item(s)
  1-6
  1d8 days’ hard tack rations
  7-9
  A trinket (p. 94)
  10-11
  A leather coin purse containing 24 (7d6) cp, and  
  10 (3d6) sp
  12
  A bottle of goblin liquor and a bottle of marching 
  ale (p. 170)
  Elite soldiers serve as the personal guard for high-ranking officers. 
  The wealthy (and morally flexible) members of the civilized world 
  often search far and wide for hobgoblin bodyguards, rumored to be 
  the best in the world.
  
  91
  Chapter 4: Hobgoblins
  Hobgoblin Centurion
  Medium humanoid (goblinoid), lawful evil
  Armor Class 20 (plate armor, shield)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
  STR
  15 (+2)
  DEX
  16 (+3)
  CON
  14 (+2)
  INT
  13 (+1)
  WIS
  12 (+1)
  CHA
  14 (+2)
  Skills Athletics +4, Intimidation +4, Perception +3
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Goblin
  Challenge 4 (1,100 XP)
  Regimented Aggression. All friendly hobgoblins within 
  10 feet of the hobgoblin centurion gain a +1 bonus to their 
  damage rolls.
  Actions
  Multiattack. The hobgoblin centurion makes three attacks with 
  its scimitar.
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) slashing damage.
  Command Attack. The hobgoblin centurion shouts orders to 
  all subordinates within 60 feet. Allied creatures who can see and 
  hear the hobgoblin centurion can use their reaction to either 
  move their speed to a target of the centurion’s choice or make a 
  weapon attack against the target. 
  Reactions
  Counterattack. If the attack roll made against the hobgoblin 
  centurion results in a 10 or below, the hobgoblin centurion may 
  make an opportunity attack against the attacker.
  Parry. The hobgoblin centurion adds 3 to its AC against one 
  melee attack that would hit it. To do so, the hobgoblin centurion 
  must see the attacker and be wielding a weapon.
  Weapons, Armor & Items
  Scimitar, plate armor, shield, and roll a d12:
  d12
  Item(s)
  1-6
  1d8 days’ hard tack rations
  7-9
  A trinket (p. 94)
  10-11
  A leather coin purse containing 28 (8d6) cp, and  
  14 (4d6) sp
  12
  A set of +1 plate armor and a +1 steel shield
  Centurions command groups of anywhere between 5 and 100 
  troops, dependent on the host’s numbers. They expect total 
  obedience from their troops and are expected to obey superior 
  officers without question. 
  
  92
  Chapter 4: Hobgoblins
  Hobgoblin Legate
  Medium humanoid (goblinoid), lawful evil
  Armor Class 18 (plate armor)
  Hit Points 127 (15d8 + 60)
  Speed 30 ft.
  STR
  16 (+3)
  DEX
  14 (+2)
  CON
  18 (+4)
  INT
  14 (+2)
  WIS
  15 (+2)
  CHA
  16 (+3)
  Saving Throws Con +7, Wis. +5, Cha +6
  Skills Athletics +6, Intimidation +6, Perception +5
  Senses darkvision 60 ft., passive Perception 15
  Languages Common, Goblin
  Challenge 5 (1,800 XP)
  Regimented Aggression. All friendly hobgoblins within 20 feet 
  of the hobgoblin legate gain a +1 bonus to their damage rolls.
  Actions
  Multiattack. The hobgoblin legate makes three melee attacks.
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage. 
  Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage or 7 (1d8 + 3) 
  bludgeoning damage if wielded with two hands.
  Command Attack. The hobgoblin legate shouts orders to all 
  subordinates within 60 feet. Allied creatures who can see and 
  hear the hobgoblin legate can use their reaction to either move 
  their speed towards a target of the legate’s choice or make a 
  weapon attack against a target of the legate’s choice.
  Reactions
  Counterattack. If the attack roll made against the hobgoblin 
  legate results in a 10 or below, the hobgoblin legate can make an 
  opportunity attack against the attacker.
  Parry. The hobgoblin legate adds 3 to its AC against one melee 
  attack that would hit it. To do so, the hobgoblin legate must see 
  the attacker and be wielding a weapon.
  Weapons, Armor & Items
  Quarterstaff, shortsword, plate armor, and roll a d12:
  d12
  Item(s)
  1-6
  1d8 days’ hard tack rations
  7-9
  A trinket (p. 94)
  10-11
  A leather coin purse containing 17 (5d6) sp, and  
  3 (1d6) gp
  12
  A set of +2 plate armor and a +2 steel shortsword
  The highest rank most hobgoblins can hope for is that of legate. 
  These old hobgoblins are the veterans of hundreds of battles and 
  have proven their worth as a warrior countless times. 
  GAWAIN Five kings take arms against your horde
   
  Yet you do not accept our terms?
  KALLAK You think me cow’d by pageantry? 
   
  I, whose wine is fetch’d by kings, 
   
  my blade surfeited with their heirs?
   
  Whose cloths are clean’d by queens
   
  Of whose dainty hands I elsewise tire? 
   
  More lords have I at camp than thee
   
  And five more ere the day is through
   
  Mark well this face, your master’s soon
  GAWAIN (aside) I’ll mark his face and more ere noon
  EXEUNT 
  -Warrick Brandishpole, Gawain III, Act IV scene V
  
  93
  Chapter 4: Hobgoblins
  Hobgoblin Imperator
  Medium humanoid (goblinoid), lawful evil
  Armor Class 17 (splint)
  Hit Points 117 (16d8 + 45)
  Speed 30 ft.
  STR
  16 (+3)
  DEX
  15 (+2)
  CON
  16 (+3)
  INT
  14 (+2)
  WIS
  17 (+3)
  CHA
  16 (+3)
  Saving Throws Con +6, Wis +6, Cha +6
  Skills Athletics +6, Intimidation +6, Perception +6
  Senses darkvision 60 ft., passive Perception 16
  Languages Common, Goblin
  Challenge 5 (1,800 XP)
  Regimented Aggression. All friendly hobgoblins within 
  30 feet of the hobgoblin imperator gain a +1 bonus to their 
  damage rolls.
  Actions
  Multiattack. The hobgoblin imperator can use its frightening 
  presence. It then makes three attacks with its longsword.
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing 
  damage if wielded with two hands.
  Command Attack. The hobgoblin imperator shouts orders to 
  all subordinates within 60 feet. Allied creatures who can see and 
  hear the hobgoblin imperator can use their reaction to either 
  move their speed to a target of the imperator’s choice or make a 
  weapon attack against a target of the imperator’s choice.
  Frightening Presence. When there are at least 10 hobgoblins or 
  3 hobgoblin legates within 40 feet of the hobgoblin imperator, 
  each creature of the hobgoblin imperator’s choice that is within 
  120 feet of the hobgoblin imperator and able to see and hear 
  it must succeed on a DC 15 Wisdom saving throw or become 
  frightened for 1 minute. A creature can repeat the saving throw 
  at the end of each of its turns, ending the effect on itself on a 
  success. If a creature’s saving throw is successful or the effect 
  ends for it, the creature is immune to the hobgoblin imperator’s 
  Frightening Presence for the next 24 hours.
  Reactions
  Counterattack. If the attack roll made against the hobgoblin 
  imperator results in a 10 or below, the hobgoblin imperator can 
  make an opportunity attack against the attacker.
  Weapons, Armor & Items
  Longsword, splint armor, and roll a d12:
  d12
  Item(s)
  1-6
  1d8 days’ hard tack rations
  7-9
  A trinket (p. 94)
  10-11
  A leather coin purse containing 17 (5d6) sp, and  
  3 (1d6) gp
  12
  A set of +2 splint armor and a +3 steel longsword
  Having united two or more armies, imperators tend more towards 
  the ostentatious, and often have a grand plan or purpose for their 
  host. World domination, for instance… 
  To see the true heights of hobgoblin megalomania, 
  one need look no further than Garna Makushtar, 
  the half-legendary ‘iron tortoise’; a lightweight, 
  portable fortress, borne on the backs of a legion 
  of slaves. Drums roll, the ground shakes, and the 
  hobgoblin war machine rolls inexorably onward, 
  leaving gutted settlements and leveled forests in its 
  wake. 
  -Bryn Gallard, The Eyes of the Enemy
  
  94
  Chapter 4: Hobgoblins
  act as shock troops in the vanguard, a small scouting force of 
  bugbears (various signs led the Night-Wolves’ tribal elders to 
  Koskar, and they have since been joined by a number of individual 
  mercenaries) foray ahead and carry out occasional infiltration and 
  assassination missions.
  It is said that Koskar has yet to lose a battle which he has personally 
  commanded; this power, and the ready-supply of luxury goods 
  left unclaimed by his attacks, also attracts a good number of 
  unscrupulous sellswords and mercenary companies who care little 
  for the source of their pay, as well as a veritable army of scavengers, 
  both humanoid and monstrous. 
  Koskar’s crusade has the potential to change the face of the world, 
  and already some smaller, poorly-defended communities are 
  taking the fatalistic view that it is better to live under his regime 
  than be slaughtered by the first orc warband or gnoll raiding party 
  that happens by. Others desperately petition local governors for 
  additional protection, flee, or prepare for a desperate battle, the 
  outcome of which is all but certain. 
  Hobgoblin Trinkets 
  The following items might be carried by a hobgoblin:
  d10
  Trinket
  1
  A braided leather tassel, denoting rank
  2
  A collection of foreign coins strung together on a piece of twine
  3
  A burnished-steel wolf's head regimental crest 
  4
  An inscribed sword belt for exemplary military service
  5
  A leather hair cord with a concealed steel spike
  6
  A pouch of iron hobnails
  7
  A cloak fashioned from a noble’s banner
  8
  A tin of ointment for places armor has rubbed uncomfortably
  9
  A sack of spare rags for stuffing between layers of armor
  10
  A pouch of coarse sand dotted with flecks of rust
  Hobgoblin Lair Details 
  An area controlled by hobgoblins might display the following:
  d10
  Lair Detail 
  1
  Multiple captured banners and standards are displayed, most muddy, and a few spattered with blood
  2
  A wax tablet displaying watch rotations for the next week
  3
  A collection of filthy pallets for public slaves
  4
  Neatly arrayed racks of spears and javelins line the walls
  5
  A collapsible table, reinforced to be used as an emergency barricade should the need arise
  6
  The smell of stew, hearty but in dire need of some seasoning
  7
  A row of barrels filled with sand for removing grime from mail armor
  8
  An area has been cleared and leveled, with racks of blunted weapons gathered nearby
  9
  Rolls of thin reed and canvas sleeping mats are piled to one side; one roll conceals a trinket
  10
  The hot metallic smell of a busy forge and the ringing sound of hammer and anvil emanate from nearby
  Hobgoblin Tribes
  Garsh Kara Schkoskar
  Ten thousand strong, Garsh Kara Schkoskar (‘Koskar’s Steel 
  Legion’) is one of the largest groups of hobgoblins to not 
  permanently settle an area or splinter off into more easily 
  manageable factions. The troop is led by Warlord Koskar, an 
  idealist or a fanatic depending on who one speaks to, a hobgoblin 
  whose singular vision and untarnished military record demand 
  respect amongst his kind. What hope, Koskar asks, does the world 
  have to stand against the threats facing it unless united, hardened, 
  and trained under hobgoblin rule? Without the discipline and 
  strength of the hobgoblin regime, the world is doomed. 
  Unlike many other hobgoblin groups, Koskar offers his enemies 
  a choice; to surrender and serve as second-class auxiliaries in 
  his great host (provided they are able warriors and submit to 
  the hobgoblin way), or to resist and face slavery or death. As 
  a result of this, his army is more varied than would be typical; 
  though hobgoblins still make up the bulk of his troops, a large 
  number of orcs (largely the Tooth-Cracker and Bleeding-Head 
  tribes whose chieftains swore blood oaths to Koskar in person) 
  
  95
  Chapter 4: Hobgoblins
  Gatkarn Akra
  Order is the central tenant of the hobgoblin creed; if a rigid 
  adherence to the letter of the law is what’s needed, few do it better. 
  Those that live under their rule can expect them to be consistent, 
  if nothing else. It is, however, uncommon for them to be found 
  enforcing the laws of others, with the exception of ‘The Keepers of 
  the Peace’, the Gatkarn Akra. 
  These city-dwelling hobgoblins were originally brought in to 
  augment the guard as an unconventional, and somewhat desperate, 
  gambit, to quell a faction of dissidents threatening to erupt into a 
  citywide rioting mob. After a few weeks of violent clashes, and a 
  few well-placed executions, the dissenters were cowed and order 
  restored. The Gatkarn Akra enjoyed this comfortable, stable life 
  with its ample opportunities to exercise their authority so much 
  so that the majority stayed on after the terms of their original 
  contract. Under the command of Graggar, a hobgoblin tending 
  towards portliness with his new, more sedentary lifestyle, a new 
  contract was drawn up, allowing the Gatkarn Akra to stay on to 
  assist the guard with their long term duties. 
  Gradually, the Gatkarn Akra started taking over more and more 
  duties of the guard, to the point where now only a few, fairly 
  embittered, guardsmen remain. The hobgoblins do their duty with 
  great enthusiasm, and crime rates are at an all-time low, hardly a 
  surprise when those outside out of curfew are beaten half to death, 
  and the hands of every known thief decorate the market square. 
  The people of the city often complain about the decline of the 
  taverns (though never within earshot of the peacekeepers), and 
  day to day life has certainly taken a turn for the dull after most of 
  the city’s popular musicians and entertainers were driven out over 
  charges of public disturbance and lewd conduct. 
  What came as a surprise to the people were the Gatkarn Akra’s 
  reforms to the upper classes, who the hobgoblins simultaneously 
  policed as thoroughly as the rest; under hobgoblin rules, the upper 
  ranks are allowed some perks and a greater allowance of slaves, 
  but nowhere near the disparity common among other races. Any 
  traces of corruption were weeded out and dealt with as harshly 
  as any other theft with no exceptions made for rank, and wealth 
  was distributed more evenly. This ‘fairness’ has mollified some 
  of the common folk, but the constant suspicion and threat of the 
  hobgoblin presence outweighs this grim satisfaction for most. With 
  hedonism ousted by authoritarian law and order, many individuals 
  from all echelons of society, though safer in their homes, grow 
  weary of their humorless overseers.
  Jaashk Takana 
  The Jaashk Takana (‘Broken Spears’) began as a mercenary force 
  made up of hobgoblins from many tribes ejected for whatever 
  reason from hobgoblin society. Some were branded as cowards 
  for retreating from impossible odds without a direct order, some 
  fought and killed rivals outside of a properly sanctioned duel, 
  some were wounded and left behind as the army moved on. Each 
  Jaa’Kana has their own story, but every one of them winds their 
  way through the world, sometimes alone, sometimes in smaller 
  companies, until they find their way to the Jaashk Takana. 
  The company’s commander, Tarak, left his tribe after leading his 
  unit to attack a village, rather than the outpost he was ordered to. 
  Tarak needed to replenish his stock of slaves after torturing his last 
  to death for dropping his spear while taking it away for sharpening. 
  Tarak always ran low on slaves. Leaving the harsh discipline of the 
  tribe, he and his lieutenants quickly spiraled away from any self-
  control over their baser impulses.
  Over the years, the Jaashk Takana have branched out culturally, 
  accepting any outcast or degenerate with bloodlust to slake, as long 
  as they follow Tarak’s orders, which most are happy to do given 
  that his orders usually involve hurting something. The captains of 
  the company includes such distinguished characters as Orzag the 
  Gallows, an orc who often forgoes weapons in favor of strangling 
  his enemies to death, Mad Mezzik, a goblin whose obsession 
  and skill with blowing things up cost him a hand and most of 
  his former troop, Black-Eyes the okiti, who enjoys observing the 
  effects of his poisons on those who may or may not have useful 
  information, and Gitizi the Carrion Queen, a gnoll with a love of 
  setting loose and hunting down captives with her pack of half-
  starved hyenas.
  The Jaashk Takana have more than earned the horrific reputation 
  that goes before them, and even the threat or rumor of their 
  employment to a cause can be enough to force a surrender from 
  a rival; few disputes are worth the possibility of going up against 
  them and losing. The truth is that most of those who threaten to 
  hire their services during petty spats amongst nobles or border 
  disputes would never dare approach them, knowing that trusting 
  this group of mad dogs to a task requiring any level of control 
  would be foolish. However, in times of full-scale war, when chaos 
  and fear need to be sown amongst the enemy, none are better at 
  their craft than the Jaashk Takana. 
  
  96
  Chapter 5: Kobolds
  Kobolds
  The dry air of the tunnel is engulfed in a fresh wave of heat as, far off, 
  its denizen makes its presence known. As dust rains from the ceiling, 
  a creature barrels into the passage, made bold by the promises of 
  dreams. A skinny body supported by skinnier legs, a gangly neck 
  topped with a dragon’s head - though with none of its majesty – 
  surveys the earth, its eyes aflame with purpose. It is an awkward 
  creature, skittering forward stop-start like an anxious bird. Its head 
  sways this way and that as if using every sense to search. Suddenly 
  it crouches, ripping up handfuls of earth in a tireless, frenzied 
  scrabble. At the sight of a smooth, rounded surface, it relaxes. Its 
  eyes illuminate, full of wonder, and greed, and possibility. This is 
  a kobold. 
  Kobolds are small reptilian humanoids averaging around three-
  and-a-half feet tall, with a lean, gangly frame. Their large eyes, 
  positioned high on their heads, give them good all-round vision, 
  befitting their rank near the bottom of the monstrous food chain. 
  As with most reptiles, males and females are nearly identical. 
  Males may tend towards having more and larger hornlets and 
  crests than females, but this is by no means a certain means of 
  identification. 
  Females lay clutches of seventeen to twenty-four pale, leathery-
  shelled eggs, which incubate in communal nesting chambers for 
  around seven months. The hatchlings, perfect miniatures of the 
  adults, instinctively travel upwards through the tunnels to the 
  surface where they will scatter, traveling in groups of between five 
  and ten, attempting to find another colony to join, or discover a 
  suitable burrow to settle in and start a new one of their own (the 
  dispersal of the newborns in this way helps to ensure diversity 
  across the species and means that a single kobold family line can 
  stretch across continents). Their only sustenance during this time 
  is the remnants of their egg’s yolk, and the majority perish after 
  failing to find a suitable location within the few days they have. 
  Though it is the exception rather than the rule, female kobolds 
  have been known to lay viable eggs even in the absence of males. 
  Kobolds tend towards a nervous disposition, and can descend 
  into fits of anxiety if they are away from the soothing dark of their 
  enclosed tunnels. This has led to the belief that all kobolds are 
  frail cowards by the civilized world at large, but the truth is the 
  majority of the population have not encountered kobolds in their 
  native territory. Underground, kobolds are as capable of defending 
  their home as any other race, though they prefer guerrilla tactics, 
  ambushes, and traps to conventional warfare. 
  Kobolds divide neatly into two distinct subtypes. Warren kobolds 
  are kobolds left to their own devices; simple miners and trap 
  builders. When a colony discovers, or seeks out a dragon egg 
  or wyrmling, their society entirely changes to that of the more 
  grandiose and self-important dragon kobolds.
  
  97
  Chapter 5: Kobolds
  Language and Common Names
  Kobolds speak a derived, simplified version of Draconic also 
  known as Low Draconic. Speakers of Draconic typically find 
  the kobolds’ variant grating and irritating, largely due to its rule 
  that repetition is the same as emphasis; ‘good good’ means ‘very 
  good’, for example. This may go some way to explaining dragons’ 
  commonly murderous attitude towards them. 
  Warren kobold names tend to be short and simple, but higher-
  ranking dragon kobolds tend towards longer, more aggrandizing 
  names in the fashion of true dragons. 
  Warren Kobold Names: Akkom, Atkan, Bektik, Hakshut, Kabik, 
  Nektesh, Nushek, Rennet, Sefk, Shafak, Zadikha, Zankath, Zashra
  Dragon Kobold Names: Akathrazar, Bathrakaz, Iokathorax, 
  Kashadran, Pazakaron, Rakaramaz, Shazathrar, Zanakal
  Warren Kobolds
  Warren kobolds live modestly and generally have little interest 
  in, or quarrel with, the world outside their tunnel network. The 
  majority of their number work tirelessly, maintaining the tunnels, 
  excavating new ones, or tending to the group’s beasts. Warren 
  kobolds almost always keep a number of beasts known only 
  as ‘lizard-hounds’, which provide the group with an additional 
  layer of defense, as well as eggs, meat, and hide. As reptiles, these 
  creatures require only a fraction of the food a similarly sized 
  mammal would need, and so are able to get by on the meagre 
  diet the kobolds can afford them. However, this does not stop the 
  occasional beast master providing the hounds with food in an 
  altogether more violent and spectacular manner if rations run low. 
  With little in the way of resources but the ore they bring up while 
  expanding their tunnel network, warren kobolds dress simply, with 
  a few metal adornments and spines from their hounds as their 
  ornamentation. Their weapons are basic but well made, with spears 
  and tall, narrow shields being preferred for their effectiveness in a 
  restricted space. It is common for them to forgo armor and rely on 
  the natural toughness of their scaly hide, but an armor of leather or 
  metal scales is sometimes used to augment this, especially by high-
  ranking individuals and their retinue. 
  Culture
  Warren kobolds have a very loose system of leadership whereby 
  any individual in a warren may declare themselves king and take 
  over leadership. The strength of their claim is based on the strength 
  of the bribes or, more rarely, warriors they can raise. The position 
  is more or less arbitrary, as it is generally in the best interests of 
  everyone that the majority of the group continues to mine and 
  expand the tunnel network, so this continues to happen regardless 
  of whoever calls themselves king. It is not uncommon for kobold 
  warrens to contain multiple kings, each of whom claims complete 
  sovereignty and denounces the others as pretenders. 
  
  98
  Chapter 5: Kobolds
  While this theoretically puts many kobold warrens in a constant 
  state of civil war, violence is rare, and is usually restricted to one-
  on-one scraps between kings. Where one king is triumphant, the 
  loser may or may not renounce their claim, but if the kings are 
  equally matched, it is common for each to gracefully concede part 
  of their domain and so become ‘King of the Western Tunnels’, 
  ‘King of the Deep Caves” or so on.
  Very rarely, warren kobolds can be found as an underclass of a 
  multicultural society, most likely in settlements of dwarven origin, 
  given their dislike of bright, open spaces. Sometimes these are 
  kobolds who have been exiled on the whim of a king, or have been 
  forced out of their tunnels by natural disaster, another monstrous 
  race, or an adventuring band, but occasionally a clan will surface 
  by chance in a settlement and see the benefits of the richer life they 
  could potentially lead there. Kobolds can scrape a living as tinkers, 
  scrappers and miners, but rarely receive much love or respect from 
  the population at large, who will usually view them as eccentric 
  fringe dwellers at best and dangerous pests at worst. 
  Environment
  Most warren kobolds will never see the sun in their adult lives. 
  Enough rumors and tales make their way underground of kobolds 
  with an adventurous streak coming to a sticky end above ground, 
  or simply never being heard of again, that most are content with 
  their subterranean life. The complex dwellings of warren kobolds 
  more than live up to the name. Winding labyrinths of cramped, 
  pitch black tunnels crisscrossing and overlapping one another at 
  different levels in a manner nearly impossible to map accurately 
  (kobolds, who usually remain in the tunnel network that they 
  travel to after hatching until their death, are able to navigate their 
  confusing habitat with ease).
  A few of these tunnels are rigged with traps, and only used in the 
  event of an attack. Triggered tunnel collapse is a straightforward, 
  if somewhat unimaginative, favorite, but some are more inventive, 
  such as a weakened floor giving way to anything heavier than a 
  kobold, dumping the victim into a pit full of poisoned spikes (or 
  the lizard-hound den), or a steep narrow tunnel with a large rolling 
  boulder. Kobolds are taught from an early age only to use these 
  tunnels if they are luring an intruder into one of these traps, but 
  this doesn’t stop a few adventurous or absent-minded individuals 
  wandering in from time to time and becoming the victim. 
  Although able to regulate their body temperature to a certain 
  extent, kobolds have a marked preference for warmer areas. Large 
  populations of kobolds can usually be found in the vicinity of 
  volcanoes, but such extremes of temperature are not necessary for 
  their survival so long as it doesn’t approach freezing point. 
  Roleplaying Warren Kobolds
  Warren kobolds are easily cowed, threatened or coerced, and 
  the majority of their number are natural followers. If told to 
  do something simple with enough authority, they will typically 
  comply with little fuss. Their kings are another matter, convinced 
  as they are of their own importance and the loyalty of their 
  subjects. It is not uncommon for them to overplay their hand in 
  this regard, overestimating the expendability of their minions and 
  finding out the hard way that even a self-proclaimed king among 
  kobolds is still just a kobold. 
  Combat Tactics
  Warren kobolds avoid combat whenever possible unless they are 
  in the familiar surroundings of their home tunnels. Their usual 
  tactic is to retreat into tunnels too small for larger creatures to 
  fight in effectively, where they can present greater numbers than 
  their opponents. Their tunnels can usually be collapsed in order to 
  funnel their foes through such tight spaces if they wish to proceed 
  further into the warren. 
  All kobolds have a clear mental map of their tunnels, so know the 
  most efficient routes to outmaneuver and flank their opponents 
  and, if the kobolds are taken by surprise or the odds turn against 
  them, the closest trap or hazard they can draw the enemy towards. 
  If traps and battle fail them, warren kobolds are more likely to 
  throw themselves at their enemy’s mercy than to flee, offering 
  themselves as servants or slaves in return for their lives. 
  Warren Kobold Warbands
  Use these tables to generate a warren kobold encounter quickly 
  and easily, either by rolling a d8 or selecting an appropriate 
  challenge rating.
  CR 1–4
  d8
  CR
  Group Members
  1
  1
  8 kobold miners
  2
  1
  4 scutico, 2 kobold javelin throwers
  3
  2
  2 kobold beastmasters, 2 svaraskalos
  4
  2
  4 kobold miners, 4 kobold javelin throwers,  
  2 kobold spearmen
  5
  3
  4 kobold spearmen, 2 kobold beastmasters,  
  2 svaraskalos
  6
  3
  4 scutico, 5 svaraskalos
  7
  4
  6 kobold miners, 2 kobold javelin throwers,  
  1 seismosuchus
  8
  4
  8 scutico, 4 kobold beastmasters, 2 svaraskalos
  CR 5–8
  d8
  CR
  Group Members
  1
  5
  12 kobold javelin throwers, 8 kobold spearmen
  2
  5
  16 kobold miners, 8 kobold javelin throwers,  
  1 kobold beastmaster, 1 svaraskalos
  3
  6
  2 kobold javelin throwers, 6 kobold spearmen,  
  3 kobold beastmasters, 3 svaraskalos, 1 
  kobold king
  4
  6
  8 scutico, 4 svaraskalos, 1 seismosuchus
  5
  7
  4 kobold miners, 4 scutico, 12 kobold javelin 
  throwers, 8 kobold spearmen, 1 kobold 
  beastmaster, 1 svaraskalos
  6
  7
  4 scutico, 10 kobold javelin throwers, 8 kobold 
  spearmen, 1 kobold king
  7
  8
  4 svaraskalos, 2 seismosuchus
  8
  8
  6 kobold beastmasters, 8 svaraskalos, 1 
  kobold king
  
  99
  Chapter 5: Kobolds
  Kobold Miner
  Small humanoid (kobold), neutral
  Armor Class 12
  Hit Points 7 (2d6)
  Speed 30 ft.
  STR
  7 (−2)
  DEX
  15 (+2)
  CON
  10 (+0)
  INT
  9 (−1)
  WIS
  7 (−2)
  CHA
  8 (−1)
  Senses darkvision 120 ft., passive Perception 8
  Languages Common, Draconic
  Challenge 1/8 (25 XP)
  Sunlight Sensitivity. While in sunlight, the kobold miner has 
  disadvantage on attack rolls and Wisdom (Perception) checks 
  that rely on sight if it, the target of its attack, or what it is trying 
  to perceive is in direct sunlight.
  Actions
  Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  
  Hit: 4 (1d4 + 2) piercing damage.
  Weapons, Armor & Items
  Pick, and roll a d12:
  d12
  Item(s)
  1-6
  1d4 days’ rations consisting of dried insects
  7-9
  A trinket (p. 104)
  10-11
  A tattered coin purse containing 7 (2d6) cp
  12
  A potion of healing
  Miners make up the bulk of the kobold population. Mostly docile 
  by nature, they are strong from a lifetime of manual labor and can 
  utilize their tools to defend their home. 
  Metil need? Thrakarazarii shop 
  in lower markett kum. Scrap we 
  good scrap for low low prise. 
  Take also pots pans for reepare 
  or by! Kum see!
  -Notice in Stoneport’s low 
  market
  
  100
  Chapter 5: Kobolds
  Kobold Javelin Thrower
  Small humanoid (kobold), neutral
  Armor Class 14 (leather armor)
  Hit Points 10 (3d6)
  Speed 30 ft.
  STR
  8 (−1)
  DEX
  16 (+3)
  CON
  10 (+0)
  INT
  8 (−1)
  WIS
  7 (−2)
  CHA
  7 (−2)
  Senses darkvision 120 ft., passive Perception 8
  Languages Common, Draconic
  Challenge 1/4 (50 XP)
  Sunlight Sensitivity. While in sunlight, the kobold javelin 
  thrower has disadvantage on attack rolls and Wisdom 
  (Perception) checks that rely on sight if it, the target of its attack, 
  or what it is trying to perceive is in direct sunlight.
  Actions
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  Weapons, Armor & Items
  5 javelins, leather armor, and roll a d12:
  d12
  Item(s)
  1-6
  1d4 days’ rations consisting of dried insects
  7-9
  A trinket (p. 104)
  10-11
  A tattered coin purse containing 10 (3d6) cp
  12
  A quiver containing 2 (1d4) +1 javelins
  Javelin throwers hurl their weapons using a simple atlatl, or spear-
  thrower, enabling them to propel the projectiles in a near straight 
  line, rather than an arc, greatly improving the weapon’s usability in 
  relatively confined spaces.
  
  101
  Chapter 5: Kobolds
  Kobold Spearman
  Small humanoid (kobold), neutral
  Armor Class 15 (leather armor, shield)
  Hit Points 14 (4d6)
  Speed 30 ft.
  STR
  8 (−1)
  DEX
  14 (+2)
  CON
  10 (+0)
  INT
  8 (−1)
  WIS
  7 (−2)
  CHA
  8 (−1)
  Senses darkvision 120 ft., passive Perception 8
  Languages Common, Draconic
  Challenge 1/4 (50 XP)
  Sunlight Sensitivity. While in sunlight, the kobold spearman 
  has disadvantage on attack rolls and Wisdom (Perception) 
  checks that rely on sight if it, the target of its attack, or what it is 
  trying to perceive is in direct sunlight.
  Actions
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft., or 
  range 30/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or  
  6 (1d8 + 2) piercing damage if wielded with two hands.
  Weapons, Armor & Items
  Spear, leather armor, shield, and roll a d12:
  d12
  Item(s)
  1-6
  1d4 days’ rations consisting of dried insects
  7-9
  A trinket (p. 104)
  10-11
  A tattered coin purse containing 10 (3d6) cp
  12
  A potion of healing
  Spearmen are the rank and file of the kobold military, using their 
  small size to cram together as many shields and spears as possible 
  in their narrow tunnels. 
  “So they’re dragons, right? But they 
  can’t fly, they can’t breathe fire, 
  they’re not that clever, and they’re 
  tiny. By that logic, my terrier’s a 
  direwolf.”
  -Overheard in the Drake and Griffin 
  tavern
  
  102
  Chapter 5: Kobolds
  Kobold Beastmaster
  Small humanoid (kobold), neutral
  Armor Class 16 (half plate)
  Hit Points 21 (6d6)
  Speed 30 ft.
  STR
  12 (+1)
  DEX
  13 (+1)
  CON
  10 (+0)
  INT
  9 (−1)
  WIS
  7 (−2)
  CHA
  8 (−1)
  Senses darkvision 120 ft., passive Perception 8
  Languages Common, Draconic
  Challenge 1/2 (100 XP)
  Mounted Attacks. When mounted, the kobold beast master has 
  advantage on attacks made against Medium or smaller creatures 
  who are on foot.
  Sunlight Sensitivity. While in sunlight, the kobold beast master 
  has disadvantage on attack rolls and Wisdom (Perception) 
  checks that rely on sight if it, the target of its attack, or what it is 
  trying to perceive is in direct sunlight.
  Actions
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft., or 
  range 30/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or  
  6 (1d8 + 2) piercing damage if wielded with two hands.
  Weapons, Armor & Items
  Spear, half plate, and roll a d12:
  d12
  Item(s)
  1-6
  1d4 days’ rations consisting of dried insects
  7-9
  A trinket (p. 104)
  10-11
  A tattered coin purse containing 14 (4d6) cp
  12
  A potion of healing
  Though dwarfed by most of their charges, beastmasters can easily 
  stay ahead of their sluggish, reptilian intellects. There is little they 
  can do to train the beasts in their care, but they can predict and 
  exploit their largely instinctive reactions to their benefit. 
  The lineage of the so-called lizard-hounds (who share little 
  kinship with lizards, and even less with hounds) are shrouded in 
  mystery; it is doubtful even that the kobolds who tend to them 
  know of their origin. That they descend from above ground stock 
  is clear at the gross anatomical level; their hide (which is highly 
  sought after by leatherworkers) is richly patterned and colored 
  unlike the plainer skin one would expect of a subterranean 
  species. Moreover, their legs, upright and powerful, are those of 
  a cursorial runner, not a digger. 
  If we are to assume, and I suggest we do, that ‘lizard-wolves’ 
  once roamed the world, they are doubtless long gone. Their only 
  surviving relatives, the lizard-hounds (and, some might suggest, 
  the mighty dragons, wyverns and their ilk - see chapter VI for 
  a discussion of the leading draconic taxonomies) are seldom seen 
  by folk above ground, save as part of a kobold raiding party.
  -Tobias Collmore Scale and Claw: An Introduction 
  to Reptiles
  
  103
  Chapter 5: Kobolds
  Kobold King
  Small humanoid (kobold), neutral
  Armor Class 19 (half plate, shield)
  Hit Points 28 (8d6)
  Speed 25 ft.
  STR
  13 (+1)
  DEX
  14 (+2)
  CON
  10 (+0)
  INT
  9 (−1)
  WIS
  9 (−1)
  CHA
  10 (+0)
  Skills Deception +2, Intimidation +2, Persuasion +2
  Senses darkvision 120 ft., passive Perception 9
  Languages Common, Draconic
  Challenge 1 (200 XP)
  Devout Aggression. All friendly kobolds within 15 feet of the 
  kobold king gain a +1 bonus to damage rolls.
  Sunlight Sensitivity. While in sunlight, the kobold king has 
  disadvantage on attack rolls and Wisdom (Perception) checks 
  that rely on sight if it, the target of its attack, or what it is trying 
  to perceive is in direct sunlight.
  Actions
  Multiattack. The kobold king makes two attacks with its 
  shortsword.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) slashing damage.
  Weapons, Armor & Items
  Shortsword, half plate, shield, and roll a d12:
  d12
  Item(s)
  1-6
  1d4 days’ rations consisting of dried insects
  7-9
  A trinket (p. 104)
  10-11
  A tattered coin purse containing 17 (5d6) cp, and  
  3 (1d6) sp
  12
  A +1 steel shortsword
  Kobold kings often demand tribute from their ‘loyal subjects’, 
  allowing them a little more ornamentation in their good quality 
  armor. Some rose to their position by being fierce fighters, others 
  are spurred on by somewhat misguided belief in their own 
  importance. 
  
  104
  Chapter 5: Kobolds
  Warren Kobold Trinkets 
  The following items might be carried by a warren kobold:
  d10
  Trinket
  1
  A rock hammer with a blunted point and replaced handle
  2
  An egg-shaped rock 
  3
  A lizard-hound horn carved with simple runes proclaiming a king's laws
  4
  A large clay dibber, for excavating shallow, round holes
  5
  A serpentine jade clasp
  6
  An unadorned gold ring, nicked and scratched where a clawed finger has been inserted
  7
  A ring of leathery egg shell, worn as a bracelet
  8
  A handful of iron nails in a copper cup
  9
  A single metal scale from a suit of armor upon which a kobold has practiced some carving
  10
  A pointed steel pole used to safely trigger traps
  Warren Kobold Lair Details 
  An area controlled by warren kobolds might display the following:
  d10
  Lair Detail 
  1
  A dozen or so shallow depressions in the earth scattered with scraps of leathery eggshell 
  2
  A neatly stacked pile of reclaimed and repaired mining equipment
  3
  Patches of leathery shed skin have been rubbed off on the rough walls 
  4
  Claw marks from whatever enormous creature excavated this part of the tunnel network scar the walls 
  5
  The laws of a past king have been inscribed, defaced by their usurper, and modified by a successor 
  6
  Hundreds of pale cricket-like insects swarm over a cultivated fungus growing near to a flat, heated cooking rock 
  7
  Elements of stonework – clearly dwarven – incorporated into tunnel supports
  8
  A cryptic message in scratchy Draconic warning warren residents of a newly installed trap in the tunnels ahead
  9
  Multiple entrances to a tiny tunnel network, too small even for a full-grown kobold, excavated by hatchlings in their mad rush 
  to the surface
  10
  Carts of reclaimed wood with stone wheels, full of ore to be sorted and attached to harnesses fitted for a large reptilian 
  beast of burden
  
  105
  Chapter 5: Kobolds
  Dragon Kobolds
  Occasionally amongst a group of warren kobolds, a different sort 
  of king will rise, more driven and focused than others. Commonly 
  lead by dreams of flight or fire, this ‘dragon-touched’ will lead 
  their followers on a reckless pilgrimage, often above ground, 
  to seek a dragon egg. Sometimes, a particularly stealthy kobold 
  will be sent into an adult dragon’s lair to secret away an egg, and 
  many a pilgrimage has been utterly wiped out when they are 
  discovered trying to transport it back to the warren, but other 
  times an abandoned egg or wyrmling is found and the pilgrims 
  settle around it. Rarely, kobolds will stumble across a dragon egg 
  in the course of digging tunnels, which typically leads to the same 
  end result.
  The egg changes the dynamic of the kobold’s society. Instead of 
  mining ore for supplies, workers now seek gems and gold for the 
  hoard, and those with ambition and drive who would normally 
  become kings among warren kobolds now rise as priests. This 
  dynamic continues to shift throughout the dragon’s long life. In the 
  beginning, the kobolds act as part foster parent and part animal 
  handler, providing food and attempting an education (which is of 
  dubious value, even setting aside the fact that a dragon’s intellect 
  outstrips their own in a matter of months). As the dragon becomes 
  more self-sufficient, it becomes more of a living idol; part monarch 
  and part god. Younger dragons typically enjoy the worship heaped 
  upon them and sometimes take an active interest in utilizing 
  these minions to their own ends. After a few decades of constant 
  fawning, however, most dragons lose interest; in the best cases, 
  they simply ignore the kobolds surrounding them, but it is just as 
  common for a dragon to carry out some pest control in its adult 
  years (any surviving kobolds, devastated that they have done 
  something to so upset their overlord, will redouble their worship, 
  or else wander like heartbroken lovers, possibly finding their way 
  into the underclasses of civilization).
  These kobolds leverage the status that comes with associating 
  with a dragon to raid settlements and other monsters for better 
  supplies, knowing that they can fall back to their lair and hoping 
  that any pursuers know what lurks within. Their clothing tends to 
  be of better quality, as do their armor and weapons (which consist 
  of spears, curved blades, steel scale armor and, for a lucky few, true 
  dragonscales). Dragon kobolds are often well supplied enough to 
  decorate themselves with jewelry, paying tribute to their master 
  with horn and wing designs. 
  Culture
  Whilst nominally ruled by the dragon they serve, most kobolds 
  will never be allowed any level of interaction with it, and may even 
  be forbidden from setting eyes on it. In practice, the group is led by 
  a ruling class of priests who speak to the dragon and (supposedly) 
  relay its will. Given that dragons are generally indifferent to their 
  retinue of kobolds, their ‘will’ is often open to a great deal of 
  interpretation, and thus the priests have close to absolute power 
  in the group. This, naturally, leads to a great deal of tension 
  and infighting in the priest caste, with individuals and factions 
  constantly jockeying for higher positions with greater access to the 
  dragon’s ear. Some ambitious priests genuinely believe that they 
  will be able to influence their master (and the most powerful of 
  them have been known to, with the help of enchantments), others 
  see the reality of the situation and take any opportunity they can 
  get to manipulate the populous to their own ends. 
  Beneath the priests are a multitude of acolytes, retainers, and 
  lackeys who carry out the organization and counting of tributes, 
  pronouncement of minor edicts, and the less glamorous parts 
  of tending to the dragon such as cleaning teeth (high fatality 
  rate) and clearing waste (mid-to-high fatality rate). Acolytes are 
  frequently paid off to report their priest’s activity to rivals, and it 
  is not uncommon for a high-ranking priest’s retinue to be made 
  up entirely of individuals in someone else’s pocket. Some use this 
  to their advantage to spread misinformation about their doings to 
  confuse the competition, but others simply make sure that bribed 
  acolytes are assigned to dragon duty as soon as possible. 
  
  106
  Chapter 5: Kobolds
  Environment
  Dragon kobold lairs are far more grand and ornate than warren 
  kobolds’. Their tunnels are, theoretically, an extension of the 
  dragon’s hoard, so are often opulently decorated and strictly 
  organized. At least one acolyte will be saddled with the task of 
  tallying and neatly piling the dragon’s wealth, organizing by size, 
  type, and value. As the dragon ages and the hoard grows, it is not 
  uncommon for this acolyte to run a constant loop, starting the 
  count again as soon as he is finished. It is also not uncommon 
  for distrustful priests to appoint second or even third acolytes to 
  recount and recheck. The acolytes, of course, see this busywork 
  as a great honor and service to the dragon. The dragon, having an 
  innate knowledge of its finances, couldn’t care less. 
  Roleplaying Dragon Kobolds
  Dragon kobolds are a mixture of self-important, sycophantic 
  and power hungry. They will fawn and flatter the powerful while 
  trampling over the weak. Most priests genuinely do revere the 
  colony’s dragon and speak of it with the same reverent tone any 
  fanatical cult leader would use for the subject of their worship, and 
  with the same level of acceptance for those who do not show the 
  proper respect. Others are more pragmatic and see the dragon as 
  a means to gain personal power and status; these are usually more 
  open to compromise, but equally likely to worm their way out of 
  any such compromise should a better offer present itself. 
  Combat Tactics
  Depending on their personal level of loyalty to the dragon they 
  serve, dragon kobolds can use similar tactics to their warren 
  cousins, or attack more aggressively to the point of recklessness. 
  Those on the periphery of society, for whom life is little different 
  with or without their dragon, utilize the same tactics of tunnel 
  fighting and retreating to draw enemies into traps with the 
  additional ‘trap’ of a dragon’s lair to lure unsuspecting opponents 
  into. Some more self-serving priests also use the tried and tested 
  method of hiding behind a dragon when invaders come knocking. 
  Those with more reverence for their overlord view using it as 
  a defense as distasteful, and see it as their duty to ensure no 
  unworthy intruder gets far enough to set eyes on it. These loyalists 
  will fight with a fanatical ferocity screaming draconic devotions, 
  and believe dying in the dragon’s service to be a high honor they 
  can hope to achieve. 
  Dragon Kobold Warbands
  Use these tables to generate a dragon kobold encounter quickly 
  and easily, either by rolling a d8 or selecting an appropriate 
  challenge rating.
  CR 1–4
  d8
  CR
  Group Members
  1
  1
  8 dragon kobold acolytes
  2
  1
  4 kobold spearmen
  3
  2
  2 dragon kobold warriors
  4
  2
  8 kobold miners, 4 kobold javelin throwers
  5
  3
  4 dragon kobold acolytes, 4 scutico, 4 kobold 
  spearmen, 1 dragon kobold warrior
  6
  3
  1 dragon kobold warrior, 1 dragon kobold mutant
  7
  4
  2 kobold beastmasters, 2 svaraskalos, 2 dragon 
  kobold warriors
  8
  4
  2 dragon kobold warriors, 1 dragon kobold mutant
  CR 5–8
  d8
  CR
  Group Members
  1
  5
  8 dragon kobold acolytes, 4 scutico, 6 kobold 
  spearmen, 1 dragon kobold mutant
  2
  5
  6 kobold javelin throwers, 2 kobold spearmen,  
  3 dragon kobold warriors
  3
  6
  2 kobold beastmasters, 2 svaraskalos, 4 dragon 
  kobold warriors
  4
  6
  3 dragon kobold mutants
  5
  7
  1 seismosuchus, 1 dragon kobold wizard
  6
  7
  3 dragon kobold warriors, 1 dragon kobold wizard
  7
  8
  4 dragon kobold warriors, 2 dragon 
  kobold mutants
  8
  8
  4 scutico, 1 svaraskalos, 1 seismosuchus, 1 dragon 
  kobold wizard
  CR 9–12
  d8
  CR
  Group Members
  1
  9
  8 dragon kobold acolytes, 1 dragon kobold prophet
  2
  9
  4 kobold javelin throwers, 4 kobold spearmen,  
  3 dragon kobold warriors, 2 dragon 
  kobold mutants
  3
  10
  2 kobold beastmasters, 2 svaraskalos, 1 dragon 
  kobold prophet
  4
  10
  8 kobold miners, 5 dragon kobold warriors,  
  3 dragon kobold mutants
  5
  11
  5 dragon kobold warriors, 3 dragon 
  kobold mutants
  6
  11
  3 dragon kobold warriors, 1 dragon 
  kobold phophet
  7
  12
  4 dragon kobold warriors, 2 dragon 
  kobold wizards
  8
  12
  8 dragon kobold acolytes, 3 dragon kobold 
  warriors, 1 dragon kobold prophet
  
  107
  Chapter 5: Kobolds
  Dragon Kobold Acolyte
  Small humanoid (kobold), neutral evil
  Armor Class 11
  Hit Points 5 (2d6 − 2)
  Speed 30 ft.
  STR
  7 (−2)
  DEX
  12 (+1)
  CON
  9 (−1)
  INT
  8 (−1)
  WIS
  7 (−2)
  CHA
  8 (−1)
  Senses darkvision 120 ft., passive Perception 8
  Languages Common, Draconic
  Challenge 1/8 (25 XP)
  Sunlight Sensitivity. While in sunlight, the dragon kobold 
  acolyte has disadvantage on attack rolls and Wisdom 
  (Perception) checks that rely on sight if it, the target of its attack, 
  or what it is trying to perceive is in direct sunlight.
  Actions
  Multiattack. The dragon kobold acolyte makes two attacks with 
  its claws.
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) slashing damage.
  Weapons, Armor & Items
  Roll a d12:
  d12
  Item(s)
  1-6
  1d4 days’ rations consisting of dried insects
  7-9
  A trinket (p. 112)
  10-11
  A tattered coin purse containing 7 (2d6) cp
  12
  An Elemental Gem (roll a d4: 1. Blue Sapphire,  
  2. Yellow Diamond, 3. Red Corundum, 4. Emerald)
  Acolytes are the put-upon dogsbodies of the priest caste, each 
  vying to improve their position, most of them fruitlessly. 
  What is the nature of the gods? The question has plagued 
  philosophers through the ages. Such philosophers may envy 
  the kobold, for whom the answer is simple. Perhaps they 
  should pity them as well, for the answer is also capricious, 
  vain, and wrathful. 
  Dragons seem an obvious focus for worship, being among 
  the most powerful living creatures that walk the earth, and 
  indeed it is known for cults of dragon-worship to spring 
  up among the more civilized peoples from time to time. 
  However, none of these can match the fanatical fervor of 
  the kobold; a devotion even dragonfire cannot burn away. 
  Most beings, faced with a god that openly despises them, 
  tells them so at regular intervals, and frequently devours 
  some of their number would find a new one, but kobolds 
  see this only as proof of the dragon’s superiority, and 
  work hard to win back a favor which never existed in the 
  first place.
  -Fintharael Ellanwe, Myths of the Savage Races
  
  108
  Chapter 5: Kobolds
  Dragon Kobold Warrior
  Small humanoid (kobold), neutral evil
  Armor Class 17 (chain shirt, shield)
  Hit Points 14 (4d6)
  Speed 30 ft.
  STR
  8 (−1)
  DEX
  16 (+3)
  CON
  10 (+0)
  INT
  8 (−1)
  WIS
  7 (−2)
  CHA
  8 (−1)
  Senses darkvision 120 ft., passive Perception 8
  Languages Common, Draconic
  Challenge 1 (200 XP)
  Sunlight Sensitivity. While in sunlight, the dragon kobold 
  warrior has disadvantage on attack rolls and Wisdom 
  (Perception) checks that rely on sight if it, the target of its attack, 
  or what it is trying to perceive is in direct sunlight.
  Actions
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage.
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d4 +3) piercing damage.
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  Weapons, Armor & Items
  Dagger, 3 javelins, shortsword, chain shirt, shield, and roll a d12:
  d12
  Item(s)
  1-6
  1d4 days’ rations consisting of dried insects
  7-9
  A trinket (p. 112)
  10-11
  A tattered coin purse containing 17 (5d6) cp, and  
  3 (1d6) sp
  12
  A quiver containing 4 (1d4 + 2) +1 javelins
  Warriors are pledged to the defense of the priests and the dragon, 
  serving as a personal guard (dragons’ opinions on this vary), and 
  facing foes with fanatical loyalty. 
  To kobolds, attempting to emulate 
  dragons is not blasphemy, but a form 
  of worship in itself. Their priests brew 
  potions and tonics, and the populace 
  gleefully submit to their experiments. A 
  handful, perhaps one in every twenty, 
  emerge winged, worshipped as blessings 
  from the dragon. The mangled bodies of 
  the majority are often too toxic to feed 
  even to the lizard-hounds. 
  -Wulfgang Boor, Wyrm Cults: Dragon 
  Worshipers, their Beliefs anD haBits 
  
  109
  Chapter 5: Kobolds
  Dragon Kobold Mutant
  Small humanoid (kobold), neutral evil
  Armor Class 14 (leather armor)
  Hit Points 24 (7d6)
  Speed 30 ft., fly 30 ft.
  STR
  10 (+0)
  DEX
  16 (+3)
  CON
  11 (+0)
  INT
  9 (−1)
  WIS
  8 (−1)
  CHA
  9 (−1)
  Senses darkvision 120 ft., passive Perception 9
  Languages Common, Draconic
  Challenge 2 (450 XP)
  Sunlight Sensitivity. While in sunlight, the dragon kobold 
  mutant has disadvantage on attack rolls and Wisdom 
  (Perception) checks that rely on sight if it, the target of its attack, 
  or what it is trying to perceive is in direct sunlight.
  Actions
  Claws. Melee Weapon Attack: +5 to hit. Reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) slashing damage.
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d4 +3) piercing damage.
  Flask of Alchemist Fire. Ranged Weapon Attack: +5 to hit, 
  range 20 ft., one target. Hit: 2 (1d4) fire damage. The 
  target takes this damage again at the start of each of 
  its turns. As an action, the creature can make a DC 
  10 Dexterity check, extinguishing the flames on 
  a success.
  Firebreath Potion. After drinking this 
  potion, as a bonus action the mutant 
  kobold can exhale fire at a target within 
  30 feet. The target must make a DC 
  13 Dexterity saving throw, taking 14 
  (4d6) fire damage on a failed save, or 
  half as much on a successful one. The 
  effect ends after the mutant kobold 
  exhales the fire three times or after 1 
  hour has passed. 
  Icebreath Potion. After drinking 
  this potion, as a bonus action the 
  mutant kobold can exhale ice at a 
  target within 30 feet. The target must 
  make a DC 13 Dexterity saving throw, 
  taking 14 (4d6) cold damage on a failed 
  save, or half as much on a successful one. 
  The effect ends after the mutant kobold 
  exhales the ice three times or after 1 hour 
  has passed.
  Weapons, Armor & Items
  2 daggers, 2 flasks of alchemist fire, 2 firebreath potions (p. 169), 
  2 icebreath potions (p. 169), leather armor, and roll a d12:
  d12
  Item(s)
  1-6
  1d4 days’ rations consisting of dried insects
  7-9
  A trinket (p. 112)
  10-11
  A tattered leather coin purse containing 21 (6d6) cp, 
  and 7 (2d6) sp
  12
  A potion of resistance
  The beneficiaries, or victims, of crude experimentation, mutant 
  kobolds use alchemical mixtures to emulate a dragon’s abilities and 
  are viewed with awe by others of the colony. 
  
  110
  Chapter 5: Kobolds
  Dragon Kobold Wizard
  Small humanoid (kobold), neutral evil
  Armor Class 14 (magic robes)
  Hit Points 28 (8d6)
  Speed 30 ft.
  STR
  10 (+0)
  DEX
  14 (+2)
  CON
  10 (+0)
  INT
  14 (+2)
  WIS
  16 (+3)
  CHA
  10 (+0)
  Saving Throws Int +4, Wis +5
  Skills Arcana +4
  Damage Resistance variable
  Senses darkvision 120 ft., passive Perception 13
  Languages Common, Draconic
  Challenge 4 (1,100 XP)
  Damage Resistance. The kobold wizard is resistant to the 
  damage type of the dragon it serves.
  Spellcasting. The dragon kobold wizard is an 8th level 
  spellcaster. Its spellcasting ability is Wisdom (spell save DC 
  13, +5 to hit with spell attacks). It has the following wizard 
  spells prepared:
  Cantrips (at will): acid splash, fire bolt, poison spray, ray of frost
  1st level (4 slots): burning hands, chromatic orb, mage armor, 
  thunderwave
  2nd level (3 slots): flaming sphere, enlarge/reduce, gust of wind 
  3rd level (3 slots): fireball, lightning bolt, sleet storm
  4th level (2 slots): conjure minor elementals, stoneskin
  Sunlight Sensitivity. While in sunlight, the dragon kobold 
  wizard has disadvantage on attack rolls and Wisdom 
  (Perception) checks that rely on sight if it, the target of its attack, 
  or what it is trying to perceive is in direct sunlight.
  Actions
  Claws. Melee Weapon Attack: +4 to hit. Reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) slashing damage.
  Quarterstaff. Melee Weapon Attack: +2 to 
  hit, reach 5 ft., one target. Hit: 3 (1d6) 
  bludgeoning damage, or 4 (1d8) bludgeoning 
  damage if wielded with two hands.
  Weapons, Armor & Items
  Quarterstaff, magic robes, and roll a d12:
  d12
  Item(s)
  1-6
  1d4 days’ rations consisting of dried insects
  7-9
  A trinket (p. 112)
  10-11
  A tattered leather coin purse containing 28 (8d6) cp, 
  and 14 (4d6) sp
  12
  A firebreath potion and an icebreath potion  
  (p. 169)
  Priests with a flair for the dramatic, wizards worship the 
  dragon with demonstrations of elemental power which wow the 
  population and can be used to great effect in its defense. 
  
  111
  Chapter 5: Kobolds
  Dragon Kobold Prophet
  Small humanoid (kobold), neutral evil
  Armor Class 13 (magic robes)
  Hit Points 52 (15d6)
  Speed 30 ft.
  STR
  10 (+0)
  DEX
  13 (+1)
  CON
  10 (+0)
  INT
  16 (+3)
  WIS
  18 (+4)
  CHA
  10 (+0)
  Skills Arcana +6
  Damage Resistance variable
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Draconic
  Challenge 8 (3,900 XP)
  Damage Resistance. The kobold prophet is resistant to the 
  damage type of the dragon it serves.
  Wyrmtongue. Dragons under the command of the kobold 
  prophet have advantage against being charmed by anyone except 
  the kobold prophet.
  Innate Spellcasting. The dragon kobold prophet’s spellcasting 
  ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). 
  It can innately cast the following spells, requiring no material 
  components:
  At will: fire bolt, ray of frost, shocking grasp
  2/day each: dominate monster, fireball, lightning bolt, ice storm
  1/day each: cone of cold, chain lightning, fire storm, hold monster
  Sunlight Sensitivity. While in sunlight, the dragon kobold 
  prophet has disadvantage on attack rolls and Wisdom 
  (Perception) checks that rely on sight if it, the target of its attack, 
  or what it is trying to perceive is in direct sunlight.
  You approach the lair of the 
  great Shazatharax, grand 
  emperor over all dragonS, the 
  thunderbolt out of the clear 
  blue SkY, and bY whoSe grace 
  we are allowed to live. come 
  no further, worm, leSt it be on 
  Your kneeS. 
  -inScription made in five 
  languageS on the lintel of a 
  ruined temple complex, now 
  long abandoned 
  Actions
  Claws. Melee Weapon Attack: +4 to hit. Reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) slashing damage.
  Change Shape. The kobold prophet magically polymorphs into 
  a young chromatic dragon, following the rules of the polymorph 
  spell, but ignoring its challenge rating restriction. Roll a d10 to 
  determine the dragon’s color: 1–2: black, 3–4: blue, 5–6: green, 
  7–8: red, 9–10: white.
  Command Dragon. One young dragon or wyrmling under the 
  control of the kobold prophet can use its reaction to make a 
  bite attack. 
  Weapons, Armor & Items
  Magic robes, and roll a d12:
  d12
  Item(s)
  1-6
  1d4 days’ rations consisting of dried insects
  7-9
  A trinket (p. 112)
  10-11
  A tattered coin purse containing 28 (8d6) sp, and  
  14 (4d6) gp
  12
  A ring of resistance, and a ring of protection
  Taking on some of the powers of manipulation dragons are famed 
  for, prophets may not be the most popular priests with the general 
  population, but are usually cunning enough to worm their way 
  closer to the dragon. 
  
  112
  Chapter 5: Kobolds
  Dragon Kobold Trinkets 
  The following items might be carried by a dragon kobold:
  d10
  Trinket
  1
  A tiny shell fragment from an enormous egg contained in a finely crafted locket
  2
  A small splinter of dragon tooth
  3
  A candle fashioned vaguely into the shape of a dragon
  4
  A scroll covered in tally marks, some of which are angrily scribbled out
  5
  A small lump of twisted, melted stone
  6
  A page torn from a beautifully illuminated manuscript
  7
  A single glove made of reptilian hide
  8
  A bronze cap made to fit over the tip of a horn, oxidizing at the edges
  9
  A tiny vial of dried, aromatic dragon dung
  10
  A clay tablet inscribed with runes supposedly providing protection from a dragon’s breath
  Dragon Kobold Lair Details 
  An area controlled by dragon kobolds might display the following:
  d10
  Lair Detail 
  1
  Neatly piled stacks of gold, sorted by size and origin
  2
  A pile of stones forming an altar topped by an effigy crafted from a ragged scrap of shed skin
  3
  The cloying smoke of incense hangs heavy in the air
  4
  Cloth of gold has been spread on the ground in the shape of open wings; the area around it is well trafficked, and the footprints 
  are careful to avoid it 
  5
  A sulfurous stench, ozone tang, sharp acrid smell, greenish fog, or unnatural chill fill the air, dependent on the dragon’s type
  6
  Hundreds of twisted, dripping candles extend and fuse together from every surface like waxy stalagmites
  7
  Vials and bottles are scattered around a stone table carved with winged designs, crisscrossed with restraints, and covered in 
  dark stains
  8
  A reclaimed stone fresco of a rearing dragon – the area which was carved with a mounted dragonslayer, lance in hand, has been 
  thoroughly scraped away
  9
  Stacks of books and scrolls, neatly sorted by color with no regard for their contents
  10
  A curved table, roughly resembling a dragon in flight, surrounded by priests’ claw-footed stools
  Kobold Clans
  Kalshadraxii
  The Kalshadraxii (then named the Dahakar) considered themselves 
  blessed when the dragon-touched king Ajdar rose to prominence. 
  Whipping them up to near fanaticism with the promises of wealth 
  and power his dragon dreams had revealed to him, he led close to 
  the entire colony on a grueling above ground march during which, 
  it is said, Ajdar fasted for thirty days until, on the thirty-first, they 
  came across the slumbering volcano and within, The Egg. 
  In the months while the baby dragon grew within the shell, the 
  kobolds worked tirelessly, excavating a palatial cavern fit for their 
  future ruler along with winding tunnels for its attendants. Even 
  before the shell was cracked, they had begun to fight for positions 
  in the hierarchy. By chance, it was a common miner, Ilmis, who 
  witnessed the dragon emerge from the egg, propelling her to a lofty 
  position in the eyes of the colony, much to the chagrin of Ajdar. 
  Years on, Kalshadrax the red dragon is kept fed and pampered by 
  a team of attendants, foremost of whom is Ilmis, who regularly 
  gives rousing sermons espousing the qualities of their draconic 
  charge in flashy displays, which are beloved by the colony. 
  Ajdar has fallen somewhat out of favor, with his obvious rivalry 
  with Ilmis considered rather distasteful. However, it is Ajdar, 
  an altogether more wily sort, who has the dragon’s ear, wisely 
  treating the young reptile as a conqueror rather than a child. 
  Ajdar’s oozing sycophancy is received far better than Ilmis’ 
  mothering and attempts at education (the Kalshadraxii raided 
  a stack of manuscripts prior to the hatching but, being unable 
  to read Common, are reduced to pointing out the impressive 
  illuminations). Those priests still loyal to the former dragon-
  touched act as spies on these disastrous lessons, passing on any 
  information Ajdar could use to drive a wedge between them. 
  
  113
  Chapter 5: Kobolds
  Thrakarazarii
  What does one do when their sole reason for living simply 
  flies away? The Thrakarazarii were forced to consider just that. 
  When the great dragon, Thrakarazar grew tired of the fawning 
  and idolatry that had erstwhile amused her, she made a violent 
  exit from the colony, bringing down tunnels and dousing with 
  lightning most of those who had nurtured and worshipped her 
  since before she hatched. 
  Severely depleted in number and their prospects utterly desolate, 
  the remaining estranged kobolds wandered aimlessly for days, led 
  by Kothar, a former hoard-counter, and the only of the dragon 
  caste to survive Thrakarazar’s wrath, being in a far-flung tunnel 
  at the time. They traveled far from the former safe-haven of their 
  underground tunnel networks, until they came across a bustling 
  hub of civilization, the like of which none of them had ever known. 
  Lack of better alternatives emboldened them and, weary from 
  travel, the bedraggled few entered the gates and did not look back.
  Now the Thrakarazarii live and work under a wooden shopfront 
  that sports the name of their former colony and their new trade. 
  Embarking on entirely new lives, they now utilize the scavenging 
  and mining skills honed while in service to the dragon. They 
  learned to trade and tinker with what they found, developed the 
  best version of the common tongue that their reptilian mouths 
  could produce, and set up shop in one of the cheaper and more 
  disreputable parts of town, forever trying to keep out of trouble 
  and bumbling blindly through bureaucracy they don’t understand. 
  Though dragons are demanding and unpredictable, at least they 
  don’t require quite so much paperwork...
  Zahhak
  The Zahhak are, for the most part, unassuming creatures with 
  little ambition beyond finding the next vein of ore and keeping 
  themselves fed. To this end, their sprawling tunnels have even 
  stretched deep enough to bring them into conflict with cave 
  goblins in the deeper reaches, but these passages have been mostly 
  abandoned and collapsed to prevent any serious incursions from 
  below. More recently, some derelict dwarven mineshafts have been 
  incorporated into the warren, which became less than popular with 
  the dwarves concerned when the kobolds expanded to the more 
  active shafts. Fighting in these tunnels has become an entrenched 
  stalemate, with the dwarven defenses too strong, and the kobold 
  tunnels too treacherous for either side to gain ground. 
  A significant push from the kobolds is unlikely given their 
  fractious command. Shazath, naming himself King of the Deepway 
  for his victories against the goblins, schemes against the Lizard-
  Hound King, Askzar, but they have brokered an uneasy alliance 
  against The King of All the Warrens, Kashzath, clutch-mate to the 
  previous King of All the Warrens who was killed by the Emerald 
  King before his dragon dreams led him out of the colony. 
  The kings seldom come to blows, though each keeps a force of 
  loyal soldiers which they will occasionally send to ‘make war’ 
  on their enemies (which usually involves the two groups half-
  heartedly poking each other with their spears until someone gets 
  hurt, at which point victory is declared). These megalomaniacal 
  displays are avoided by most of the colony, whose efforts are 
  currently focused on keeping the dwarves at bay. 
  
  114
  Chapter 6: Ogres
  Ogres
  Night presses at the edges of the fire, sending grasping shadows over 
  fern and bracken and up the trunks of ancient pines. The fire spits 
  and cracks with drops of fat from the spit. With a tremor and crack, 
  the chorus of the night goes dead. Another tremor, and another, 
  and another, increasing in severity. A shadow is torn by a splintered 
  branch that crashes to the forest floor. The ground stops shaking as 
  two pinpricks of light appear atop a lumpy monolith of doughy flesh 
  glowing orange in the firelight. A beefy hand, the size of a stewpot, 
  darts out like a podgy lightning bolt, snatching meat and spit both. 
  Lips smack. A warhorn of a belch trumpets forth. The hand reaches 
  out for more. This is an ogre. 
  Ogres are defined by their violent cruelty, immense strength, 
  and monumental stupidity. They are inordinately proud of all 
  these things.
  Some large bull ogres can reach fifteen feet tall when standing 
  upright (although they seldom do), and tip the scales at 1,500 
  pounds. Although these extremes are the exception rather than the 
  rule, ogres do tend to be massive in height and girth. It is believed 
  that ogres rarely live to fifty, although this is difficult to corroborate 
  given that they have no system of counting, and they continue to 
  grow throughout their lives. Unlike most other humanoids, ogres 
  appear to suffer no negative effects from carrying a huge amount of 
  body fat; up to half of their entire weight in some cases. 
  Ogre sows birth litters of up to eight young, which can walk and 
  run almost straight away. Maternal instinct only lasts for a matter 
  of minutes, after which the young are viewed as potential food for 
  the adults, so these skills are often put to the test early. Young ogres 
  spend the first years of their life as scavengers - little better than 
  animals - on the peripheries of the mob, much like the dogs that 
  trail a marching army feeding on their scraps. Occasional bold or 
  quick individuals will dart into the main throng for a few scraps 
  but, on the whole, until they can grow large enough to survive 
  the beatings doled out by the older ogres (and start administering 
  some of their own), they keep their distance, existing entirely 
  separately, savagely competing with each other to grow and pile on 
  weight as quickly as possible. 
  To an ogre, dressing in any more than a simple, stained loin cloth 
  is unusually fancy; additions of whole untreated pelts and bone 
  trophies are extravagances only for the fashion-conscious. In 
  battle, ogres typically rely on their overall size and toughness to 
  see them through, but a few see the value of armoring themselves 
  in scavenged goods (making the incredible leap of intellect that if 
  a man in armor is harder to kill, an ogre in armor might be too). 
  Weapons are similarly scavenged, and consist of anything the ogre 
  can swing which, given their strength, is more or less anything it 
  can fit in its hand. 
  
  115
  Chapter 6: Ogres
  Culture
  Gut size is the measure of worth amongst ogres, so adolescents 
  who have yet to grow a gut worthy of respect exist at the bottom 
  of the pecking order. Beyond this, their culture is one of barely 
  structured anarchy and chaos. Each ogre strives to be the biggest 
  by devouring as much as possible, and the bigger an ogre gets, 
  the better it is at getting, holding on to, and denying others food. 
  Ogres will often wander into others of their kind forming a loose 
  mob of individuals with the shared goal of finding and eating 
  food; depending on the opportunities this creates, some may stick 
  around, some will wander on again. 
  If a mob is proven to be successful, the adult ogres are more likely 
  to stay together, albeit fractiously, for increased opportunities for 
  mating and foraging. Should an ogre become badly injured in 
  one of their many scraps, it will typically have the sense of mind 
  to leave the group, for even a lone, wounded ogre is more than 
  capable of dealing with most threats the world can throw at it 
  (though they have a healthy fear of trolls, whose natural weaponry 
  rivals their own, and bugbears, who specialize in bringing down 
  big game as a team). However, travelers should not assume that a 
  lone ogre is necessarily nursing a wound – an ogre may have many 
  reasons to find itself alone, including if it was by far the strongest 
  of the mob and has slaughtered its erstwhile companions. 
  Although chilling reports exist of those taken alive by ogres, it is 
  unclear whether ogres truly relish the torture they inflict on their 
  victims, or whether these horrors are the result of unthinking and 
  uncaring gluttony. Regardless, tales of captives being ripped quite 
  literally limb from limb, or body parts fought over and devoured in 
  front of their still-living owners are enough to give anyone pause. 
  Travelers’ tales (commonly from ‘The Far North’, or ‘Across The 
  Sea’, or somewhere similarly vague and difficult to corroborate) tell 
  of settlements, even empires of ogres. These ogres, it is claimed, 
  spoke and traded with other folk and built cavernous stone temples 
  to ever-hungry gods. That intelligent ogres existed is possible, but 
  most scholars agree that such creatures vanished long ago. These 
  persistent myths may be nothing more than an attempt to explain 
  the mysterious ruins that dot the land, remnants of vast structures 
  seemingly constructed for a race far larger than  
  our own. 
  Environment
  To call ogres nomadic is to give them too much credit; ogres 
  simply wander aimlessly, cutting a meandering swathe of 
  destruction through anything that gets in their way. Where they 
  choose to settle for the night quickly becomes a squalid mudhole 
  (‘mud’ is putting it charitably) churned up by their near-constant 
  infighting.
  Ogres may also be encountered in caves (often feasting on the 
  cave’s previous inhabitants), but seldom wander too deep, for the 
  deeper caves often have the whiff of troll about them. Nonetheless, 
  some do lose their way, or trail food deeper underground and 
  become trapped. These ogres are often found blinded and shackled 
  in the retinue of a goblin king. 
  Should a mob happen upon the scent of civilization, carnage is 
  sure to follow. Ogres prize villages and hamlets as a supply of 
  food that will last the mob weeks. Some ogres will rush in with 
  wild abandon, killing all they can lay their hands on and stowing 
  the bodies for later consumption. Others, gifted with unusual 
  forethought, may use tree trunks or rubble to construct makeshift 
  corrals, penning in surviving villagers for an easy supply of 
  fresh meat. 
  The trails an ogre mob has taken can be identified by the lack of 
  any creatures not small enough to escape notice, with perhaps a 
  few blood splashes remaining of larger quarry. The exception being 
  the populations of frighteningly large boars, known as scrofa, 
  which trail the mob, feeding off their leavings. The scrofa are wily 
  enough to evade the ogres’ notice much of the time, and tough 
  enough to compete with adolescents for scraps and stand a chance 
  at escaping should an adult take interest. This, and the lingering 
  smell, is usually enough to warn experienced travelers to choose 
  another route. 
  
  116
  Chapter 6: Ogres
  Roleplaying Ogres
  Ogres have roughly the intellect of a fairly stupid dog, so 
  interactions are quite limited. Whilst the general rule is that the 
  simpler a creature is, the easier it is to magically charm it, the 
  opposite appears to be true of ogres; they have so little mental 
  capacity that they are resistant to such attempts. Non-magical 
  manipulation may prove more effective, but any agreements 
  negotiated are sure to be soon forgotten and the would-be-
  manipulator smashed repeatedly with a blunt object. 
  Ogres are unable to feel full, and their constant, ravenous hunger 
  is the central theme of most of their interactions with other 
  races. This goes beyond simple greed (which cannot be entirely 
  discounted, due to the positive correlation between size and 
  power) but is in fact a strange and unexplained biological anomaly. 
  As no amount of food is ever enough, and violence is the quickest 
  way of obtaining it, ogres will strike first and not consider asking 
  questions, even if they were in possession of the wits required.
  Language and Common Names
  Ogre language is, as one might expect, a simple one. There are few 
  words, and each conveys a few different concepts, for example the 
  word meaning ‘food’ also means ‘small’, as anything smaller than 
  the ogre is normally viewed as a potential food source; beings 
  smaller than the ogre but too difficult or dangerous to eat, such 
  as a well-equipped adventurer, are sometimes called ‘big-smalls’, 
  which seems to be the only way for an ogre to mentally process 
  this dilemma.
  Ogres tend not to have names. Their society and sense of self is 
  limited enough that they can get by with pointing and grunting at 
  who they are addressing, and it is rare that a conversation would be 
  complex enough to refer to a party that is not present. In these rare 
  cases, referring to others as “big” and “small” (in relation to the 
  speaker) usually gets the point across. 
  Combat Tactics
  Ogres fight in order to feed, and whatever tactics they display 
  serve that purpose. They will attack seemingly at random, with 
  no preference for those lightly or heavily armored. The only 
  commonality to their attack patterns is a marked preference for 
  halflings, who they seem to view as easily portable snacks. 
  Ogres typically do not have the sense to flee unless larger 
  individuals do so, or are killed. A lone ogre will almost invariably 
  fight to the death. This means fights against ogres are prolonged, 
  bloody affairs, typically resulting in heavy losses even if the ogres 
  are slain. 
  Ogre Warbands
  Use these tables to generate an ogre encounter quickly and easily, 
  either by rolling a d8 or selecting an appropriate challenge rating.
  CR 5–8
  d4
  CR
  Group Members
  1
  5
  8 scrofa, 6 adolescent ogres
  2
  6
  1 ogre hurler, 2 scrofa old boars
  3
  7
  1 scrofa old boar, 1 ogre charger
  4
  8
  2 scrofa, 5 adolescent ogres, 1 ogre charger
  CR 9–12
  d4
  CR
  Group Members
  1
  9
  1 scrofa old boar, 1 ogre berserker
  2
  10
  4 scrofa, 2 scrofa old boars, 1 ogre charger
  3
  11
  2 ogre hurlers, 1 ogre berserker
  4
  12
  1 scrofa old boar, 2 ogre chargers
  CR 13–16
  d4
  CR
  Group Members
  1
  13
  1 ogre hurler, 1 ogre charger, 1 ogre berserker
  2
  14
  2 adolescent ogres, 1 ogre collector
  3
  15
  3 ogre chargers
  4
  16
  4 scrofa, 1 scrofa old boar, 1 ogre collector
  CR 17–20
  d4
  CR
  Group Members
  1
  17
  4 scrofa, 1 ogre master
  2
  18
  8 scrofa, 1 scrofa old boar, 2 ogre berserkers
  3
  19
  3 scrofa old boars, 1 ogre collectors
  4
  20
  2 scrofa old boars, 1 ogre master
  
  117
  Chapter 6: Ogres
  Adolescent Ogre
  Medium giant, chaotic evil
  Armor Class 15
  Hit Points 37 (5d8 + 15)
  Speed 30 ft.
  STR
  14 (+2)
  DEX
  14 (+2)
  CON
  16 (+3)
  INT
  5 (−3)
  WIS
  6 (−2)
  CHA
  7 (−2)
  Skills Stealth +4
  Senses darkvision 60 ft., passive Perception 8
  Languages Common, Giant
  Challenge 1/2 (100 XP)
  Monumental Stupidity. The adolescent ogre has advantage on 
  saving throws against being charmed.
  Scrappy. As a bonus action, the adolescent ogre can make a 
  melee attack with disadvantage.
  Tough. The adolescent ogre adds its Constitution modifier to its 
  armor class.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  
  Hit: 4 (1d4 + 2) piercing damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) slashing damage.
  Rock. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d6 +2) bludgeoning damage.
  Weapons, Armor & Items
  Roll a d12:
  d12
  Item(s)
  1-6
  1d4 days’ rations consisting of maggoty cheese and 
  strange rotten meat
  7-9
  A trinket (p. 123)
  10-11
  A tattered coin purse containing 14 (4d6) cp
  12
  A potion of healing
  Adolescent ogres are far removed from the image usually conjured 
  by the word ‘ogre’; small and skinny, they are always desperate to 
  feed and made vicious and feral by their harsh existence.
  “If ignorance is bliss, then 
  the ogre must be the most 
  content being in all creation.”
  -Aticus Greenmoss, minstrel 
  
  118
  Chapter 6: Ogres
  Ogre Hurler
  Large giant, chaotic evil
  Armor Class 15
  Hit Points 66 (7d10 + 28)
  Speed 40 ft.
  STR
  20 (+5)
  DEX
  12 (+1)
  CON
  18 (+4)
  INT
  4 (−3)
  WIS
  5 (−3)
  CHA
  8 (−1)
  Skills Athletics +7, Intimidation +1
  Senses darkvision 60 ft., passive Perception 7
  Languages Common, Giant
  Challenge 2 (450 XP)
  Bowler. The objects that the ogre hurler throws have so much 
  momentum they travel an additional 15 feet in a straight line 
  past their landing point. Each creature in the path of the thrown 
  object must succeed on a DC 12 Dexterity saving throw or take 
  5 (1d10) bludgeoning damage.
  Monumental Stupidity. The ogre hurler has advantage on 
  saving throws against being charmed.
  Tough. The ogre hurler adds its Constitution modifier to its 
  armor class.
  Actions
  Slam. Melee Weapon Attack: +7 to hit, range 5 ft., one target.  
  Hit: 12 (2d6 + 5) bludgeoning damage.
  Boulder/Barrel/Sack. Ranged Weapon Attack: +7 to hit, range 
  30/90 ft., one target. Hit: 14 (2d10 + 5) bludgeoning damage, and 
  the target must succeed on a DC 15 Dexterity saving throw or be 
  knocked prone.
  “It is often said that ogres will 
  come in the night to snatch 
  away naughty children. The far 
  more frightening truth is that 
  ogres come any time they please 
  to snatch away everybody.”
  -Brandis Klay, militia captain
  Weapons, Armor & Items
  Roll a d12:
  d12
  Item(s)
  1-6
  1d4 days’ rations consisting of maggoty cheese and 
  strange rotten meat
  7-9
  A trinket (p. 123)
  10-11
  A tattered leather coin purse containing 21 (6d6) cp, 
  and 7 (2d6) sp
  12
  A sack of 15 (3d6 + 2) gems, each worth 25 gp 
  If there’s one thing ogres love, it’s hitting people with things. 
  Hurlers have mastered the art of hitting people with things from a 
  great distance. 
  
  119
  Chapter 6: Ogres
  Ogre Charger
  Large giant, chaotic evil
  Armor Class 15
  Hit Points 105 (10d10 + 50)
  Speed 40 ft.
  STR
  22 (+6)
  DEX
  10 (+0)
  CON
  20 (+5)
  INT
  4 (−3)
  WIS
  5 (−3)
  CHA
  7 (−2)
  Skills Athletics +9, Intimidation +1
  Senses darkvision 60 ft., passive Perception 7
  Languages Common, Giant
  Challenge 5 (1,800 XP)
  Monumental Stupidity. The ogre charger has advantage on 
  saving throws against being charmed.
  Tough. The ogre charger adds its Constitution modifier to its 
  armor class.
  Unstoppable. Once the ogre charger gets moving, it is difficult 
  to stop. If it moves at least 20 feet on its turn, it can move 
  through spaces occupied by Large or smaller creatures and 
  smash through stone barriers up to 3 feet thick. 
  Actions
  Maul. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 19 (4d6 + 5) bludgeoning damage.
  Charge. The ogre charger moves up to 40 ft. in a straight line. 
  All creatures in its path must make a DC 15 Dexterity saving 
  throw or DC 20 Strength saving throw, taking 18 (3d8 + 5) 
  bludgeoning damage on a failed save or half as much on a 
  successful one. If a creature makes a successful Strength saving 
  throw, the ogre charger stops moving in front of the creature.
  “I ’ve met people too clever 
  for my charms before, but 
  too stupid? That is almost 
  impressive.”
  -Cesaria Ceris, traveling wizard
  Weapons, Armor & Items
  Maul, and roll a d12:
  d12
  Item(s)
  1-6
  1d4 days’ rations consisting of maggoty cheese and 
  strange rotten meat
  7-9
  A trinket (p. 123)
  10-11
  A tattered coin purse containing 17 (5d6) sp, and  
  3 (1d6) gp
  12
  A collection of 7 (2d6) random potions both common 
  and uncommon
  Chargers use the surprising turn of speed ogres can muster 
  in combination with their huge size to smash through enemy 
  defenses, and even structures.
  
  120
  Chapter 6: Ogres
  Ogre Berserker
  Large giant, chaotic evil
  Armor Class 15
  Hit Points 168 (16d10 + 80)
  Speed 40 ft.
  STR
  22 (+6)
  DEX
  10 (+0)
  CON
  20 (+5)
  INT
  4 (−3)
  WIS
  5 (−3)
  CHA
  7 (−2)
  Skills Athletics +9, Intimidation +1
  Senses darkvision 60 ft., passive Perception 7
  Languages Common, Giant
  Challenge 7 (2,900 XP)
  Blind Rage. If the ogre berserker has 84 hit points or fewer, it 
  can choose to attack with disadvantage but add 7 (2d6) damage 
  to each hit. If the ogre berserker has 42 or fewer hit points, 
  it can choose to attack with disadvantage to add 14 (4d6) 
  damage on a hit.
  Immense Swing. The ogre berserker can hit up to 2 Medium or 
  smaller targets within 10 feet of each other with each flail attack. 
  A separate attack roll is made for each target.
  Monumental Stupidity. The ogre berserker has advantage on 
  saving throws against being charmed.
  Tough. The ogre berserker adds its Constitution modifier to its 
  armor class.
  Actions
  Multiattack. The ogre berserker makes two attacks with 
  its flail.
  Flail. Melee Weapon Attack: +9 to hit, reach 20 ft.,  
  one or two targets no more than 10 ft. apart.  
  Hit: 15 (2d8 + 6) bludgeoning damage.
  Weapons, Armor & Items
  Flail, and roll a d12:
  d12
  Item(s)
  1-6
  1d4 days’ rations consisting of maggoty cheese and 
  strange rotten meat
  7-9
  A trinket (p. 123)
  10-11
  A tattered coin purse containing 24 (7d6) sp, and  
  10 (3d6) gp
  12
  A sack containing 3 (1d4 + 1) potions of 
  greater healing
  One emotion which can easily be felt by an ogre’s tiny brain is 
  mindless rage. Berserkers feel this almost constantly. 
  “My advice on fighting ogres? Don’t 
  if you can help it. And if you can’t 
  help it, make sure they brain you 
  nice and clean. Don’t let them take 
  you alive.”
  -Jana, mercenary, former hobgoblin 
  slave
  
  121
  Chapter 6: Ogres
  Ogre Collector
  Huge giant, chaotic evil
  Armor Class 18 (improvised armor)
  Hit Points 225 (18d12 + 108)
  Speed 50 ft.
  STR
  23 (+6)
  DEX
  8 (−1)
  CON
  22 (+6)
  INT
  6 (−2)
  WIS
  7 (−2)
  CHA
  8 (−1)
  Skills Athletics +11, Intimidation +4
  Senses darkvision 60 ft., passive Perception 8
  Languages Common, Giant
  Challenge 13 (10,000 XP)
  Colossal Swing. The ogre collector can hit up to 2 Large targets, 
  or 3 Medium or smaller targets within 5 feet of each other with 
  each maul attack. A separate attack roll is made for each target. 
  Monumental Stupidity. The ogre collector has advantage on 
  saving throws against being charmed.
  Actions
  Maul. Melee Weapon Attack: +11 to hit, reach 15 ft., up 
  to three targets no more than 5 ft. apart. Hit: 27 (6d6 + 6) 
  bludgeoning damage.
  Weapons, Armor & Items
  Maul, improvised armor, and roll a d12:
  d12
  Item(s)
  1-6
  1d4 days’ rations consisting of maggoty cheese and 
  strange rotten meat
  7-9
  A trinket (p. 123)
  10-11
  A tattered coin purse containing 17 (5d6) pp
  12
  Two badly worn +2 shields, and one +3 sword
  Prodigies amongst their kind, collectors have worked out the 
  benefits of wearing ‘armor’ to augment their natural toughness.
  “IF YOU’S SO SMART, HOW COME 
  YOU’S DEAD AND I’S NOT?!” 
  -Longest ogre sentence ever 
  recorded
  
  122
  Chapter 6: Ogres
  Ogre Master
  Huge giant, chaotic evil
  Armor Class 19 (half plate)
  Hit Points 230 (20d12 + 100)
  Speed 45 ft.
  STR
  24 (+7)
  DEX
  8 (−1)
  CON
  20 (+5)
  INT
  7 (−2)
  WIS
  8 (−1)
  CHA
  10 (+0)
  Skills Athletics +12, Intimidation +5
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Giant
  Challenge 16 (15,000 XP)
  Colossal Swing. The ogre master can hit up to 2 Large targets, 
  or 3 Medium or smaller targets within 5 feet of each other with 
  each glaive attack. A separate attack roll is made for each target.
  Monumental Stupidity. The ogre master has advantage on 
  saving throws against being charmed.
  Tough. The ogre master adds its Constitution modifier to its 
  armor class.
  Actions
  Multiattack. The ogre master makes two attacks with its glaive.
  Glaive. Melee Weapon Attack: +12 to hit, reach 15 ft., up 
  to three targets no more than 5 ft. apart. Hit: 20 (3d10 + 7) 
  slashing damage.
  Weapons, Armor & Items
  Glaive, half plate, and roll a d12:
  d12
  Item(s)
  1-6
  1d4 days’ rations consisting of maggoty cheese and 
  strange rotten meat
  7-9
  A trinket (p. 123)
  10-11
  A tattered coin purse containing 28 (8d6) pp
  12
  A sack containing several beautiful crystals including 
  one ioun stone of strength
  The strongest ogres 
  are most able to 
  defend their food. 
  The most well-fed 
  ogres grow stronger. 
  Masters are the result of a 
  lifetime of good eating. 
  
  123
  Chapter 6: Ogres
  Once the incision was made, the stomach gave off 
  a stench the likes of which I had never experienced 
  prior, and hope never to again. Within, at various 
  stages of digestion, we found a horse’s head, the 
  head and forelegs of a boarhound, sundry remains 
  of elk, boar, cow, and wolf, amongst a wealth of 
  pitted, unrecognizable bones and scraps of matted 
  hide, the remains of a henhouse (with the bones of 
  at least six hens), a gorget and greaves, a leather 
  coinpurse (with sixty-four gold pieces which I kept 
  after washing thoroughly), and four bottles of red 
  wine (the labels rendered illegible).
  - Kasin Yan, student of anatomy, dissection notes
  Ogre Trinkets and Anatomy
  An ogre might carry the following items, or display an anatomical quirk:
  d10
  Trinket
  1
  A large, perfectly clean thigh bone
  2
  A necklace of cracked skulls
  3
  A dented, tooth-marked breastplate, bent into a bracelet
  4
  Rocks of various sizes, all rolled perfectly smooth and round
  5
  A goad commonly used by goblins, serving as a toothpick
  6
  A belt made from an anchor chain
  7
  Several old arrowheads lodged in the skin
  8
  A huge scrofa tusk jutting from an old thigh wound
  9
  Scars from a troll’s claws, and a nose broken so badly it obscures one eye’s vision
  10
  Broken shackles around the wrists and ankles
  Ogre Lair Details 
  An area controlled by ogres might display the following:
  d10
  Lair Detail 
  1
  A somewhat smelly depression in the ground where a large creature has slept
  2
  The splintered and gnawed bones of an adolescent ogre, being picked over by carrion birds
  3
  Long, heavy blunt objects, some embedded with chunks of bone, which have been used as clubs for a time before being 
  forgotten about
  4
  A drooping tree which once bore fruit, but which has now been stripped down to the bark 
  5
  The hole of a burrowing creature which has been thoroughly excavated by huge, rough hands 
  6
  The lingering smell of unwashed bodies, pigs, blood, and excrement
  7
  The partially eaten carcass of a cow, strung up in a tree where only the tallest ogre can reach it
  8
  The flattened remains of a goblin raiding party, some of whom were armed with harpoons and brands
  9
  A smashed cart, its valuables untouched but its food stores thoroughly emptied
  10
  Confused and chaotic foot and hoof prints circle each other where an ogre has clashed with a sounder of scrofa over a meal
  
  124
  Chapter 7: Okiti
  Okiti
  The bright moon glints off pavestones slick with bootleg rum, fish 
  scales and seawater and the smell of salt is strong in the air. A 
  coinpurse, dropped clumsily by a maudlin sailor earlier in the 
  evening lies sodden, with its sparse contents vomited on the damp 
  stone. The sounds of the town are far off; here only the waves break 
  the silence of deepest night. All looks still and lifeless, but expert 
  eyes pierce the gloom, watching, and adept feet scuttle silently and 
  invisibly through the crags and crannies. A sudden flash of scarlet silk 
  disappears into a gutter. The coinpurse has vanished. An undulating 
  shape emerges from the darkness and streaks towards the bilges of a 
  docked ship. Not one, but many small creatures, scurrying in perfect 
  unison and almost immediately swallowed by night. These are okiti. 
  Okiti, ratmen, bilge rats, or simply bilgers, are a surprisingly 
  populous race of humanoid rodents. Their origins presumably 
  lie across the sea as they can be found in great numbers in any 
  decently sized port if one looks hard enough, though they are 
  experts at evading attention. 
  Resembling large, bipedal rats, okiti stand between three and four 
  feet tall, with wiry limbs and a long, thin tail. Some individuals 
  are able to control this tail to the extent of holding a torch or 
  similar object, but stories of okiti picking pockets, swinging from 
  rafters, or sword-fighting on the crossbeam of a sinking ship using 
  their tails are almost certainly embellishments. Short lived for 
  humanoids, okiti start to suffer the effects of old age at around 
  twenty, and most will not see twenty-five. 
  Okiti give birth to large litters of young, usually between seven 
  and fourteen, which are about as developed as human babies. The 
  young mature quickly, and are considered adults by the age of two. 
  Until that time, they are raised communally, with each member of 
  the colony contributing their own skills to their education as and 
  when they have time. While somewhat chaotic, this does raise okiti 
  with a rounded set of skills, and a strong sense of community. 
  In contrast to their natural stealthiness, okiti tend to dress in 
  paradoxically garish clothing, favoring swathes of bright, rich 
  fabrics decorated with trinkets. It would seem okiti take pride in 
  being able to escape notice despite this handicap, as well as it being 
  a way to show off their loot. 
  Culture
  The okiti are relatively intelligent and sophisticated for a monstrous 
  race, and have an egalitarian and democratic society with a single 
  elected leader who is usually expected to step down after a year 
  or two in charge. They have their own unique language, though 
  most understand and speak at least limited common for trade and 
  negotiation purposes (when stealing is not an option). Shiny things 
  are prized above all else, and intelligence, stealth and cunning 
  
  125
  Chapter 7: Okiti
  as means to obtain them. They see themselves as deserving of 
  the items they take; their original owners were clearly not smart 
  enough to hold onto them. As a result, the okiti has bested them, 
  and should be rewarded. This culture of theft and competition 
  is not reflected inwardly, however; an okiti would never rob his 
  neighbor or brother, seeing each other as equals as they do. Rather, 
  one would help said neighbor to obtain the supplies of a less 
  respectable race, sharing equally in the spoils, of course.
  Okiti also have a great affinity with boats and often construct lairs 
  close to waterways, with multiple escape routes to moored craft, or 
  even directly into the water, as okiti are natural swimmers. Their 
  alternative name ‘bilgers’ comes from their habit of stowing away 
  on sailing ships (typically in the bilges, but also in other hard-
  to-check spots), which has earned them the enmity of sailors the 
  world over. While typically a population of okiti is simply a drain 
  on resources while they satisfy their own desire for adventure, it is 
  not unheard of for the rats to turn pirate, suddenly and violently 
  emerging from their hiding spots at the midpoint of the voyage 
  and taking the ship as their own. 
  Environment
  The typical environment for a colony of okiti is some out of the 
  way area of a port city, such as the sewers or cellars, but this is not 
  always the case. Okiti pride themselves on being able to get by on 
  very little, so they can be found in any community which is at all 
  wasteful or negligent of their food stores. Okiti usually keep their 
  thefts low-level and widespread to avoid suspicion, a few loaves 
  of bread here, a few dried fish there, but should their population 
  suddenly increase, or an attempt be made to drive them out, 
  they can quickly turn nasty. A settlement can soon find itself in 
  comparable conditions to a siege if the okiti decide to swarm the 
  food supplies or, if the colony feels particularly threatened, they 
  may put their alchemical skills to use. Numerous great plagues 
  throughout history can be traced back to an okiti colony under 
  threat; thousands of lives snuffed out with a few well-placed drops. 
  Like their animal counterparts, okiti lairs can also be found in 
  less urban environments such as in forests and near rivers. These 
  okiti display their outlandish fashions using more natural objects 
  like bright feathers and flowers, though pilfering the treasure 
  hordes of other monsters and passing trade caravans can provide 
  the odd fabric offcut or item of jewelry. These colonies often come 
  into conflict with goblin troops, as they favor similar locations for 
  their lairs, and indeed okiti slaves can often be found in goblin 
  warrens, but some okiti are able to leverage their superior intellect 
  to manipulate the simpler goblins to their own ends. 
  Roleplaying Okiti
  The greatest peril when dealing with okiti is to assume that their 
  leader counts themselves as greater than the rest of the colony. To 
  do so is a great insult, as every okiti is equal. This peculiarity aside, 
  okiti are generally amenable to trade or parlay, especially if a ‘fair’ 
  offer of shiny objects or sweet food is offered. Okiti take great joy 
  in outsmarting others and laughing at another’s expense, but their 
  pranks are normally good-natured and relatively harmless. 
  Travelers should not be fooled if they stumble upon what appears 
  to be a lone okiti; there are always more hidden away and they 
  will swarm if they feel threatened. Their melee weapons tend to be 
  small and concealed, doubling as lockpicking and burgling tools, 
  though they also will use small bows or crossbows for range. 
  Language and Common Names
  Okiti revel in wordplay and love to outwit other races. They are 
  amused by how confusing others find their soft, chirping language, 
  and how similar their names appear to those unfamiliar with their 
  speech. Okiti names are descriptive of their antics, deeds, and 
  character, and as such grow longer and longer as the individual 
  grows older. Where okiti are more integrated into society as 
  a whole, they may go by their translated name (and will often 
  insist it is used in full, more for their own amusement than any 
  other reason).
  Okiti Names: Rikstialikativa (‘Dancer-on-the-Rooftops’), 
  Tiaskitikiska (‘Wanderer-in-the-Moonlight’), Ritiskavilika (‘Joyful-
  Voyage-Seeker’), Jesniktrikativa (‘Shadow-of-the-Rooftops’), 
  Rikstialiakiska (‘Dancer-in-the-Moonlight’), Naniritisklavita 
  (‘Enjoys-Joyful-Company’), Kikikatislaminita (‘Light-Quick-
  Hands’), Vilakistiminita (‘Swiftest-of-Hands’), Vilakistimalivista 
  (‘Swiftest-of-Feet’) and Jivamilakivila (‘Child-of-the-River’).
  
  126
  Chapter 7: Okiti
  Combat Tactics
  Okiti are not vicious by nature, but will fight fiercely if they are 
  cornered, or when coming to the defense of others. Okiti fight 
  intelligently, and aim to always have overwhelming numbers, 
  knowing their small size puts them at a disadvantage against most 
  other races. Against lone targets, they will simply swarm in a sea 
  of frenzied, stabbing knives, hoping to remove the threat before 
  any reinforcements can arrive. Against groups, they will typically 
  employ some of their knowledge of poisons and use projectiles 
  to split their opponents up before attempting to tackle each 
  individually, starting with the most lightly armored, or weakest 
  looking to reduce the number of targets. 
  Okiti are always ready to retreat back to their holes, and see no 
  dishonor in fleeing from any threat. However, they will only do 
  so as a group, with stronger members of the colony remaining to 
  cover the retreat of the weaker, who will splinter off from each 
  other to make themselves more difficult to follow, until all okiti 
  have removed themselves from the fight. 
  Okiti Warbands
  Use these tables to generate an okiti encounter quickly and easily, 
  either by rolling a d8 or selecting an appropriate challenge rating.
  CR 1–4
  d6
  CR
  Group Members
  1
  1
  2 okiti sneaks
  2
  2
  2 okiti brigands
  3
  2
  2 okiti sneaks, 1 okiti brigand
  4
  3
  2 okiti sneaks, 1 okiti assassin
  5
  4
  4 okiti sneaks, 2 okiti assassins
  6
  4
  4 okiti brigands
  CR 5–8
  d8
  CR
  Group Members
  1
  5
  3 okiti brigands, 1 okiti poisoner
  2
  5
  3 okiti brigands, 1 okiti ringleader
  3
  6
  3 okiti assassins
  4
  6
  3 okiti poisoners
  5
  7
  5 okiti brigands, 1 okiti swashbuckler
  6
  7
  4 okiti sneaks, 3 okiti assassins
  7
  8
  6 okiti brigands, 1 okiti ringleader
  8
  8
  4 okiti swashbucklers
  Bilge Bules
  This disease causes quick and painful localized swelling. While 
  seldom fatal, it is debilitating in the short-term, and can be used 
  by okiti to make good their escape (as well has have a laugh at 
  the expense of those affected). Okiti fill vials and pots with a 
  gaseous agent containing the disease. A creature exposed to the 
  toxic cloud must succeed on a DC 15 Constitution saving throw 
  or become infected. 
  Once infected, the creature breaks out in a distracting, itchy rash 
  and has disadvantage on saving throws. 
  Every hour, the infected creature must make a DC 15 
  Constitution saving throw against the disease. After 3 successful 
  saves, the creature is cured.
  A failed save causes painful swelling to develop; roll a d6 and 
  consult the table to determine its location and effects. If the 
  creature already suffers from the effect rolled, it instead takes 
  1d4 bludgeoning damage. 
  d6
  Location and Effect
  1
  Throat – You cannot speak properly. Every time you 
  attempt to cast a spell with a verbal component, roll 
  a d20. On a 5 or lower, the casting fails and the spell 
  slot is expended.
  2
  Chest – You suffer one level of exhaustion.
  3
  Arms – You have disadvantage on skill checks and 
  attack rolls using your arms.
  4
  Hands – You may only use one hand to hold a 
  weapon or shield. 
  5
  Legs – You have disadvantage on skill checks and 
  attack rolls using your legs. 
  6
  Feet – Your speed is reduced by 10 feet.
  Red Death 
  This disease causes internal bleeding and makes it difficult for 
  the blood to clot, usually causing a swift and painful death. 
  Okiti fill vials and pots with a gaseous agent containing the 
  disease, using it as an extreme, but short term deterrent; the 
  disease is usually too fast-acting to spread very far. A creature 
  who breathes in the toxic cloud, or who comes into contact with 
  an infected creature’s bodily fluids must succeed on a DC 17 
  Constitution saving throw or become infected. 
  It takes 1d4 minutes for the infected creature to start manifesting 
  symptoms, which include severe stomach cramps. The infected 
  creature has disadvantage on attack rolls, ability checks, and 
  saving throws which rely on Strength, Dexterity, or Constitution. 
  Every hour, the infected creature must make a DC 17 
  Constitution saving throw against the disease. After 3 successful 
  saves, the creature is cured.
  A failed save worsens the internal bleeding, causing the creature 
  to suffer one level of exhaustion and reducing the creature’s 
  hit point maximum by 3d10 until the creature is cured of the 
  disease. While the creature’s hit points are reduced, it is also 
  vulnerable to slashing damage, as even the tiniest nick bleeds 
  profusely.
  
  127
  Chapter 7: Okiti
  Okiti Sneak
  Small humanoid (okiti), chaotic neutral
  Armor Class 14 (leather armor)
  Hit Points 7 (2d6)
  Speed 30 ft.
  STR
  6 (−2)
  DEX
  16 (+3)
  CON
  10 (+0)
  INT
  8 (−1)
  WIS
  8 (−1)
  CHA
  14 (+2)
  Skills Acrobatic +5, Perception +1, Sleight of Hand +5,  
  Stealth +5
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Okiti
  Challenge 1/2 (100 XP)
  Extra Nimble. The okiti sneak can move through spaces 
  occupied by Medium or larger creatures. Doing so doesn’t 
  provoke an opportunity attack.
  Keen Smell. The okiti sneak has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Pack Tactics. The okiti sneak has advantage on an attack roll 
  against a creature if at least one of the okiti sneak’s allies is within 
  5 feet of the creature and the ally isn’t incapacitated.
  Sneak Attack. Once per turn, the okiti sneak deals an extra 3 
  (1d6) damage when it hits a target with a weapon attack and has 
  advantage on the attack roll.
  The okiti venerate the sea, and their creation myths 
  center around life being birthed from the water, 
  possibly being representative of a voyage or shipwreck 
  in their cultural memory, suggesting a foreign origin 
  for the species. Proponents of the theory suggesting 
  okiti are the descendants of magically enhanced 
  common rats have yet to satisfactorily explain this, 
  although it is possible to interpret being washed from 
  the sea, a great and mysterious unknown, to the 
  shore, the tangible and knowable, as an allegory for 
  a sudden gain of sentience. Perhaps the okiti know 
  but, given their proclivity for misleading others, they 
  do not say.
  -Fintharael Ellanwe, Myths of the 
  Savage Races 
  Actions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d4 +3) piercing damage.
  Weapons, Armor & Items
  6 daggers, leather armor, and roll a d12:
  d12
  Item(s)
  1-6
  1d4 days’ hard cheese rations
  7-9
  A trinket (p. 133)
  10-11
  A tattered coin purse containing 14 (4d6) cp
  12
  A vial of bilge bules (p. 126)
  The best thieves, sneaks are well-respected for their ability to get 
  in, get a job done, and get out without anyone suspecting a thing. 
  
  128
  Chapter 7: Okiti
  Okiti Brigand
  Small humanoid (okiti), chaotic neutral
  Armor Class 15 (leather armor, parrying dagger)
  Hit Points 14 (4d6)
  Speed 30 ft.
  STR
  7 (−2)
  DEX
  17 (+3)
  CON
  10 (+0)
  INT
  8 (−1)
  WIS
  8 (−1)
  CHA
  13 (+1)
  Skills Acrobatics +5, Perception +1, Sleight of Hand +5,  
  Stealth +5
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Okiti
  Challenge 1 (200 XP)
  Keen Smell. The okiti brigand has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Pack Tactics. The okiti brigand has advantage on an attack roll 
  against a creature if at least one of the okiti brigand’s allies is 
  within 5 feet of the creature and the ally isn’t incapacitated.
  Actions
  Multiattack. The okiti brigand makes one attack with its 
  shortsword, and one with its dagger.
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage.
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, range 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
  On the third day, exhausted, he returned to 
  the okiti. 
  “You told me your potion would keep me 
  awake for a hundred days! I can’t keep 
  awake another minute!”
  The okiti’s eyes glinted.
  “Silly man has it all backwards. It is simple, 
  no? Just go to sleep at night!”
  -Willum Jacobs, The Ratman’s Bargain 
  (from The Candlelight’s Companion)
  Reactions
  Parrying Dagger. If an attack made with a blade misses the okiti 
  brigand, it can make an opportunity attack against its attacker 
  with its shortsword.
  Weapons, Armor & Items
  Parrying dagger, shortsword, leather armor, and roll a d12:
  d12
  Item(s)
  1-6
  1d4 days’ hard cheese rations
  7-9
  A trinket (p. 133)
  10-11
  A tattered coin purse containing 17 (5d6) cp, and  
  3 (1d6) sp
  12
  A sword of vengeance
  Brigands are the closest the okiti have to frontline fighters. Large 
  for okiti, they can stand toe to toe with many of the larger races, at 
  least long enough for allies (who are invariably nearby) to arrive.
  
  129
  Chapter 7: Okiti
  Okiti Assassin
  Small humanoid (okiti), chaotic neutral
  Armor Class 15 (leather armor)
  Hit Points 17 (5d6)
  Speed 30 ft.
  STR
  6 (−2)
  DEX
  18 (+4)
  CON
  10 (+0)
  INT
  8 (−1)
  WIS
  9 (−1)
  CHA
  14 (+2)
  Skills Acrobatics +6, Perception +1, Sleight of Hand +6,  
  Stealth +6
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Okiti
  Challenge 2 (450 XP)
  Assassin. If the okiti assassin hits with an attack against a 
  surprised target, it counts as a critical hit.
  Keen Smell. The okiti assassin has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Pack Tactics. The okiti assassin has advantage on an attack roll 
  against a creature if at least one of the okiti assassin’s allies is 
  within 5 feet of the creature and the ally isn’t incapacitated.
  Sneak Attack. Once per turn, the okiti assassin deals an extra 10 
  (3d6) damage when it hits a target with a weapon attack and has 
  advantage on the attack roll.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +6 to hit, range  
  30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage and the 
  target must make a DC 12 Constitution saving throw, taking 3 
  (1d6) poison damage on a failed save, or half as much damage 
  on a successful one.
  Smokebomb. The okiti assassin can throw a smoke bomb as a 
  bonus action to help it escape capture or avoid being attacked. 
  The smoke bomb creates a 15-foot-radius sphere of thick gray 
  smoke. The smoke spreads around corners, and the area within 
  the smoke is heavily obscured. The smoke lasts for up to 1 
  minute or until a wind of light or greater speed (at least 5 miles 
  per hour) disperses it.
  Reactions
  Uncanny Dodge. When an attacker the okiti assassin can 
  see hits it with an attack, it can use its reaction to halve the 
  attack’s damage.
  “Word to the wise; if you see the 
  ratmen at their work, don’t try 
  to interfere. I’ve been coughing 
  my guts up for two weeks, and I 
  know folks who aren’t so lucky.”
  -Esran Talliger, merchant
  Weapons, Armor & Items
  2 daggers, hand crossbow, quiver with 20 bolts, 2 smokebombs, 
  leather armor, and roll a d12:
  d12
  Item(s)
  1-6
  1d4 days’ hard cheese rations
  7-9
  A trinket (p. 133)
  10-11
  A tattered leather coin purse containing 21 (6d6) cp, 
  and 7 (2d6) sp
  12
  A vial of red death (p. 126)
  Assassins are sneaky even for okiti, using their innate agility to get 
  into the best position to strike from afar. 
  
  130
  Chapter 7: Okiti
  Okiti Poisoner
  Small humanoid (okiti), chaotic neutral
  Armor Class 17 (leather armor)
  Hit Points 19 (3d6 + 9)
  Speed 30 ft.
  STR
  6 (−2)
  DEX
  16 (+3)
  CON
  16 (+3)
  INT
  10 (+0)
  WIS
  10 (+0)
  CHA
  11 (+0)
  Skills Acrobatics +5, Perception +2, Sleight of Hand +5,  
  Stealth +5
  Damage Immunities poison
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Okiti
  Challenge 2 (450 XP)
  Keen Smell. The okiti poisoner has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Pack Tactics. The okiti poisoner has advantage on an attack roll 
  against a creature if at least one of the okiti poisoner’s allies is 
  within 5 feet of the creature and the ally isn’t incapacitated.
  Tough. The okiti poisoner adds its Constitution modifier 
  to its AC. 
  Actions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, range 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage and 
  the target must make a DC 12 Constitution saving throw, taking 
  4 (1d8) poison damage on a failed save, or half as much damage 
  on a successful one.
  Flask of Poison Cloud. The okiti poisoner throws the flask at 
  a location within 30 feet. When it hits the ground or another 
  hard surface, the flask shatters and releases a cloud of green gas 
  in a 15–foot-radius sphere. All creatures that enter the gas or 
  start their turn there must succeed a DC 15 Constitution saving 
  throw or take 7 (2d6) poison damage and become poisoned for 
  1 minute. The cloud lasts for 1 minute or until a wind of light or 
  greater speed (at least 5 miles per hour) disperses it.
  Flask of Sleeping Fog. The okiti poisoner throws the flask at a 
  location within 30 feet. When it hits the ground or another hard 
  surface, the flask shatters and releases a cloud of gray fog in a 
  20–foot-radius sphere. All creatures that enter the fog or start 
  their turn there must succeed on a DC 13 Constitution saving 
  throw or fall asleep if it has 17 (5d6) or fewer current hit points. 
  A sleeping creature wakes up if it takes damage, or is shaken 
  awake as an action. The cloud lasts for 1 minute or until a wind 
  of light or greater speed (at least 5 miles per hour) disperses it.
  Those who think okiti nothing more than a charming 
  nuisance need only open a book of medical history to 
  see their folly. Firebrow, Rat-Bite Fever, Knotgut, 
  Yellow Horror, Rot Bones, The Red Death (which 
  commoners call ‘dead by dinner’), The Four Day 
  Shakes; all of these and more see their first victim 
  taken in a city with a known okiti problem. 
  -Kozel Encona, A Primer to the Healing Arts
  Weapons, Armor & Items
  Dagger, 3 flasks of poison cloud (p. 169), 2 flasks of sleeping fog  
  (p. 169), leather armor, and roll a d12:
  d12
  Item(s)
  1-6
  1d4 days’ hard cheese rations
  7-9
  A trinket (p. 133)
  10-11
  A tattered leather coin purse containing 21 (6d6) cp, 
  and 7 (2d6) sp
  12
  A vial of rotbones (p. 134)
  Masters of their trade, poisoners couple a keen mind with an 
  innate understanding of poisons and disease to cultivate a variety 
  of weapons ranging from noxious fumes to manufactured plagues. 
  
  131
  Chapter 7: Okiti
  Okiti Ringleader
  Small humanoid (okiti), chaotic neutral
  Armor Class 16 (studded leather)
  Hit Points 27 (6d6 + 6)
  Speed 30 ft.
  STR
  7 (−2)
  DEX
  18 (+4)
  CON
  12 (+1)
  INT
  10 (+0)
  WIS
  13 (+1)
  CHA
  16 (+3)
  Skills Acrobatics +6, Intimidation +5, Perception +3,  
  Persuasion +5, Sleight of Hand +6, Stealth +6
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Okiti
  Challenge 2 (450 XP)
  Courageous Leader. All okiti within 30 feet of the okiti 
  ringleader, who can see and hear it, can add 1d4 to their 
  attack rolls.
  Keen Smell. The okiti ringleader has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Pack Tactics. The okiti ringleader has advantage on an attack 
  roll against a creature if at least one of the okiti ringleader’s allies 
  is within 5 feet of the creature and the ally isn’t incapacitated.
  Actions
  Multiattack. The okiti ringleader makes three melee attacks.
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) piercing damage.
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
  “Human say okiti stupid, 
  because okiti speak nonsense in 
  circles. Okiti say it is the human 
  who stops to listen, no? So who is 
  the fool?”
  - ‘Fights-with-tongue’, okiti 
  ringleader
  Weapons, Armor & Items
  4 daggers, rapier, studded leather armor, and roll a d12:
  d12
  Item(s)
  1-6
  1d4 days’ hard cheese rations
  7-9
  A trinket (p. 133)
  10-11
  A tattered leather coin purse containing 21 (6d6) cp, 
  and 7 (2d6) sp
  12
  A ring of swimming
  Although nominally in command, ringleaders do not see 
  themselves as superior to their companions; they are respected for 
  their skills and charisma, but have no innate right to lead. 
  
  132
  Chapter 7: Okiti
  Okiti Swashbuckler
  Small humanoid (okiti), chaotic neutral
  Armor Class 18 (studded leather, shield)
  Hit Points 17 (5d6)
  Speed 30 ft.
  STR
  8 (−1)
  DEX
  18 (+4)
  CON
  10 (+0)
  INT
  9 (−1)
  WIS
  8 (−1)
  CHA
  14 (+2)
  Skills Acrobatics +6, Perception +1, Sleight of Hand +6,  
  Stealth +6
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Okiti
  Challenge 2 (450 XP)
  Keen Smell. The okiti swashbuckler has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Offensive Stance. Once per turn, the okiti swashbuckler can add 
  1d4 to its attack roll.
  Pack Tactics. The okiti swashbuckler has advantage on an attack 
  roll against a creature if at least one of the okiti swashbuckler’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated.
  Actions
  Multiattack. The okiti swashbuckler makes two attacks with 
  its rapier.
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) piercing damage.
  Reactions
  Riposte. If a melee attack made against the okiti swashbuckler 
  misses, it can make an attack against its attacker with 
  disadvantage.
  Weapons, Armor & Items
  Rapier, shield, studded leather armor, and roll a d12:
  d12
  Item(s)
  1-6
  1d4 days’ hard cheese rations
  7-9
  A trinket (p. 133)
  10-11
  A tattered leather coin purse containing 21 (6d6) cp, 
  and 7 (2d6) sp
  12
  A +1 steel shield
  Okiti enjoy attaining and developing new skills. Some master 
  thievery, while others develop a different set of roguish skills. 
  Swashbucklers are masters of swordplay, using their small size 
  and speed to make up for their lack of physical power. 
  Deck wife/husband – Okiti ostensibly mate 
  for life. However, tradition dictates that any 
  such commitments are moot on the deck of a 
  ship; a fact which is enthusiastically taken 
  advantage of by any and all okiti, with no ill 
  will incurred from their partner. Attempts by 
  humans to introduce a similar arrangement 
  have been met with a stony silence. (See also 
  ‘married to the sea’, referring to an okiti with 
  an unpleasant partner who takes full advantage 
  of this custom).
  -Gronnit Stahm, Lexicon of the Ratmen
  
  133
  Chapter 7: Okiti
  Okiti Trinkets 
  The following items might be carried by an okiti:
  d10
  Trinket
  1
  A piece of costume jewelry, very bright, and obviously fake
  2
  A still-warm freshly baked meat pie, half eaten
  3
  A scrap of vellum covered with scribbled pictograms, with a lock of fur pinned to it
  4
  A piece of chalk and a half-melted stick of brightly colored sealing wax
  5
  A shoelace, a button and a boiled sweet
  6
  A concealed blade fashioned from a letter-opener
  7
  A wedge of luxury cheese made overseas
  8
  A scrunched up wanted poster with whiskers drawn on the face in charcoal
  9
  A pouch of counterfeit currency; iron coins covered in gold leaf
  10
  An empty vial from which emanates a faint, noxious-smelling steam
  Okiti Lair Details 
  An area controlled by okiti might display the following:
  d10
  Lair Detail 
  1
  A stash of neatly sorted small shiny objects; ornamental pins, metal buttons, and polished glass
  2
  Slightly wilted, but still bright, flowers add some color, stuffed into a handful of alcoves 
  3
  Cracked hand mirrors line one wall, allowing okiti to check and preen themselves before leaving the area 
  4
  Grains and cheeses are gathered in a large pile, which is surrounded by neatly sorted equally-sized portions laid out on 
  handkerchiefs 
  5
  Wall hangings made from brightly colored scraps of fabric (one of which is, rather conspicuously, a noble’s undergarments) 
  6
  The floor is covered with bundles of ragged and stained cloth and wadding where okiti children have been given free rein
  7
  Rum leaks from a crooked, tapped barrel into a spreading, fumy puddle
  8
  Pilfered alchemical ingredients are stacked next to mismatched jars, flasks, and bottles, near to them is a smear of noxious 
  green fluid
  9
  Scrabbling, chittering noises echo all around as if coming from within the walls 
  10
  A faint wind emanates from a concealed entrance, wafting a stale, damp fur smell 
  Okiti Colonies
  Packrats
  In the major cities, one has many options for moving cargo of a 
  less than savory, perhaps even illicit, nature. The criminal gangs 
  are always an option, though even the best (or worst, depending 
  on your point of view) can be bought, or threatened, or spill their 
  secrets over a few drinks. Gutter gnolls might be an option if the 
  task is simple enough, but there is always the chance that those 
  dropping off or receiving the items might end up on the menu. 
  No, those who want discretion, expedience, and safety turn to 
  the Packrats.
  It is entirely possible that the many different factions who use 
  the Packrats’ services, from criminals peddling contraband, to 
  merchants looking to avoid import taxes, even to nobles with a 
  potentially embarrassing proclivity, are not aware that any of the 
  others exist. Indeed, the more high profile an ‘associate’ is, the 
  harder they will work to cover up the fact they employ ratmen to 
  carry out their dirty work. The Packrats have their fingers in many 
  pies, and a city-spanning network of hidden tunnels giving them 
  access to nearly anywhere they may need to go, below the gaze of 
  any who might be on the lookout, including long-forgotten 
  secret entrances to a number of homes and public buildings. It may 
  be that the Packrats have the fullest picture of everything that is 
  happening in the city at any one time, though it would never occur 
  to them to use this network of information for anything greater 
  than planning the best routes to run cargo. 
  If asked about their leader, the usual answer is that his name is 
  Vitisrikivikan (which actually means ‘none of your business’), and 
  one of the okiti present will typically claim to be him, trusting that 
  most other races find it sufficiently difficult to tell them apart for 
  the charade to stand. Whether or not the Packrats have a single 
  leader is unclear; it is entirely possible that each small group acts 
  independently and pools resources to help the whole, aiding their 
  city-wide coverage. 
  
  134
  Chapter 7: Okiti
  Working with the Packrats is not without its own risks, of course; 
  there is a very high chance that some item or other, usually 
  whichever is shiniest, will go missing along the way (and an 
  okiti may be spotted wearing a suspiciously similar trinket soon 
  afterwards), but this can be easily worked around by simply 
  padding the cargo with cheap, gaudy jewelry. These losses are 
  generally mitigated by the Packrats’ extremely competitive pricing, 
  and can be reduced even further if one indulges in their propensity 
  for riddling, boasting, and witty insults, as the okiti never steal 
  from their own. However, few who utilize their services have time 
  for such pleasantries; those who stoop to using ratmen as couriers 
  tend to be in rather desperate situations. 
  Piper’s Rats
  Those who sail the Piper are not the typical crew of such a vessel; 
  for one, they number over a hundred rather than the dozen or so 
  required for a ship of its size and, for another, most of them are 
  bipedal rats. 
  The original pirate crew decided to try their hand at slaving, 
  raiding a port town and taking several citizens aboard, including 
  some okiti from the local colony. Seeing this happen, a few brave 
  members of the colony gathered their weapons and snuck aboard, 
  waiting for their opportunity to teach these brigands the error 
  of their ways. A few days into the voyage, the first sailor got sick. 
  After a few more days, the entire crew was reeling from a terrible 
  fever, and were in no state to fight off the okiti, bolstered by their 
  freed and armed allies. A few pirates made it to the lifeboats, but 
  most did not.
  The leader of the coup, Ritikatiska-kitikavista (‘Tamer-of-
  Whitecaps-Stealer-of-Ships’), has captained the ship ever since, 
  for nearly all of his twenty years. The Piper spends nearly all of its 
  time in the open water, coming close to land only when in need of 
  repair or if more than ten of the okiti on board wish to feel solid 
  ground under their feet once more (the captain knows that for 
  every okiti who leaves the ship, another will join), but there are 
  okiti born aboard the Piper who have never set foot on shore. The 
  ship is something of a legend amongst okiti colonies, and many 
  young, adventurous sorts long to see its sails on the horizon.
  For the most part, The Piper’s Rats prey on the sort of scum 
  who originally sailed their ship; pirates and slavers, and make a 
  decent living doing so. This, they say, is for the good of folk on 
  land; “If these pirate-men steal all a ship’s cargo, what is there for 
  okiti brothers and sisters at the dock to steal?” That said, they are 
  forced to turn true pirate on occasions when supplies run low, 
  though they attempt to keep innocent casualties to a minimum, 
  concocting poisons to weaken or incapacitate rather than kill. 
  The, presumably numerous, deaths of starvation or illness caused 
  by a sudden lack of supplies while out at sea are put out of the 
  okiti’s minds.
  Quants
  The extended family of okiti calling themselves the Quants (after 
  the poles they use to propel their flat bottomed barges) have been 
  living in, on, and around one of the larger rivers of the realm for 
  many generations, maintaining a modest lifestyle as fishermen, 
  scavenging and fixing up flotsam, and trading goods and supplies 
  with river traffic. Their settlement, Quantston, is a collection of 
  connected pontoons and barges ready to be unmoored and punted 
  to the middle of the river should a threat arise. 
  As an additional source of revenue, the Quants also serve as 
  ferrymen across the wider parts of the river, and guides for other 
  vessels through the more treacherous and difficult to navigate 
  areas. This business is aided by the fact that bridges in the area 
  have a tendency to collapse, and those sent to carry out repair work 
  suffer from a high rate of sickness. When a local authority gets 
  wind of this obvious sabotage and sends someone to put an end to 
  the ratmen, the Quants simply unmoor their entire settlement and 
  move to a few miles along the river after spending a little time in 
  one of the less-trafficked tributaries to give the big folk time to cool 
  off a little.
  The Quants are currently led by Kovavilakistimkivilas (‘Navigates-
  the-Swiftest-Rivers’), littermate of Ristivakiviliavita (‘Spins-Tales-
  to-the-Rivermen’) who came before him, proudly telling anyone 
  who will listen that he is directly descended from the original 
  settlers of Quantston. Kovavilakistimkivilas was, by all accounts, 
  an outside bet before the last leadership vote, gaining a very slim 
  majority at almost the last minute. Though of course all votes are 
  secret, it is believed, particularly by the older generations, that 
  recent additions to the colony keen to gain influence with the 
  handsome philanderer are to thank for his surge in popularity. It 
  is still to be seen whether heritage and a famous name are a decent 
  enough substitute for business savvy and strategy. 
  Rotbones
  This disease, weaponized by the okiti, causes the flesh around 
  the victim’s extremities, or the site of infection, to rot and 
  become necrotic. It is often fatal, and even those who survive 
  can be permanently scarred and weakened. Okiti sometimes 
  coat their weapons with a solution tainted with rotbones, or 
  infect wells and food stores. A creature exposed to the disease 
  must succeed on a DC 14 Constitution saving throw or 
  become infected.
  It takes 1d4 hours for the infected creature to start showing 
  symptoms, which include muscle cramps and fever. The infected 
  creature suffers one level of exhaustion. 
  At the end of each long rest, the infected creature must make 
  a DC 14 Constitution saving throw against the disease. A 
  successful save decreases its level of exhaustion by one, and if 
  this reduces the level of exhaustion to zero, the creature is cured. 
  A failed save increases its level of exhaustion by one and its flesh 
  begins to turn black, dealing 1d10 necrotic damage for each level 
  of exhaustion. This damage cannot be healed until the creature 
  is cured of the disease. For every 30 points of damage taken in 
  this way, the creature’s Constitution score is reduced by 1. Lost 
  Constitution can only be restored by the greater restoration spell 
  or similar magic.
  How do okiti put you to sleep?
  With their long tales.
  -Popular joke
  
  135
  Chapter 8: Orcs
  Orcs
  Dust and ash swirl in the air, kicked up by the fall of heavy boots, 
  lit by the flames engulfing the remaining buildings. The sounds of 
  deep laughter and war cries almost drown out the sound of screams. 
  Almost. From the cloud of fume, separating himself from the heaving 
  shadows, he emerges at full charge, adjusting his calloused hands 
  on the haft of the bloody, rough-edged axe. The thick pelts, hides, 
  and leathers rise and fall with each pounding footstep like an angry 
  sea. He yells with animal bloodlust, exposing cracked, yellow tusks, 
  distorting the pattern of scars, raised bumps of flesh, caked warpaint 
  and spattered blood that covers his face. The stench of sweat and 
  untreated hides, of blood and death and fear flow before him. His 
  roar builds to a crescendo, and he brings down the axe with terrible 
  force. This is an orc. 
  Orcs revel in destruction and take great pleasure in sacking and 
  pillaging. As they see it, the strongest deserve the spoils of those 
  too weak to defend themselves, and each orc strives to be the 
  strongest. 
  Standing up to eight feet tall, orcs are an intimidating presence, 
  and constantly spoiling for a fight. Males pile on muscle mass 
  during maturation, becoming particularly bulky around the 
  shoulders and neck compared to a human. During this time, 
  their lower canines also develop into long tusks, of which orcs are 
  particularly proud. Their skin tones range from a brown olive to 
  the green of a stagnant lake, growing more mottled and pale with 
  age. Females tend to be paler and more heavily built around the 
  hips, with smaller tusks. 
  Orcs dress in thick layers of hide and furs, usually trophies from 
  creatures the individual has personally killed. Until another, better 
  pelt comes along, it is common for this outfit to be the only one 
  the orc owns and, as a result, a heady cocktail of stale sweat, mud, 
  blood, rotting furs and gods know what else tends to accompany 
  orcs wherever they go. The orcs, of course, see this as a signal of 
  their rampant masculinity - ‘strong smell, strong orc.’ 
  Although capable of crafting, orcs take no joy in it and their own 
  goods are basic but effective. They favor heavy, single-edged 
  blades requiring strength rather than skill to be effective. Axes 
  are a favorite weapon, along with cleavers, although a few more 
  primitive tribes make use of spears and bows. 
  Culture
  For orcs, brute strength is king. They possess a certain level of 
  predatory cunning and the ability to selfishly scheme, but these 
  traits are not the route to respect. Orc chieftains are, without 
  exception, hulking mountains of scars, muscle, and murderous 
  attitude. Without frequent demonstrations of strength, a chieftain 
  will soon find himself abandoned (or, more likely, violently 
  destroyed), for an orc will only follow a leader who could beat it in 
  a fight. In times of relative peace, this fragile hierarchy is constantly 
  
  136
  Chapter 8: Orcs
  tested with organized duels and disorganized brawls, so it pays 
  for a chieftain to keep the tribe on the move, and to keep their 
  attentions and aggression focused outwardly. Tribes consist of as 
  many individuals as a chief can keep in line, and a true warchief 
  can command a tribe of hundreds. 
  For reasons scholars are yet to agree upon (though most are 
  thankful for the fact), orc females are rare, usually only one in ten 
  orcs of a given tribe are female, although as low as one in twenty is 
  not unheard of. High mortality rate certainly plays its part; death 
  in childbirth is common with four babies being the rule but, even 
  disregarding this factor, their numbers are low. For this reason, 
  tribes are extremely protective of their females as a resource, but 
  nothing more. Orc tribes will fight to the death for control of 
  females, but should one deign to give her opinion on battle tactics, 
  she will be met with a gruff silence. 
  As the presence of a mother is in no way guaranteed, young orcs 
  are raised by the elders of the tribe; the oldest males set apart by 
  the deeds of their youth. The elders teach the youngsters what it is 
  to be an orc, passing on their fierce and oddly-honorable warrior 
  culture – an orc attacks from the front, so that no one can call his 
  strength into question. By the age of ten, an orc is ready to become 
  an adult, and is set a task by the elders. This will often take the 
  form of hunting down and killing a dangerous monster using only 
  his bare fists but, where monsters are rare, taking part in a raid on 
  a settlement may suffice. Orcs wear their accomplishments with 
  pride in the form of tattoos and scars (often self-administered) to 
  commemorate their deeds. Orcs of the same tribe can read each 
  other’s histories on their skin. 
  Environment
  Orc tribes are nomadic, slowly wandering from one target to 
  another and rarely staying in one place for more than a few weeks. 
  Where there are no towns to raid, they will set up camp near a 
  road and waylay travelers, or compete with each other for hunting 
  trophies. 
  Typically, orcs carry their belongings with them, and set up 
  small villages of yurts where they make camp, with the largest, 
  belonging to the chieftain and his harem, set apart from the others 
  (to show he is strong enough to fend for himself in case of attack 
  and, although he would never admit it, to avoid the possibility of 
  spending the night surrounded by potential rivals). 
  Where pickings are rich, orcs may settle for months, or even 
  years, though it would take a powerful chieftain to stop bored 
  orcs wandering off by the dozen to find excitement elsewhere. In 
  these cases, orcs are smart enough to use their environment to 
  their advantage, often utilizing ruined forts, or occupying a sacked 
  walled town. Orcish graffiti covers many ancient sites, much to the 
  chagrin of archaeologists. 
  Roleplaying Orcs 
  Orcs constantly look for ways to prove their bravery and power 
  to each other and to the world, from seeking out the strongest 
  enemy on the battlefield, to scoffing down eye-watering peppers, 
  anything that could conceivably be competitive is made so, and 
  taken extremely seriously. This trait makes them predictable, 
  and easy to manipulate; the easiest way to make an orc do 
  something is to imply that he is unable to, especially if it is 
  said in front of other orcs. Of course, if the implication is 
  too subtle it will not get through his dense skull, too explicit 
  and the orc is likely to challenge the would-be-manipulator 
  to one-on-one combat to the death. 
  They see the trappings of the civilized world as ‘soft’, and 
  the brutality of orc life as the only way to produce true 
  strength. Of course, if an orc tribe does well enough to live 
  comfortably on its riches, this is proof of the strength of 
  their warriors rather than a sign of softness. 
  
  137
  Chapter 8: Orcs
  CR 5–8
  d8
  CR
  Group Members
  1
  5
  6 orc warriors, 1 scrofa old boar
  2
  5
  2 orc battleborn, 1 orc bruiser
  3
  6
  4 orc archers, 4 orc warriors, 4 orc soldiers
  4
  6
  5 orc battleborn, 1 worg alpha
  5
  7
  4 orc archers, 2 orc warriors, 2 orc soldiers
  6
  7
  8 worg runts, 5 orc battleborn
  7
  8
  4 scrofa, 4 orc archers, 6 orc warriors, 2 orc 
  soldiers, 1 scrofa old boar
  8
  8
  4 orc battleborn, 1 orc shaman
  CR 9–12
  d8
  CR
  Group Members
  1
  9
  2 orc bruisers, 1 orc captain
  2
  9
  4 orc battleborn, 1 orc berserker
  3
  10
  4 orc warriors, 2 orc shamans
  4
  10
  5 orc battleborn, 2 worg alphas, 1 orc captain
  5
  11
  4 scrofa, 2 orc bruisers, 1 orc shaman
  6
  11
  2 orc bruisers, 1 orc berserker
  7
  12
  6 orc archers, 8 orc soldiers, 2 worg alphas, 1 
  orc captain
  8
  12
  1 scrofa old boar, 2 orc berserker
  CR 13–16
  d8
  CR
  Group Members
  1
  13
  7 orc battleborn, 2 orc bruisers
  2
  13
  10 orc battleborn, 1 orc commander
  3
  14
  2 worg alphas, 3 orc shamans
  4
  14
  4 orc battleborn, 2 orc berserkers
  5
  15
  6 orc soldiers, 2 orc battleborn, 3 worg alphas,  
  1 orc commander, 1 orc shaman
  6
  15
  3 orc berserkers
  7
  16
  4 orc shamans
  8
  16
  2 orc archers, 6 orc soldiers, 3 orc bruisers, 1 
  orc commander
  CR 17–20
  d8
  CR
  Group Members
  1
  17
  6 orc soldiers, 2 orc bruisers, 2 orc shamans
  2
  17
  4 orc warriors, 2 orc berserkers, 1 orc warlord
  3
  18
  6 orc bruisers
  4
  18
  4 orc battleborn, 2 orc shamans, 1 orc warlord
  5
  19
  4 worg alphas, 3 orc berserkers
  6
  19
  6 orc archers, 4 orc warriors, 2 orc soldiers, 3 orc 
  battleborn, 1 orc shaman, 1 orc warlord
  7
  20
  4 orc berserkers
  8
  20
  4 orc battleborn, 2 orc berserkers, 1 orc warlord
  Language and Common Names
  Orc is primarily composed of deep, guttural vowel sounds, their 
  tusks present them with difficulty pronouncing hard consonants, 
  so their language tends to avoid them. Even so, ‘s’ tends to be 
  slurred into ‘sh’, which orcs insist is the correct way to pronounce 
  it anyway. 
  Orcs continuously test their strength against other members of 
  their tribe to determine their place in the pecking order and those 
  who do great deeds may add an epithet to their name. How well 
  an epithet sticks is directly proportional to how hard the orc in 
  question can punch any who care to dispute it. 
  Orc Names: Dugluk, Gorgum, Goshok, Gursha, Koshog, Kuzgol, 
  Shugdosh, Ushak, Uzgog
  Orc Epithets: Battle-Roarer, Blood-Axe, Head-Taker, Many-Sons, 
  One-Eye, Skull-Smasher, The Scarred, Tusk-Puller, The Unkillable, 
  War-Bringer, Worg-Master
  Combat Tactics
  Orcs may attack en masse, but they fight as individuals, with 
  little thought to utilizing their skills together tactically. They are 
  disdainful of stealth and other underhanded tactics, preferring to 
  charge at full pelt towards their enemy while yelling a battlecry. 
  Each orc seeks to earn their own glory, and will aim to attack the 
  most fearsome opponent, though they won’t pass up opportunities 
  to get a few hits in on the way to their target. Orcs also seek out 
  elves and dwarves in combat over other races, due to the long-
  standing feuds between their gods. As a general rule, a more 
  devout orc will attack a lightly armored elf over a heavily armored 
  human, with a more impious orc making the opposite choice. 
  Given their bravado, orcs will usually fight to the death over fleeing 
  but, should the battle turn against them and there are no witnesses 
  to report their cowardice to the tribe (or if more powerful 
  individuals have already fled), it is not unknown for orcs to turn 
  tail and run. Should the tribe find out of their cowardice, the orc in 
  question will be publicly humiliated, usually in the form of losing 
  an ear or their nose as a mark for all to see. 
  Orc Warbands
  Use these tables to generate an orc encounter quickly and easily, 
  either by rolling a d8 or selecting an appropriate challenge rating.
  CR 1–4
  d8
  CR
  Group Members
  1
  1
  2 orc archers
  2
  1
  2 orc warriors
  3
  2
  2 orc archers, 2 orc warriors
  4
  2
  4 worg runts, 2 orc warriors
  5
  3
  6 orc soldiers
  6
  3
  4 worg runts, 1 orc archer, 2 orc warriors, 1 
  worg mother
  7
  4
  2 scrofa, 5 orc warriors, 2 orc soldiers
  8
  4
  2 orc archers, 4 orc warriors, 2 orc soldiers
  
  138
  Chapter 8: Orcs
  Orc Archer
  Medium humanoid (orc), chaotic evil
  Armor Class 14 (leather armor)
  Hit Points 19 (3d8 + 6)
  Speed 30 ft.
  STR
  14 (+2)
  DEX
  16 (+3)
  CON
  14 (+2)
  INT
  7 (−2)
  WIS
  11 (+0)
  CHA
  10 (+0)
  Skills Athletics +4, Intimidation +2
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Orc
  Challenge 1/2 (100 XP)
  Overdraw. The orc archer can use a bonus action before they 
  attack to add 1d4 to their damage on a successful attack with 
  their bow.
  Aggressive. As a bonus action the orc archer can move up to 
  half its speed toward a hostile creature that it can see.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d4 + 3) piecing damage.
  Shortbow. Ranged Weapon Attack: +5 to hit, reach 80/320 
  ft., one target. Hit: 6 (1d6 + 3) piercing damage. The target 
  must succeed a DC 14 Constitution saving throw or become 
  poisoned. The target can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a success.
  Weapons, Armor & Items
  Dagger, quiver with 20 arrows, shortbow, leather armor, and 
  roll a d12:
  d12
  Item(s)
  1-6
  1d4 days’ rations consisting of blood sausage and 
  potato bread
  7-9
  A trinket (p. 148)
  10-11
  A tattered coin purse containing 14 (4d6) cp
  12
  A quiver containing 3 (1d4 + 1) +1 arrows
  Archers’ heavy, barbed, poison-smeared arrows are just as 
  deadly as their companions’ axes. Those orcs that specialize in 
  the bow, unlike others, take pride in their lack of scars as proof of 
  their skills.
  “Orcs’ natural strength and stamina 
  could make them natural dancers, given 
  the right tutor.” 
  - Vayrne Emert, dancemaster (later, 
  subject of The UnUsUally CrUel DeaTh of 
  Vayrne emerT)
  
  139
  Chapter 8: Orcs
  Orc Soldier
  Medium humanoid (orc), chaotic evil
  Armor Class 16 (half plate)
  Hit Points 30 (4d8 + 12)
  Speed 30 ft.
  STR
  18 (+4)
  DEX
  12 (+1)
  CON
  17 (+3)
  INT
  8 (−1)
  WIS
  10 (+0)
  CHA
  12 (+1)
  Skills Athletics +6, Intimidation +3
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Orc
  Challenge 1/2 (100 XP)
  Aggressive. As a bonus action the orc soldier can move up to 
  half its speed toward a hostile creature that it can see.
  Massive Swing. The orc soldier can hit up to 2 Medium targets, 
  or 3 Small or smaller targets within 5 feet of each other with each 
  greataxe attack. A separate attack roll is made for each target. 
  Actions
  Greataxe. Melee Weapon Attack: +6, reach 5 ft., up to 
  three targets no more than 5 ft. apart. Hit: 10 (1d12 + 4) 
  slashing damage.
  Weapons, Armor & Items
  Greataxe, half plate, and roll a d12:
  d12
  Item(s)
  1-6
  1d4 days’ rations consisting of blood sausage and 
  potato bread
  7-9
  A trinket (p. 148)
  10-11
  A tattered coin purse containing 14 (4d6) cp
  12
  A bottle of berserker brew (p. 168)
  A cut above the average orc, soldiers have access to better 
  equipment, and a lifetime of winning most of their 
  squabbles with others tends to make them hungry to test 
  themselves.
  “Picture a shaved ape. Now, 
  add a boar’s tusks, and the 
  attitude of an angry bull. 
  Now picture something even 
  bigger and nastier hitting 
  that first one with an axe. 
  That’s an orc.”
  -Byrn Mattock, guard 
  captain
  
  140
  Chapter 8: Orcs
  Orc Warrior
  Medium humanoid (orc), chaotic evil
  Armor Class 13 (hide armor)
  Hit Points 22 (3d8 + 9)
  Speed 30 ft.
  STR
  16 (+3)
  DEX
  12 (+1)
  CON
  16 (+3)
  INT
  7 (−2)
  WIS
  10 (+0)
  CHA
  12 (+1)
  Skills Athletics +5, Intimidation +3
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Orc
  Challenge 1/2 (100 XP)
  Healing Rage (1/day). The orc warrior can heal 11 hit points as 
  a bonus action.
  Relentless Endurance (1/day). When the orc warrior is 
  reduced to 0 hit points but not killed outright, it drops to 1 hit 
  point instead. 
  Actions
  Multiattack. The orc warrior makes two attacks with its 
  hand axes.
  Hand Axe. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage.
  Weapons, Armor & Items
  2 hand axes, hide armor, and roll a d12:
  d12
  Item(s)
  1-6
  1d4 days’ rations consisting of blood sausage and 
  potato bread
  7-9
  A trinket (p. 148)
  10-11
  A tattered coin purse containing 14 (4d6) cp
  12
  A potion of hill giant strength
  Warriors may be the most common orcs, but each individual is 
  still more than a match for most fighters of other races. 
  When we asked if he wanted to join the game, 
  the orc laughed. 
  “Don’t play no sport but urzag kurza,” he said. 
  He explained the rules; two equal teams of 
  any number, a wooden target at either end, 
  and an axe. You get points for throwing 
  the axe in the opponents’ target. Bad form 
  to deliberately throw the axe at each other, 
  anything else is fair game. Simple stuff.
  Anyway, I lost two fingers, Gormer lost an 
  ear, and the captain banned it the next day.
  -Mercer Dale, Tales from a soldier of forTune
  
  141
  Chapter 8: Orcs
  Orc Battleborn
  Medium humanoid (orc), chaotic evil
  Armor Class 16 (studded leather)
  Hit Points 37 (5d8 + 15)
  Speed 30 ft.
  STR
  16 (+3)
  DEX
  13 (+1)
  CON
  16 (+3)
  INT
  7 (−2)
  WIS
  8 (−1)
  CHA
  13 (+1)
  Skills Athletics +5, Intimidation +3
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Orc
  Challenge 1 (200 XP)
  Aggressive. As a bonus action the orc battleborn can move up to 
  half its speed toward a hostile creature that it can see.
  Healing Rage (1/day). The orc battleborn can heal 18 hit points 
  as a bonus action while it’s in combat.
  Tough. The orc battleborn adds its Constitution modifier to its 
  armor class.
  Actions
  Multiattack. The orc battleborn makes two attacks with its 
  spiked gauntlets.
  Spiked Gauntlet. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage.
  Weapons, Armor & Items
  2 spiked gauntlets, studded leather armor, and roll a d12:
  d12
  Item(s)
  1-6
  1d4 days’ rations consisting of blood sausage and 
  potato bread
  7-9
  A trinket (p. 148)
  10-11
  A tattered coin purse containing 17 (5d6) cp, and  
  3 (1d6) sp
  12
  A potion of stone giant strength
  Some orcs have been in enough fights to become bored with 
  the simple pleasures of hitting something with an axe. These 
  battleborn invent challenges to keep themselves interested and to 
  show off their skills, such as wading into battle armed only with 
  heavy gauntlets. 
  
  142
  Chapter 8: Orcs
  Orc Bruiser
  Medium humanoid (orc), chaotic evil
  Armor Class 17 (studded leather)
  Hit Points 60 (8d8 + 24)
  Speed 30 ft.
  STR
  17 (+3)
  DEX
  14 (+2)
  CON
  16 (+3)
  INT
  7 (−2)
  WIS
  8 (−1)
  CHA
  14 (+2)
  Skills Athletics +5, Intimidation +4
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Orc
  Challenge 3 (700 XP)
  Aggressive. As a bonus action the orc bruiser can move up to 
  half its speed toward a hostile creature that it can see.
  Brute. A melee weapon deals one extra die of its damage when 
  the orc bruiser hits with it (included in the attack).
  Massive Swing. The orc bruiser can hit up to 2 Medium targets, 
  or 3 Small or smaller targets within 5 feet of each other with 
  each flail attack. A separate attack roll is made for each target.
  Tough. The orc bruiser adds its Constitution modifier to its 
  armor class.
  Actions
  Multiattack. The orc bruiser makes two attacks with its flail.
  Flail. Melee Weapon Attack: +5 to hit, reach 10 ft., up to 
  three targets no more than 5 ft. apart. Hit 12 (2d8 + 3) 
  bludgeoning damage.
  Weapons, Armor & Items
  Flail, studded leather armor, and roll a d12:
  d12
  Item(s)
  1-6
  1d4 days’ rations consisting of blood sausage and 
  potato bread
  7-9
  A trinket (p. 148)
  10-11
  A tattered coin purse containing 24 (7d6) cp, and  
  10 (3d6) sp
  12
  2 (1d4) bottles of berserker brew (p. 168)
  Freakishly strong, even amongst their kind, bruisers are orcs large 
  and tough enough to ascend to a powerful position should they so 
  wish, but, through a lack of wits or ambition, stay where they are in 
  the hierarchy, content to be pointed towards things to smash. 
  “See that fellow’s tattoo? Thinks any 
  old orc tattoo’ll earn him some respect, 
  doubt his is charcoal rubbed into an 
  open wound, mind. Now I’ve spent a 
  bit of time with orcs, got to know a bit 
  about them, and I doubt that fellow’s 
  had his way with as many orcish women 
  as his tattoo says he has.”
  -Overheard in the Rampant Owlbear 
  tavern
  
  143
  Chapter 8: Orcs
  Orc Captain
  Medium humanoid (orc), chaotic evil
  Armor Class 19 (half plate)
  Hit Points 45 (6d8 + 18)
  Speed 30 ft.
  STR
  16 (+3)
  DEX
  13 (+1)
  CON
  16 (+3)
  INT
  8 (−1)
  WIS
  9 (−1)
  CHA
  14 (+2)
  Skills Athletics +5, Intimidation +4
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Orc
  Challenge 3 (700 XP)
  Aggressive. As a bonus action the orc commander can move up 
  to half its speed toward a hostile creature that it can see. 
  Tough. The orc captain adds its Constitution modifier to its 
  armor class.
  Actions
  Multiattack. The orc captain makes two attacks with its 
  broadsword.
  Broadsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (1d10 + 3) slashing damage.
  Battle Cry (1/day). Each creature of the orc captain’s choice 
  within 30 feet of it that can hear it, and is not already affected 
  by Battle Cry adds 1d4 to their attack rolls and 2 (1d4) to their 
  damage rolls until the start of the orc captain’s next turn. The 
  orc captain can then use a bonus action to make an attack with 
  disadvantage.
  “The trick to fighting orcs is to 
  remember they don’t expect to make 
  a second blow. Of course, surviving the 
  first blow is easier said than done.” 
  -Jana, mercenary, former hobgoblin 
  slave
  Weapons, Armor & Items
  Broadsword, half plate, and roll a d12:
  d12
  Item(s)
  1-6
  1d4 days’ rations consisting of blood sausage and 
  potato bread
  7-9
  A trinket (p. 148)
  10-11
  A tattered coin purse containing 24 (7d6) cp, and  
  10 (3d6) sp
  12
  A +1 broadsword
  Captains have enough fighting behind them that most of the tribe 
  are aware enough of their strength to not bother challenging them. 
  Those under their command tend to do as they’re told most of 
  the time. 
  
  144
  Chapter 8: Orcs
  Orc Commander
  Medium humanoid (orc), chaotic evil
  Armor Class 19 (half plate)
  Hit Points 52 (7d8 + 21)
  Speed 30 ft.
  STR
  16 (+3)
  DEX
  13 (+1)
  CON
  16 (+3)
  INT
  8 (−1)
  WIS
  10 (+0)
  CHA
  16 (+3)
  Skills Athletics +5, Intimidation +5
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Orc
  Challenge 3 (700 XP)
  Aggressive. As a bonus action the orc commander can move up 
  to half its speed toward a hostile creature that it can see.
  Tough. The orc commander adds its Constitution modifier to its 
  armor class.
  Actions
  Multiattack. The orc commander makes three attacks with its 
  battleaxe.
  Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing 
  damage if wielded with two hands.
  Taunt (1/day). Each hostile creature within 60 feet of the orc 
  commander, that can hear or see it, must succeed on a DC 15 
  Wisdom saving throw or suffer disadvantage on attacks made 
  against the orc commander’s allies until the start of the orc 
  commander’s next turn. The orc commander can then use a 
  bonus action to make an attack with disadvantage.
  Battle Cry (Recharge 5–6). Each creature of the orc 
  commander’s choice within 30 feet of it that can hear it, and 
  is not already affected by Battle Cry add 1d4 to their attack 
  rolls and 3 (1d6) to their damage rolls until the start of the orc 
  commander’s next turn. The orc commander can then use a 
  bonus action to make an attack with disadvantage.
  Weapons, Armor & Items
  Battleaxe, half plate, and roll a d12:
  d12
  Item(s)
  1-6
  1d4 days’ rations consisting of blood sausage and 
  potato bread
  7-9
  A trinket (p. 148)
  10-11
  A tattered coin purse containing 24 (7d6) cp, and  
  10 (3d6) sp
  12
  A potion of superior healing, and a bottle of berserker 
  brew (p. 168)
  Commanders have a bit more of a tactical bent than most orcs, 
  and are often able to formulate strategies above and beyond ‘run 
  as fast as you can at the enemy and hit them with an axe’, such as 
  ‘run to the sides of an enemy and both hit them with axes at the 
  same time’.
  Human tapestry depicting a coronation, with orcish graffiti
  Wool
  Notes: Original tapestry shows the coronation of a human king 
  (from the location and presumed age, it could be either Tristin 
  I I or Elbert I). Worn from age and exposure to the elements.
  Has since been overlaid with blood and chalk with the addition 
  of weapons piercing the congregation, ‘stoopid ded mans’, ‘bosgrom 
  wuz heer and killd [handprint and four fingers]’ (sic), and a skull. 
  It never ceases to astound me that orcs learned to write for the 
  sole purpose of destroying things.
  -Quranis Kuilanya, antiquarian, personal inventory 
  
  145
  Chapter 8: Orcs
  Orc Shaman
  Medium humanoid (orc), chaotic evil
  Armor Class 14 (hide armor)
  Hit Points 55 (10d8 + 10)
  Speed 30 ft.
  STR
  13 (+1)
  DEX
  15 (+2)
  CON
  13 (+1)
  INT
  15 (+2)
  WIS
  16 (+3)
  CHA
  11 (+0)
  Skills Athletics +3, Intimidation +2
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Orc
  Challenge 4 (1,100 XP)
  Spellcasting. The orc shaman is a 10th level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 13, +5 to hit with 
  spell attacks). It has the following druid spells prepared:
  Cantrips (at will): mage hand, mending, shillelagh, 
  shocking grasp 
  1st level (4 slots): cure wounds, healing word, inflict wounds 
  2nd level (3 slots): hold person, lesser restoration, silence
  3rd level (3 slots): bestow curse, spirit guardians
  4th level (3 slots): banishment, conjure woodland beings
  5th Level (2 slots): mass cure wounds
  Actions
  Quarterstaff. Melee Weapon Attack: +3 to hit (+5 to hit with 
  shillelagh), reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning 
  damage or 7 (1d8+3) bludgeoning damage with shillelagh.
  Weapons, Armor & Items
  Quarterstaff, hide armor, and roll a d12:
  d12
  Item(s)
  1-6
  1d4 days’ rations consisting of blood sausage and 
  potato bread
  7-9
  A trinket (p. 148)
  10-11
  A tattered leather coin purse containing 28 (8d6) cp, 
  and 14 (4d6) sp
  12
  A ring of spell storing
  Only the smartest warriors survive to become shamans. The only 
  type of orc respected despite their relative lack of physical strength, 
  shamans more than make up for their shortcomings with a crude, 
  yet effective, control over the magical arts.
  Their tusks are smaller, and they’ve 
  usually got a leveler head on their 
  shoulders, but male orcs set the bar 
  pretty low there. From my experience, 
  orc women are just as dangerous as orc 
  men, and both are equally prepared to 
  die in blood and pain to further the orc 
  cause. 
  -Morrine Steen, midwife
  
  146
  Chapter 8: Orcs
  Orc Berserker
  Medium humanoid (orc), chaotic evil
  Armor Class 15
  Hit Points 67 (9d8 + 27)
  Speed 45 ft.
  STR
  17 (+3)
  DEX
  15 (+2)
  CON
  17 (+3)
  INT
  7 (−2)
  WIS
  8 (−1)
  CHA
  16 (+3)
  Skills Athletics +7, Intimidation +7
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Orc
  Challenge 5 (1,800 XP)
  Bloodlust. Each successful attack gives the orc berserker a +1 
  bonus to its attack rolls (to a maximum of +5) and a +2 to its 
  damage rolls (to a maximum of +10). If the orc berserker misses 
  with an attack, it loses these bonuses.
  Healing Rage (1/day). The orc berserker can heal 33 hit points 
  as a bonus action.
  Mobile. Opportunity attacks made against the orc berserker are 
  made with disadvantage.
  Pain Driven. While the orc berserker has 33 or fewer hit points, 
  it can use its greataxe attack one additional time when it takes 
  the multiattack action. While it has 16 or fewer hit points, it can 
  use its greataxe attack two additional times when it takes the 
  multiattack action.
  Tough. The orc berserker adds its Constitution modifier to its 
  armor class.
  Actions
  Multiattack. The orc berserker makes three attacks with 
  its greataxe.
  Greataxe. Melee Weapon Attack: +7, reach 5 ft., one target.  
  Hit: 9 (1d12 + 3) slashing damage.
  “I’ve seen orcs laugh off lost fingers 
  and fight on with missing arms. 
  I’ve seen an orc work his way up the 
  spear that stuck him and kill the 
  spearman. I’ve seen an orc’s severed 
  head make a go at biting off toes 
  for a good half a minute. Orcs take a 
  lot of convincing to die.” 
  -Ollard, soldier
  Weapons, Armor & Items
  Greataxe, and roll a d12:
  d12
  Item(s)
  1-6
  1d4 days’ rations consisting of blood sausage and 
  potato bread
  7-9
  A trinket (p. 148)
  10-11
  A tattered coin purse containing 17 (5d6) sp, and  
  3 (1d6) gp
  12
  3 (1d4 + 1) bottles of berserker brew (p. 168)
  Some berserkers are orcs previously shamed, who see it as the 
  only way to win back their lost honor; others are simply maniacs. 
  Whatever their reasons, their battle-fury makes them seemingly 
  impervious to pain. 
  
  147
  Chapter 8: Orcs
  Orc Warlord
  Medium humanoid (orc), chaotic evil
  Armor Class 17 (hide armor)
  Hit Points 85 (10d8 + 40)
  Speed 30 ft.
  STR
  18 (+4)
  DEX
  13 (+1)
  CON
  18 (+4)
  INT
  10 (+0)
  WIS
  12 (+1)
  CHA
  17 (+3)
  Skills Athletics +7, Intimidation +6 
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Orc
  Challenge 6 (2,300 XP)
  Aggressive. As a bonus action the orc warlord can move up to 
  half its speed toward a hostile creature that it can see.
  Brute. A melee weapon deals one extra die of its damage when 
  the orc warlord hits with it (included in the attack).
  Tough. The orc warlord adds its Constitution modifier to its 
  armor class.
  Actions
  Multiattack. The orc warlord makes three attacks with its 
  shortsword.
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage.
  Frighten (1/day). Each hostile creature within 60 feet of the 
  orc warlord that can hear or see it must succeed on a DC 15 
  Wisdom saving throw or become frightened of the orc warlord 
  until the start of the orc 
  warlord’s next turn. The 
  orc warlord can then use 
  a bonus action to make 
  a shortsword attack with 
  disadvantage.
  Taunt (2/day). Each hostile 
  creature within 60 feet of the 
  orc warlord that can hear or see it must 
  succeed on a DC 15 Wisdom saving throw or suffer 
  disadvantage on attacks made against targets other than the 
  orc warlord until the start of the orc warlord’s next turn. 
  The orc warlord can then use a bonus action to make 
  an attack.
  Battle Cry (Recharge 5–6). Each creature of the orc 
  warlord’s choice within 30 feet of it that can hear it, and is 
  not already affected by Battle Cry add 1d4 to their attack 
  rolls and 4 (1d8) to their damage rolls until the start of the 
  orc warlord’s next turn. The orc warlord can then use a 
  bonus action to make an attack with disadvantage.
  Weapons, Armor & Items
  Shortsword, hide armor, and roll a d12:
  d12
  Item(s)
  1-6
  1d4 days’ rations consisting of blood sausage and 
  potato bread
  7-9
  A trinket (p. 148)
  10-11
  A tattered coin purse containing 21 (6d6) sp, and  
  7 (2d6) gp
  12
  A set of +2 hide armor
  Orc warlords have survived everything the world has to throw at 
  them—including multiple tribes’ worth of envious orc seeking to 
  supplant them—and lived to boast of it. 
  
  148
  Chapter 8: Orcs
  resources available, most are armed with simple clubs of stone or 
  bone, they wear little armor beyond their usual furs and hides, 
  and their raids are for food rather than wealth or glory. The tribe’s 
  shaman, Gushluk, is the only orc among them who remembers 
  life on the surface, and he embraces this decent into savagery as a 
  return to ‘the old ways’ away from the decadence and plenty of the 
  ‘sun-dwellers’. 
  To cement their position underground, the Bone-Crackers even 
  have a following of reverent cave goblins which, unwanted as they 
  may be, are a good measure of power in the deep caves. These 
  goblins work diligently, undertaking any tasks the orcs think 
  beneath them and making theirs possibly the world’s cleanest orc 
  encampment, even if a few are occasionally killed out of boredom 
  or frustration.
  Orc Trinkets 
  The following items might be carried by an orc:
  d10
  Trinket
  1
  A skin of lumpy, foul-smelling, incredibly strong liquor
  2
  A pouch containing ash and a small, razor-sharp knife
  3
  A scrimshawed orc tusk
  4
  A tattered, folded piece of leather with some swearwords clumsily written in Common
  5
  An iron nail pierced through a slightly yellowing humanoid ear, attaching it to a leather strap
  6
  A pouch of teeth from various humanoids, multiple beasts, and a handful of large monsters
  7
  A dwarven jawbone with beard still attached
  8
  A clasp made from the skull of a reptile with impressive teeth
  9
  A pouch of powdery ochre war paint
  10
  A collection of overwhelmingly spicy chilies
  Orc Lair Details 
  An area controlled by orcs might display the following details:
  d10
  Lair Detail 
  1
  A crude image of an orc ripping a human’s head off is scratched into a wall
  2
  Orcish swearwords are daubed in red on every surface 
  3
  A circle has been worn into the floor, and the middle ground is well trampled where orcs have violently wrestled
  4
  Splintered, bent, and broken weapons litter the floor where they have been abandoned after a skirmish
  5
  A pile of sodden and stinking furs, deemed too foul for even an orc to wear
  6
  A wooden surface marked with deep gouges roughly a finger’s-width apart, dotted with dark orc blood
  7
  A bone fertility totem has been erected by the side of a darkly stained sleeping mat
  8
  A large area of trampled ground marked at either end by a splintered wooden post, one of which has a throwing axe 
  embedded in it
  9
  A filthy collection of wooden surfaces covered in cleavers, meat hooks, and loops of preserved blood sausage, appearing to 
  double as kitchen and slaughterhouse
  10
  A relatively clean area, housing a collection of bowls of warpaint, charcoal powder for tattooing, and spikes for piercings, 
  centered around a patch worn by the knees of kneeling orcs
  Orc Tribes
  Bone-Crackers
  The Bone-Crackers’ own legends say they were driven from their 
  usual stomping grounds by a huge clan of gnolls and, finding 
  themselves surrounded by powerful rival tribes, were forced into a 
  cave network. From there, their bravado pushed them deeper and 
  deeper underground into lands unknown to any orc previously. 
  Underground travelers might occasionally stumble across their 
  carvings and crude paintings on cave walls; these anomalies are 
  a mystery to most, who have no inkling they may run into orcs 
  in the depths. The Bone-Crackers, however, have taken well to 
  underground life, carving out a section of the caves for themselves 
  and foraying out into the darkness, sometimes for weeks at a time 
  to raid and expand. Over generations, the orcs have become paler, 
  smaller (though most are still larger than a human), as well as 
  even more brutish than their surface-dwelling kin. With the scarce 
  
  149
  Chapter 8: Orcs
  The Gold Arms
  The Gold Arms, named for the ostentatious jewelry worn by each 
  and every member is an extravagantly wealthy and powerful orc 
  tribe. Their leader, Shugruk the Golden, boasts that he has never 
  spent so much as a copper piece in his life, being strong enough to 
  take anything he wants by force. He is known to jokingly refer to 
  his warriors as his ‘coins’; easily disposable objects which exist to 
  acquire riches, “’cept my coins’ better, ‘cos they got axes”. 
  The Gold Arms exist primarily as an army for hire, and excel 
  as front line troops in open battle, or shock troops during siege 
  escalations (they are less useful during more drawn out sieges; 
  Lord Barrowstone learnt the limits of their patience in this 
  regard when he lost over a hundred men to bored orcs before 
  they marched away with his coin). While they are primarily in 
  the business to get pointed towards some good fighting, The 
  Gold Arms are aware of the value of coin to other races, and will 
  enthusiastically extort as much as possible for their services. For 
  example, Shugruk may cite ‘unexpected paperwork’ as a need 
  for additional funds after a job if he is in a good mood (while 
  pointedly flexing his muscles and running a thumb over his axe), 
  or simply threaten to cut his employer’s head off if he is in a bad 
  mood. Another favorite tactic is threatening to switch sides part 
  way through their employment unless the rate is increased. 
  These underhanded tactics are particularly encouraged by 
  Shugruk’s second in command and rival, Uzgog, who believes 
  the orcs demean themselves by working for others but, with a 
  comfortable lifestyle, and having lost an eye, ear and finger to 
  Shugruk already, is not keen to press the issue. 
  Repeat custom is understandably rare, but there is always need for 
  brutes with axes somewhere and if a job hasn’t presented itself for a 
  while, The Gold Arms will start burning, smashing and plundering 
  until someone pays them to stop; sending soldiers to drive them 
  off generally ends with a net win for the orcs in terms of additional 
  weapons and goods and so is considered payment in its own way. 
  The Moon Daughters
  Tired of being seen as little more than wombs, or resources to be 
  fought over, The Moon Daughters are a female-led tribe living free 
  of the more usual male rule of orc culture. They are aware of their 
  rarity and value in orc society, and do not follow the orcish logic 
  that they should be little more than property. Males are permitted 
  to stay with the tribe provided they abide by their rule and for 
  many, who would otherwise have to fight a superior to even catch a 
  glimpse of a female, this is a good deal. 
  The Moon Daughters are harsh and hard, but less bloodthirsty than 
  other tribes; they are often content to leave a settlement alone in 
  return for a generous ‘gift’ of gold or food. Their preferred tribute 
  is physicians, especially those trained in midwifery, for The Moon 
  Daughters are not too proud to look to outsiders for aid in what 
  they see as their species’ only weakness; their fragility in childbirth. 
  Their chief, Mother Anga, is a survivor of six births, a feat almost 
  unheard of amongst her kind. The males of the tribe are still 
  governed by the rule of the strong, but the females exist outside 
  of this system; not prizes to be won. Instead Anga, along with 
  a handful of other older females, has the final say on whether a 
  pairing should be allowed, weighing up the strength and history of 
  the male with the female’s constitution and fertility. Should the risk 
  be deemed acceptable, the match shall be condoned. This system, 
  along with their collection of enslaved physicians, has allowed 
  the tribe’s numbers to swell, and attracted individuals from other 
  tribes, petitioning for the favor of their females. 
  Rival tribes are loath to fight them, saying it would be unworthy to 
  attack a tribe of weaklings, but in truth fearful of causing too many 
  deaths amongst their already rare females, damaging the very prize 
  they mean to win. However, it is only a matter of time before some 
  particularly bloodthirsty or foolhardy tribe decides it can’t risk the 
  females falling into another tribe’s hands, or simply that it doesn’t 
  like the idea of a tribe so openly flying in the face of their customs, 
  and declares war with the hope of reaping what spoils they can. 
  
  150
  Chapter 9: Trolls
  Trolls
  The hill quakes, a lone edifice in the otherwise featureless meadow. 
  An intake of breath like grating stone elicits little more than an ear 
  twitch from the goat grazing at the summit. A scrubby briar quivers 
  and is uprooted, falling along with a shower of pebbles, rolling down 
  the increasingly vertical surface. A lumpy, five-pronged object vaguely 
  resembling a rocky hand the size of a man’s torso plants itself on the 
  ground in a shower of soil. Another gropes and paws blindly, pinning 
  down its bleating quarry. Heaving its bulk upright, the craggy 
  form reveals itself. Brushing dust off its enormous nose, it yawns 
  thunderously, revealing gravestone-slab tusks lining its cavernous 
  maw before biting down. The bleating is immediately cut short; a 
  trickle of blood dribbles from mossy lips. The lone hill settles, silent. 
  This is a troll.
  Enormous, adaptable, stealthy and practically immortal, trolls are 
  the ultimate ambush predator. Nowhere is entirely safe – a troll can 
  blend into and inhabit any kind of habitat and will develop features 
  that hone its survivability, camouflage and natural weapons. This 
  adaptability (and their indefinite lifespan) is borne from their 
  regenerative capabilities – a troll is able to re-grow any and all of its 
  limbs, up to and including its own head (though a common cause 
  of death is starvation or dehydration before it is able to accomplish 
  this). Areas with known troll populations have their children 
  taught the old rhymes and stories, and carry matches in their 
  pockets and glass vials around their necks, for only the devastating 
  power of fire and acid can truly thwart a troll. Smug trophy hunters 
  who have baited trolls with the intention of waiting for 
  first light and the expected petrification rarely live to regret 
  their mistake; unfortunately, a troll does not turn to stone 
  in sunlight.
  There are some things that trolls invariably have in common. 
  They are all large creatures, though some significantly larger than 
  others – again, this is dependent on their environment. A swamp 
  or forest troll has less use for sheer size, blending in as they do in 
  murky water and woodland respectively, and so range from around 
  eight to ten feet tall. Hill and mountain trolls, however, can easily 
  be mistaken for their namesakes (and take pains to ensure they 
  are), so size is paramount, and they can easily reach twenty or even 
  twenty-five feet tall. 
  Culture
  Some comfort for travelers and adventurers can be found in the 
  fact that trolls are extremely unlikely to be found in large groups; 
  in fact, you would be most unlucky to encounter more than one 
  or two in an entire area. Trolls live in small family groups in a 
  large territory, though a breeding couple will likely separate for the 
  majority of the season to cover more ground and blend in better 
  with their surroundings – stealth is difficult in numbers. A pair 
  will produce one offspring who will stay with its mother until it 
  is mature (at around fifteen to twenty years of age). When ready, 
  the adolescent troll may join a small group of similarly aged and 
  adapted creatures until each establishes its own territory. 
  
  151
  Chapter 9: Trolls
  Though they have no concept of currency, trolls covet and collect 
  shiny objects much like some species of bird. They will decorate 
  their lairs with anything they come across, be it gold coins, 
  polished breastplates or collections of saucepans, placing more 
  value on an item the shinier it is. Trolls in more heavily trafficked 
  areas with a greater volume of loot or tribute may become pickier 
  with their shiny things, only decorating their lair with a particular 
  shade of blue, or polished glass, or steel (red and green are typically 
  avoided due to their association with fire and acid). Due to their 
  long lifespans, communities may get to know the proclivities of 
  ‘their’ particular troll, and offer it tribute to its liking to make sure 
  it sticks to stealing livestock rather than children. 
  Some more intelligent trolls can be convinced to work for others 
  with a steady stream of food and loot. Such trolls are a great boon 
  to any mercenary force which can sustain one, and a disaster 
  waiting to happen for any who cannot. These trolls are sometimes 
  equipped with custom armor, and can even be taught to wield 
  simple weapons, but most do not have the patience for such 
  training and rely on their ample natural talents. 
  Environment
  A troll’s defining feature, deadliest weapon, and secret to its 
  longevity is the creature’s incredible and unique adaptability. Trolls 
  can be found anywhere and everywhere and no two are quite the 
  same. Each individual will develop physical features perfectly 
  suited to wherever it makes its home to give it the best chance 
  of survival, as well as providing camouflage, defenses, resources 
  and natural weapons. It is not unknown for a troll to entirely 
  change classification and adapt every cell in its body if it is forced 
  out of one type of environment and into another: for example, a 
  forest troll evicted as the result of a fire may travel up into the icy 
  mountains, where it would increase in size, start to form a layer of 
  blubbery fat and grow fur in order to stay warm. 
  Roleplaying Trolls 
  Trolls vary in intelligence, though few are smarter than an 
  idiot humanoid; their brain power is centered on cunning, not 
  wisdom. Some trolls living closer to civilization have picked up a 
  simple, heavily accented version of the common tongue, though 
  their unusual syntax makes them difficult to understand and 
  communicate with. Their relative stupidity is not the only reason 
  one may not wish to stop and chat and is not the only thing that 
  makes them dangerous; their great size and the vast amount of 
  protein required to fuel their regeneration ensures they have a 
  constant hunger, and they will aggressively pursue prey to try to 
  sate their unending appetite. 
  If regularly placated with gifts and well fed, a troll can become 
  downright friendly, though still as unpredictable as any other wild 
  animal. Some even enjoy company and share jokes, although troll 
  humor is difficult to distinguish from regular speech; the only 
  difference seems to be them laughing loudly after threatening to 
  eat someone. 
  
  152
  Chapter 9: Trolls
  Language and Common Names
  Troll is a slow, rolling language with some elements too deep for 
  most races to perceive, but which trolls can pick up through their 
  feet and they can use to communicate over their large home ranges. 
  Settlements near troll lairs may create names (ranging from regular 
  humaniod names like ‘Bert’ or ‘Gertrude’ to descriptions like 
  ‘Rocky’ or ‘Slimer’ or titles such as ‘The Old One’ or ‘The Green 
  Man’) for their monstrous neighbor. These names are used to refer 
  to their neighbor with caution, fear or affection, though they will 
  likely rarely (or never) speak to the troll directly. Nevertheless, 
  these names can make their way to the ears of a troll, who may 
  then start to think of itself as such. 
  In most circumstances, however, any individual troll with no given 
  name with simply refer to itself as ‘Troll’, giving its mate the name 
  ‘Trom’, and its offspring, ‘Trob’. The mate and offspring will also 
  think of themselves as ‘Troll’, with the mate referring back to their 
  ‘Trom’ as such, and the offspring to both its parents as ‘Trog’.
  Combat Tactics
  Trolls prefer to attack from hiding, getting the drop on their foes 
  with their impeccable camouflage, and they attack relentlessly, 
  utterly fearless (with good reason) of any repercussions. Given that 
  their attacks are usually motivated by the need to feed, they are 
  usually happy to avoid the hassle of killing an entire group once 
  they have slain one or two, preferring to carry off their hapless 
  victims to be devoured in peace without being ineffectually poked 
  with pointy pieces of metal. The most common exception to 
  this is a family group defending the young, where only the utter 
  destruction of the potential threat will suffice. 
  When confronted with its greatest and only fear, fire or acid, a troll 
  will become enraged, targeting the hated substance’s bearer with 
  great prejudice. If it cannot subdue the threat swiftly, the troll will 
  more than likely flee to fully heal.
  
  153
  Chapter 9: Trolls
  Forest Troll
  Large giant, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 73 (7d10 + 35)
  Speed 30 ft.
  STR
  17 (+3)
  DEX
  13 (+1)
  CON
  20 (+5)
  INT
  8 (−1)
  WIS
  9 (−1)
  CHA
  7 (−2)
  Skills Perception +2, Stealth +4
  Senses darkvision 60 ft., passive Perception 12
  Languages Giant
  Challenge 5 (1,800 XP)
  Keen Smell. The forest troll has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Regeneration. The forest troll regains 10 hit points at the start 
  of its turn. If the forest troll takes acid or fire damage, this trait 
  doesn’t function at the start of the forest troll’s next turn. The 
  forest troll dies only if it starts its turn with 0 hit points and 
  doesn’t regenerate.
  Woodland Camouflage. The forest troll has advantage on 
  Dexterity (Stealth) checks made to hide while in the forest.
  Woodland Stalker. The forest troll can attempt to hide even 
  when only lightly obscured by foliage.
  Actions
  Multiattack. The forest troll makes three attacks: one with its 
  bite and two with its claws.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.  
  Hit: 6 (1d6 + 3) piercing damage.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage.
  Weapons, Armor & Items
  Roll a d12:
  d12
  Item(s)
  1-6
  1d4 days' rations consisting of strange rotten meat 
  and hard tubers
  7-9
  A trinket (p. 159)
  10-11
  A tattered coin purse containing 17 (5d6) sp, and  
  3 (1d6) gp
  12
  A bag of beans
  On the shorter and slighter end of the troll size spectrum, forest 
  trolls have long, willowy limbs adapted to mimic the texture of 
  tree trunks and branches. Indeed, this skin is so similar to genuine 
  bark that often flora will start to grow between and through cracks 
  and crevices. The trolls encourage and even cultivate these so as 
  to enhance their camouflage. Forest trolls tend to consume large 
  amounts of birds who make the unfortunate and fatal mistake of 
  building a nest on them. Their scythe-like claws allow them to 
  easily cut paths through the brush, and make short work of any 
  creature they come across.
  Lot 83 
  The finely stuffed skins of a forest troll group (bull, cow 
  and calf) presented in poses true to life and in a naturalistic 
  setting. Impressive centrepiece for entertaining, dinner parties, 
  etc. 
  A bonus for any thrill seeker: the bull troll seemingly survived 
  the experience and may be drawn to the piece over great 
  distances. Strong security measures are a must! Prospective 
  buyers may find lot 96: automated flame jet and lot 104: acid 
  sprinkler system of interest in this regard. 
  -Listing from last auction held at The Silvercleft Auction House. 
  
  154
  Chapter 9: Trolls
  Cave Troll
  Large giant, chaotic neutral
  Armor Class 17 (natural armor)
  Hit Points 138 (12d10 + 72)
  Speed 30 ft., burrow 20 ft.
  STR
  20 (+5)
  DEX
  13 (+1)
  CON
  23 (+6)
  INT
  8 (−1)
  WIS
  10 (+0)
  CHA
  8 (−1)
  Skills Stealth +4
  Senses darkvision 120 ft., tremorsense 60 ft., passive  
  Perception 10
  Languages Giant
  Challenge 6 (2,300 XP)
  Regeneration. The cave troll regains 10 hit points at the start 
  of its turn. If the cave troll takes acid or fire damage, this trait 
  doesn’t function at the start of the cave troll’s next turn. The cave 
  troll dies only if it starts its turn with 0 hit points and doesn’t 
  regenerate.
  Rocky Camouflage. The cave troll has advantage on Dexterity 
  (Stealth) checks made to hide while in rocky terrain.
  Actions
  Multiattack. The cave troll makes three attacks: one with its bite 
  and two with its claws.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.  
  Hit: 9 (1d8 + 5) piercing damage.
  Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.  
  Hit: 14 (2d8 + 5) slashing damage.
  Reactions
  Rock Hide. When the cave troll is hit with a weapon attack, it 
  momentarily hardens its skin, gaining resistance to non-magical 
  bludgeoning, piercing and slashing damage from that attack.
  “Say what you will, I liked The 
  Grumpy Old Stone. He gave us 
  something to talk about, a sense of 
  identity, you know? And he kept orcs 
  away. As for him eating that old 
  lady, well, that was never proved.”
  - Brogdan, miller 
  Weapons, Armor & Items
  Roll a d12:
  d12
  Item(s)
  1-6
  1d4 days' rations consisting of strange rotten meat 
  and hard tubers
  7-9
  A trinket (p. 159)
  10-11
  A tattered coin purse containing 21 (6d6) sp, and  
  7 (2d6) gp
  12
  A collection of 5 (1d6 + 2) elemental gems (roll 
  a d4: 1. Blue Saphire, 2. Yellow Diamond, 3. Red 
  Corundum, 4. Emerald)
  Mid-sized trolls, cave trolls are adapted to tunneling and surviving 
  long periods of hardship in the barren landscape below ground. 
  Able to see in pitch darkness and sense vibrations through their 
  large flat feet, cave trolls often lie in wait in narrow tunnels they 
  have excavated, ready to pounce on anything that may happen 
  by. Alternatively, they may take a more active approach, sensing 
  prey through a dividing rock wall and putting their powerful arms 
  and claws to work to spring an ambush. A cave troll has no fear of 
  tunnel collapse or of natural predators; it can will its already tough 
  skin to become as hard and impenetrable as rock for a short time.
  
  155
  Chapter 9: Trolls
  Swamp Troll
  Large giant, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 105 (10d10 + 50)
  Speed 30 ft., swim 30 ft.
  STR
  18 (+4)
  DEX
  13 (+1)
  CON
  21 (+5)
  INT
  8 (−1)
  WIS
  10 (+0)
  CHA
  7 (−2)
  Skills Perception +3, Stealth +4
  Senses darkvision 60 ft., passive Perception 13
  Languages Giant
  Challenge 6 (2,300 XP)
  Keen Smell. The swamp troll has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Overwhelming Stench. Creatures that start their turn or move 
  within 5 feet of the swamp troll must succeed on a DC 15 
  Constitution saving throw or become poisoned. The creature 
  can repeat the saving throw at the start of each of their turns, 
  ending the effect on itself on a success. If the creature stays at 
  least 10 feet away from the swamp troll for an entire round they 
  automatically succeed on saving throws to end the effect. After 
  a successful saving throw, a creature is immune to the swamp 
  troll’s stench for 24 hours.
  Regeneration. The swamp troll regains 10 hit points at the start 
  of its turn. If the swamp troll takes acid or fire damage, this trait 
  doesn’t function at the start of the swamp troll’s next turn. The 
  swamp troll dies only if it starts its turn with 0 hit points and 
  doesn’t regenerate.
  Swamp Camouflage. The swamp troll has advantage on 
  Dexterity (Stealth) checks made 
  to hide while in swamps 
  or murky water.
  Actions
  Multiattack. The swamp troll makes three attacks: one with its 
  bite and two with its claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.  
  Hit: 8 (1d8 + 4) piercing damage.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.  
  Hit 13 (2d8 + 4) slashing damage.
  Weapons, Armor & Items
  Roll a d12:
  d12
  Item(s)
  1-6
  1d4 days' rations consisting of strange rotten meat 
  and hard tubers
  7-9
  A trinket (p. 159)
  10-11
  A tattered coin purse containing 21 (6d6) sp, and  
  7 (2d6) gp
  12
  A dagger of venom
  Able to wait under water almost indefinitely, swamp trolls are 
  a menace in any wetland, and travelers are wise to be cautious 
  around any body of water too deep or murky to see the bottom. 
  They are particularly dangerous in swamps, or areas of 
  stagnant water, where they blend with the murk and algae. 
  Swamp trolls’ preferred method of dispatch is drowning, 
  although their bite and claws work just as well. Their 
  rubbery hide is difficult for weapons to find purchase on, 
  and is armored with scales around the joints. 
  Of particular note is the orcish legend of Urga, known 
  thereafter as Trollgut, who, having defeated a young 
  swamp troll with the help of a few others, proceeded to 
  carve up and devour the creature on the spot. Some time 
  later, the orc complained of stomach pains, whereupon a 
  partly formed troll burst forth from his innards to the 
  astonishment of those around him. Given what we know 
  of troll biology, it is unlikely that troll parts would 
  retain their regenerative capabilities after passing through 
  stomach acid, but some versions of the tale have the troll 
  clawing its way out of Urga’s mouth or throat, which 
  seems more plausible (if we assume the troll was in peak 
  condition and, even then, exceptional in its abilities). 
  Other versions of the troll’s emergence we can safely 
  disregard as orcish crudeness.
  -Fintharael Ellanwe, Myths of the Savage Races 
  
  156
  Chapter 9: Trolls
  Frost Troll
  Large giant, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 162 (13d10 + 91)
  Speed 30 ft.
  STR
  19 (+4)
  DEX
  12 (+1)
  CON
  24 (+7)
  INT
  8 (−1)
  WIS
  7 (−2)
  CHA
  8 (−1)
  Skills Stealth +4
  Damage Immunities cold
  Senses darkvision 60 ft., passive Perception 8
  Languages Giant
  Challenge 7 (2,900 XP)
  Regeneration. The frost troll regains 10 hit points at the start 
  of its turn. If the frost troll takes acid or fire damage, this trait 
  doesn’t function at the start of the frost troll’s next turn. The frost 
  troll dies only if it starts its turn with 0 hit points and doesn’t 
  regenerate.
  Winter Camouflage. The frost troll has advantage on Dexterity 
  (Stealth) checks made to hide while in snowy and icy terrain.
  Actions
  Multiattack. The frost troll makes two melee attacks, but can use 
  its slam only once.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.  
  Hit: 11 (2d6 + 4) piercing damage.
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one or two 
  targets within 5 ft. Hit: 13 (2d8 + 4) bludgeoning damage, and 
  if the target is Large or smaller it must succeed on a DC 15 
  Strength saving throw or be knocked prone.
  Weapons, Armor & Items
  Roll a d12:
  d12
  Item(s)
  1-6
  1d4 days' rations consisting of strange rotten meat 
  and hard tubers
  7-9
  A trinket (p. 159)
  10-11
  A tattered coin purse containing 24 (7d6) sp, and  
  10 (3d6) gp
  12
  A frost brand sword
  Adapted to live in desolate, freezing, icy plains and mountains, 
  frost trolls are hulking creatures of thick white fur, nearly invisible 
  in the snow. Driven to near frenzy by hunger, the scarcity of food 
  makes frost trolls the most aggressive, carnivorous and blood-
  thirsty of all trolls; supplementing their diet with plant matter is 
  not an option in their harsh climate. Food is the fuel that sustains 
  their regeneration, so a frost troll knows it must eat or die. In 
  contrast, frost trolls can actually survive for the longest time 
  without food, burning their accumulated substantial fat reserves as 
  an emergency food source.
  
  157
  Chapter 9: Trolls
  Mountain Troll
  Huge giant, chaotic neutral
  Armor Class 16 (natural armor)
  Hit Points 150 (12d12 + 72)
  Speed 30 ft.
  STR
  18 (+4)
  DEX
  13 (+1)
  CON
  22 (+6)
  INT
  8 (−1)
  WIS
  10 (+0)
  CHA
  8 (−1)
  Skills Perception +4, Stealth +5
  Senses darkvision 60 ft., passive Perception 14
  Languages Giant
  Challenge 10 (5,900 XP)
  Keen Smell. The mountain troll has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Regeneration. The mountain troll regains 20 hit points at the 
  start of its turn. If the mountain troll takes acid or fire damage, 
  this trait doesn’t function at the start of the mountain troll’s next 
  turn. The mountain troll dies only if it starts its turn with 0 hit 
  points and doesn’t regenerate.
  Actions
  Multiattack. The mountain troll makes two melee attacks, but 
  can use its slam only once.
  Kick. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 15 (2d10 + 4) bludgeoning damage, and if the target is 
  Medium or smaller it must succeed on a DC 15 Dexterity saving 
  throw or be hurled up to 20 feet away.
  Slam. Melee Weapon Attack: +8 to hit, reach 20 ft., up to three 
  targets no more than 5 ft. apart. Hit: 15 (2d10 + 4) bludgeoning 
  damage, and if the target is Large or smaller it must succeed on a 
  DC 16 Strength saving throw or be knocked prone.
  Stomp. Melee Weapon Attack: Each creature in a  
  10–foot-radius burst centered on the mountain troll must 
  make a DC 16 Dexterity saving throw, taking 15 (2d10 + 4) 
  bludgeoning damage on a failed save or half as much damage on 
  a successful one.
  Weapons, Armor & Items
  Roll a d12:
  d12
  Item(s)
  1-6
  1d4 days' rations consisting of strange rotten meat 
  and hard tubers
  7-9
  A trinket (p. 159)
  10-11
  A tattered coin purse containing 21 (6d6) gp, and  
  7 (2d6) pp
  12
  A set of dragon scale mail
  Incorporating features of their cave and hill kin, mountain trolls 
  are huge, with thick rocky skin and sparse, mossy hair. Despite 
  their size, they are capable climbers with strong arms and large 
  hands providing them an ample grip in their mountainous home. 
  Despite the name, mountain trolls often venture into rocky 
  lowlands to hunt, where prey is more abundant and their rough 
  hide still affords them some level of cover. 
  Despite their apparent internal safeguards against 
  mutations (no troll has been observed with tumors for 
  example), it is nonetheless somewhat common to encounter 
  trolls with additional heads or limbs (it is documented that 
  Adolphus Gildinelli, the famous traveling showman once 
  exhibited a forest troll with no less than fourteen heads, 
  though in poor health due to its habit of fighting with itself 
  over food, much to the amusement of the crowd). The leading 
  theory is that, if not cleanly severed, remnants of the removed 
  body part remain in the wound, standing a chance of taking 
  root and regrowing alongside the growth from the stump of 
  the body part in question. These aberrant forms are usually 
  not detrimental to the troll, and can prove rather beneficial 
  to the individual in question.
  -Viggo Errendar, Troll
  
  158
  Chapter 9: Trolls
  Hill Troll
  Gargantuan giant, neutral
  Armor Class 15 (natural armor)
  Hit Points 390 (20d20 + 180)
  Speed 30 ft.
  STR
  26 (+8)
  DEX
  5 (−3)
  CON
  28 (+9)
  INT
  5 (−3)
  WIS
  10 (+0)
  CHA
  10 (+0)
  Senses darkvision 60 ft., passive Perception 10
  Languages Giant
  Challenge 20 (25,000 XP)
  Massive. The hill troll can move into spaces already occupied by 
  Large or smaller creatures. When it does so, creatures in those 
  spaces must make a DC 19 Dexterity saving throw, taking 21 
  (2d20) bludgeoning damage on a failed save, or half as much 
  damage on a successful one.
  Monolithic. While the hill troll remains motionless, it is 
  indistinguishable from a small hillock. 
  Regeneration. The hill troll regains 30 hit points at the start of 
  its turn. If the hill troll takes acid or fire damage, this trait doesn’t 
  function at the start of the hill troll’s next turn. The hill troll dies 
  only if it starts its turn with 0 hit points and doesn’t regenerate.
  Actions
  Multiattack. The hill troll makes two melee attacks.
  Kick. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 
  Hit: 29 (2d20 + 8) bludgeoning damage, and if the target is Large 
  or smaller it must succeed on a DC 19 Dexterity saving 
  throw or be hurled up to 20 feet away.
  Slam. Melee Weapon Attack: +14 to hit, reach 20 ft., up 
  to four targets no more than 5 ft. apart. Hit: 29 (2d20 
  + 8) bludgeoning damage, and if the target is Large 
  or smaller it must succeed a DC 19 Strength saving 
  throw or be knocked prone.
  Stomp. Melee Weapon Attack: Each creature in a  
  10–foot-radius burst centered the hill troll must 
  make a DC 18 Dexterity saving throw, taking 29 
  (2d20 + 8) bludgeoning damage on a failed save or 
  half as much damage on a successful one. 
  Weapons, Armor & Items
  Roll a d12:
  d12
  Item(s)
  1-6
  1d4 days' rations consisting of strange rotten meat 
  and hard tubers
  7-9
  A trinket (p. 159)
  10-11
  A tattered coin purse containing 42 (12d6) pp
  12
  A set of +3 armor
  A hill troll’s gargantuan size is its own unlikely camouflage – few 
  suspect that the grassy verge they camp on or the steep slope 
  they traverse will end up devouring them. Hidden in plain sight, 
  a hill troll is patient, waiting for an opportunity to spring on 
  unsuspecting travelers. Moss and grass grow on its back during its 
  long periods of dormancy, only enhancing its camouflage.
  
  159
  Chapter 9: Trolls
  If you go down to the woods today, you might 
  get a big surprise. 
  If you camp close to the swamp today, you’d 
  better not close your eyes. 
  For every hole that ever there was, 
  a nightmare could be lurking because 
  that hill or knoll, it could be a troll just 
  waiting…
  -Popular nursery rhyme
  Troll Trinkets and Anatomy
  A troll might carry the following items, or display an anatomical quirk:
  d10
  Trinket
  1
  A roughly hewn, but brightly sparkling, gemstone
  2
  A well-used, mirror-polished saucepan
  3
  A drinking mug fashioned from a cauldron with a section of wagon wheel lashed to the side
  4
  A bird, bat, or other small creature has made a nest in a fold of skin
  5
  A withered third arm hangs limply from a shoulder
  6
  An old and weathered fishing hook with a length of line, lodged in a hard-to-reach spot 
  7
  A previously unrecognized species of lichen growing in an armpit
  8
  A broken-off bugbear harpoon point
  9
  The skin bears an acid etched brand from a now-defunct mercenary company
  10
  A colony of parasitic, shelled mollusks
  Troll Lair Details 
  An area controlled by trolls might display the following:
  d10
  Lair Detail 
  1
  Several shards of colored glass are lodged in a surface, resembling a stained-glass window
  2
  A surface has been rubbed smooth by the rough hide of a large creature scratching against it
  3
  A tottering pile of roughly spit-polished worthless metal objects
  4
  A well-worn trail where a large creature has patrolled its territory, carving out a path and splintering trees as it goes
  5
  Marks made by huge, powerful claws scar a prominent stone or tree
  6
  A stinking heap of inedible parts; horns, hooves, and scraps of armor 
  7
  A deep pit with scrabbling claw marks at the bottom where the troll has stored live prey
  8
  A collection of barrels of liquor, either entirely full or empty, suggesting the troll drinks a barrelful in one sitting
  9
  A torn and discarded set of troll-sized armor with the stamp of a now-defunct mercenary company
  10
  Large stones have been piled in a makeshift barrier, with old scorch marks on one side and a dampness on the other
  
  160
  Appendix A: Beasts of the Horde
  Appendix A: Beasts of the 
  Horde
  The beasts presented in this appendix are used by the monstrous 
  races as attack animals, beasts of burden, and for companionship. 
  Some are trained and bred, others happen to dwell in the same 
  environment and are associated more casually.
  Hyenas and Hyenids
  Brown Hyena
  Medium beast, unaligned
  Armor Class 12
  Hit Points 3 (1d8 − 1)
  Speed 40 ft.
  STR
  10 (+0)
  DEX
  14 (+2)
  CON
  9 (−1)
  INT
  3 (−4)
  WIS
  14 (+2)
  CHA
  5 (−3)
  Skills Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages understands Gnoll but doesn’t speak it
  Challenge 0 (10 XP)
  Keen Smell. The brown hyena has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Pack Tactics. The brown hyena has advantage on an attack roll 
  against a creature if at least one of the brown hyena’s allies is 
  within 5 feet of the creature and the ally isn’t incapacitated.
  Actions
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.  
  Hit: 3 (1d6) piercing damage.
  Striped Hyena
  Medium beast, unaligned
  Armor Class 11
  Hit Points 4 (1d8)
  Speed 40 ft.
  STR
  12 (+1)
  DEX
  12 (+1)
  CON
  11 (+0)
  INT
  2 (−4)
  WIS
  13 (+1)
  CHA
  6 (−2)
  Skills Perception +3
  Senses darkvision 60 ft., passive Perception 13
  Languages understands Gnoll but doesn’t speak it
  Challenge 0 (10 XP)
  Keen Smell. The striped hyena has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Pack Tactics. The striped hyena has advantage on an attack roll 
  against a creature if at least one of the striped hyena’s allies is 
  within 5 feet of the creature and the ally isn’t incapacitated.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.  
  Hit: 4 (1d6 + 1) piercing damage.
  
  161
  Appendix A: Beasts of the Horde
  Spotted Hyena
  Medium beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 11 (2d8 + 2)
  Speed 40 ft.
  STR
  13 (+1)
  DEX
  12 (+1)
  CON
  12 (+1)
  INT
  3 (−4)
  WIS
  12 (+1)
  CHA
  10 (+0)
  Skills Perception +3
  Senses darkvision 60 ft., passive Perception 13
  Languages understands Gnoll but doesn’t speak it
  Challenge 1/8 (25 XP)
  Keen Smell. The spotted hyena has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Pack Tactics. The spotted hyena has advantage on an attack roll 
  against a creature if at least one of the spotted hyena’s allies is 
  within 5 feet of the creature and the ally isn’t incapacitated.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.  
  Hit: 4 (1d6 + 1) piercing damage.
  When left to their own devices, hyenas are happy to scavenge 
  carcasses once larger predators have had their fill and seldom hunt 
  their own food (with the exception of the spotted hyena, which is 
  a voracious predator). However, in the company of gnolls, hyenas’ 
  behavior more resembles trained attack dogs, or the worgs kept by 
  other monstrous races (though the comparison would be taken as 
  a grave insult by any gnoll who heard it). 
  Gutter gnolls favor the company of brown hyenas, who 
  can also be found scavenging in cities and so easily 
  make the transition to their way of life. 
  The primarily nocturnal striped hyena is preferred 
  by rock gnolls, and can be trained to use their 
  crushing jaws to pin their quarry in place or 
  otherwise hamper an escape. 
  Spotted hyenas, already formidable on their own 
  merits, are made even more vicious by the influence of 
  their plains gnoll clan mates. 
  Leucrotta
  Medium beast, neutral evil
  Armor Class 13 (natural armor)
  Hit Points 40 (9d8)
  Speed 40 ft.
  STR
  14 (+2)
  DEX
  15 (+2)
  CON
  10 (+0)
  INT
  7 (−2)
  WIS
  14 (+2)
  CHA
  10 (+0)
  Skills Deception +2, Perception +4, Stealth +6
  Senses darkvision 60 ft., passive Perception 14
  Languages Gnoll
  Challenge 1 (200 XP)
  Shadowlike. The leucrotta has advantage on Dexterity (Stealth) 
  checks while in darkness and areas of dim light.
  Mimicry. The leucrotta can mimic any words or phrases it has 
  heard, as well as the voice which said them. It does not need 
  to understand the language spoken. A creature that hears the 
  voice can tell it is an imitation with a successful DC 13 Wisdom 
  (Insight) check.
  Actions
  Multiattack. The leucrotta makes three attacks: one with its bite 
  and two with its claws.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  
  Hit: 5 (1d6 + 2) piercing damage.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  
  Hit: 5 (1d6 + 2) slashing damage.
  Born from couplings of gnoll and hyena, leucrottas take on the 
  predatory cunning of their parents. More lightweight and lean 
  than a hyena, with the long legs of a hunting dog, leucrottas 
  are swift and silent. By some quirk of 
  their demonic heritage, leucrottas 
  have the ability to eerily mimic 
  voices, which they will most com-
  monly use to lure unwary travelers 
  to their doom, or to split up and con-
  fuse a defensive force before an attack. 
  
  162
  Appendix A: Beasts of the Horde
  “I heard my brother calling to 
  me earlier from a back alley. 
  Thing is, those mangy bastards 
  killed him a week ago...”
  -Malwy Sandbrook, armorer
  Crocotta
  Large beast, chaotic evil
  Armor Class 11 (natural armor)
  Hit Points 59 (7d10 + 21)
  Speed 50 ft.
  STR
  18 (+4)
  DEX
  10 (+0)
  CON
  16 (+3)
  INT
  5 (−3)
  WIS
  10 (+0)
  CHA
  10 (+0)
  Skills Perception +2 
  Senses darkvision 60 ft., passive Perception 12
  Languages Gnoll
  Challenge 2 (450 XP)
  Contend. If the crocotta hits a creature with its bite attack the 
  target must succeed on an opposed Strength (Athletics) check 
  or become grappled (escape DC 14). Until the grapple ends, the 
  crocotta can automatically hit the target with its bite, but the 
  crocotta can’t make bite attacks against another target.
  Keen Smell. The crocotta has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Sprinter. The crocotta can use its bonus action to run up to half 
  its speed.
  Actions
  Multiattack. The crocotta makes three attacks: one with its bite 
  and two with its claws.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.  
  Hit: 13 (2d8 + 4) piercing damage.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.  
  Hit: 11 (2d6 + 4) slashing damage.
  A rare crossbreed of gnoll and hyena stock, crocottas embody the 
  bestial violence of their parents. Resembling huge and heavily built 
  hyenas, crocottas take on the role of shock-troops during gnoll 
  raids; breaking through any organized resistance and exposing 
  easier targets for the weaker clan members. Although some have 
  basic language skills they are, for the most part, dumb beasts with 
  the intellect of a hyena. 
  
  163
  Appendix A: Beasts of the Horde
  Kobold Lizard Hounds
  Scutico (Scale Rat)
  Small beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 9 (2d6 + 2)
  Speed 30 ft.
  STR
  10 (+0)
  DEX
  14 (+2)
  CON
  12 (+1)
  INT
  2 (−4)
  WIS
  7 (−2)
  CHA
  6 (−2)
  Skills Perception +0
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 1/8 (25 XP)
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 4 (1d4 + 2) piercing damage, and the target is grappled 
  (escape DC 10). Until this grapple ends the scutico can’t bite 
  another target and has advantage on claw attacks against the 
  grappled creature.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  
  Hit: 4 (1d4 + 2) slashing damage. 
  Svaraskalos (Lizard Hound)
  Large beast, unaligned
  Armor Class 15 (natural armor)
  Hit Points 30 (4d10 + 8)
  Speed 30 ft.
  STR
  14 (+2)
  DEX
  12 (+1)
  CON
  15 (+2)
  INT
  4 (−3)
  WIS
  8 (−1)
  CHA
  6 (−2)
  Skills Perception +1
  Senses darkvision 60 ft., passive Perception 11
  Languages —
  Challenge 1/2 (100 XP)
  Tough. The svaraskalos adds its Constitution modifier to its 
  armor class.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 9 (2d6 + 2) piercing damage, and the target is grappled 
  (escape DC 13). Until this grapple ends, the target is restrained, 
  and the svaraskalos can’t bite another target and has advantage 
  on claw attacks against the grappled creature.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  
  Hit: 7 (2d4 + 2) slashing damage.
  
  164
  Appendix A: Beasts of the Horde
  Dwarven warhorn
  Horn, bronze
  Notes: Carvings on the bronze bands depict dwarven 
  fighters routing a group of ogres. Runes suggest this 
  attack is in retribution for the death of Torrig, son of Tovik 
  Deephammer, the dwarven clan-chief. 
  Some of the ogres appear to be fleeing sat astride enormous 
  pigs (or possibly hornless rhinoceroses, given their size). 
  Given that dwarven carvings are generally entirely literal, 
  this seems a strangely out of place invention, or may suggest 
  that ogres’ mental degradation may be a more recent 
  phenomenon than previously assumed. 
  -Quranis Kuilanya, antiquarian, personal inventory 
  Seismosuchus (Tremor Crocodile)
  Huge beast, unaligned
  Armor Class 16 (natural armor)
  Hit Points 84 (8d12 + 32)
  Speed 30 ft., burrow 30 ft.
  STR
  17 (+3)
  DEX
  10 (+0)
  CON
  18 (+4)
  INT
  4 (−3)
  WIS
  9 (−1)
  CHA
  6 (−2)
  Skills Perception +2
  Senses darkvision 60 ft., passive Perception 12
  Languages —
  Challenge 3 (700 XP)
  Tough. The seismosuchus adds its Constitution modifier to its 
  armor class.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 
  Hit: 13 (3d6 + 3) piercing damage, and the target is grappled 
  (escape DC 13). Until this grapple ends, the target is restrained, 
  and the seismosuchus can’t bite another target and has advantage 
  on claw attacks against the grappled creature.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.  
  Hit: 19 (3d10 + 3) slashing damage.
  In the same way that other races have tamed animals to serve 
  them, kobolds keep a variety of large reptiles. While not intelligent 
  enough to be trained in the same way as a horse or worg, these 
  creatures know who feeds them and will usually do their bidding, 
  though it is not unknown for primitive instincts to take over in 
  stressful situations. Unless secure in a seat on their back, kobolds 
  will usually simply turn them loose on a foe before putting a 
  good deal of ground, and preferably some sort of barrier between 
  themselves and the beasts.
  Scutico, or scale-rats, fill a similar role in kobold society as dogs 
  do above ground; some kobolds with a rare sentimental streak 
  may keep them as companions, but they are mostly used in large 
  hunting packs to run down and harry subterranean game. 
  Kept by most colonies as a waste disposal and perimeter defense, 
  svaraskalos lizard-hounds are usually kept in their own chamber 
  due to their unpredictable nature. They will tolerate being ridden 
  only by kobolds who are very familiar to them and view others as 
  prey, though they prefer their food warm-blooded. 
  The seismosuchus is a huge burrowing reptile occasionally used by 
  powerful kobold colonies to aid in the expansion of their tunnels 
  either by leaving bait, goading the beast, or simply following in its 
  wake and hoping for the best. 
  
  165
  Appendix A: Beasts of the Horde
  Scrofa
  Scrofa
  Large beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 22 (4d10)
  Speed 30 ft.
  STR
  13 (+1)
  DEX
  14 (+2)
  CON
  11 (+0)
  INT
  8 (−1)
  WIS
  10 (+0)
  CHA
  8 (−1)
  Skills Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages —
  Challenge 1/4 (50 XP)
  Keen Smell. The scrofa has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Actions
  Gore. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.  
  Hit: 8 (2d6 + 1) piercing damage. If the target is Medium or 
  smaller creature, it must succeed a DC 11 Strength saving throw 
  or be knocked prone.
  Scrofa Old Boar
  Huge beast, unaligned
  Armor Class 16 (natural armor)
  Hit Points 59 (7d12 + 14)
  Speed 30 ft.
  STR
  16 (+3)
  DEX
  13 (+1)
  CON
  15 (+2)
  INT
  8 (−1)
  WIS
  12 (+1)
  CHA
  8 (−1)
  Skills Perception +3
  Senses darkvision 60 ft., passive Perception 13
  Languages —
  Challenge 2 (450 XP)
  Keen Smell. The scrofa old boar has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Actions
  Multiattack. The scrofa old boar makes two gore attacks.
  Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  
  Hit: 14 (2d10 + 3) piercing damage. If the target is a Large or 
  smaller creature, it must succeed a DC 13 Strength saving throw 
  or be knocked prone.
  Scrofa are unusually large wild pigs most commonly found trailing 
  ogre mobs. Most will grow to an intimidating 1,500 lbs if they are 
  wily enough to avoid predators (chiefly the ogres they follow), but 
  some can grow truly monstrous. Reliable reports exist of 4,000 lb 
  males, and tales of even larger creatures exist, though their veracity 
  is questionable. 
  Tough and vicious opportunists, scrofa can 
  get by on any kind of food available, grazing 
  and browsing vegetation, using their tusks 
  to excavate roots, or using their great size to 
  scare away predators and access carrion. If 
  food is scarce, it is not unknown for them 
  to chase down and kill their own prey, 
  sometimes even smaller ogres are taken 
  in this way (though the scrofa must eat 
  quickly before the rest of the mob joins 
  the feast).
  Scrofa are difficult to tame and train but, 
  even so, some orc tribes utilize them as 
  mounts, often setting the procurement of 
  scrofa piglets as a youngster’s rite of passage 
  to kill two birds with one stone. 
  
  166
  Appendix A: Beasts of the Horde
  Worgs
  Worg Pup
  Small monstrosity, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 3 (1d6)
  Speed 30 ft.
  STR
  10 (+0)
  DEX
  16 (+3)
  CON
  10 (+0)
  INT
  6 (−2)
  WIS
  5 (−3)
  CHA
  8 (−1)
  Skills Perception +1
  Senses darkvision 60 ft., passive Perception 11
  Languages Goblin, Worg
  Challenge 1/8 (25 XP)
  Keen Hearing and Smell. The worg pup has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell.
  Actions
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 2 (1d4) piercing damage. If the target is a creature, it and 
  the worg pup make opposing Strength (Athletics) checks. If the 
  worg pup wins, the attack deals an additional 2 (1d4) damage.
  Worg Runt
  Medium monstrosity, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  STR
  13 (+1)
  DEX
  16 (+3)
  CON
  12 (+1)
  INT
  6 (−2)
  WIS
  7 (−2)
  CHA
  8 (−1)
  Skills Perception +2
  Senses darkvision 60 ft., passive Perception 12
  Languages Goblin, Worg
  Challenge 1/4 (50 XP)
  Keen Hearing and Smell. The worg runt has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.  
  Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it and 
  the worg runt make opposing Strength (Athletics) checks. If the 
  worg runt wins, the attack deals an additional 3 (1d4+1) damage.
  Worg Mother
  Large monstrosity, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 37 (5d10 + 10)
  Speed 40 ft.
  STR
  15 (+2)
  DEX
  15 (+2)
  CON
  14 (+2)
  INT
  7 (−2)
  WIS
  12 (+1)
  CHA
  8 (−1)
  Skills Perception +5
  Senses darkvision 60 ft., passive Perception 15
  Languages Goblin, Worg
  Challenge 1/2 (100 XP)
  Keen Hearing and Smell. The worg mother has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  
  Hit: 9 (2d6 + 2) piercing damage. If the target is a creature, it and 
  the worg mother make opposing Strength (Athletics) checks. If 
  the worg mother wins, the attack deals an additional  
  5 (1d6 + 2) damage.
  
  167
  Appendix A: Beasts of the Horde
  Worg Alpha
  Large monstrosity, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 45 (6d10 + 12)
  Speed 50 ft.
  STR
  18 (+4)
  DEX
  12 (+1)
  CON
  14 (+2)
  INT
  7 (−2)
  WIS
  12 (+1)
  CHA
  8 (−1)
  Skills Perception +5
  Senses darkvision 60 ft., passive Perception 15
  Languages Goblin, Worg
  Challenge 1 (200 XP)
  Keen Hearing and Smell. The worg alpha has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.  
  Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it 
  and the worg alpha make opposing Strength (Athletics) checks. 
  If the worg alpha wins, the attack deals an additional  
  7 (1d6 + 4) damage.
  A large and brutish canine, the worg has been described as ‘to 
  a wolf what an orc is to a man’; bigger, stronger, and more ill-
  tempered. Packs of worgs may be found roaming the wild places 
  of the world, and are sometimes kept as pets and status symbols by 
  the wealthy and powerful, ill-advised as this may be. However, they 
  are most commonly associated with goblins, with whom they share 
  a pack instinct, bestial cunning, and a vicious streak.
  In truth, worgs of various sizes are used by many different 
  monstrous races. Some more intelligent races have bred different 
  strains of worg, much like different breeds of dog; hobgoblins for 
  example, are known to raise a large breed for themselves to ride, 
  and a smaller breed not much larger than a common wolf for their 
  goblin kin. Goblins on the other hand, simply ride on younger 
  worgs until they become unmanageable, at which point they are 
  either killed or chained up. 
  
  168
  Appendix B: Tools of the Horde
  Appendix B: Tools of the Horde
  This appendix contains a variety of items used by the monstrous 
  races presented in the previous chapters, which can be used to 
  create culturally specific loot drops. Each item is presented with its 
  name in Common, and in the language of its creator.
  Alchemist potion (Wigmig)
  Goblins use this unstable and colourful potion to sow chaos 
  amongst their enemies. 
  As an action, you can throw this potion to a location within 40 
  feet. When it strikes the ground or another hard surface, it shatters 
  and releases a cloud of green gas that fills a 20-foot-radius. The 
  hallucinogenic cloud spreads around corners and its area is lightly 
  obscured. It lasts for up to 5 minutes or until a light wind (at least 
  5 miles per hour) disperses it. All creatures that enter the cloud or 
  start their turn there must succeed on a DC 15 Constitution saving 
  throw or suffer one of the following effects:
  d4
  Effect
  1
  The target’s vision is distorted and their balance is off. 
  They make attacks with disadvantage.
  2
  The target can’t tell friend from foe and must spend their 
  turn making a melee attack or casting a cantrip against 
  a random creature within range. If no target is within 
  range, they must move up to their speed towards the 
  nearest creature and make an attack against it. 
  3
  The target’s reaction time is slowed. All attacks made 
  against them have advantage and their speed is reduced 
  by 10 feet.
  4
  In their mind’s eye the target see their greatest fear 
  manifested. It drives them mad and they must use their 
  action to Dash in a random direction.
  Creatures affected by the hallucinogen can repeat the saving throw 
  at the start of each of their turns, ending the effect on itself on a 
  success. The effects of the hallucinogen end after a creature spends 
  1 minute outside the hallucinogenic cloud.
  Berserker Brew (Urd Fursa)
  This dark, viscous, and lumpy liquid sends orcs into a battle fury, 
  allowing them to ignore even grievous injuries. A few orcs drink 
  it recreationally, but these are viewed as eccentrics, or violently 
  insane, even by other orcs. When you drink this potion, roll a d6:
  d6
  Effect
  1 – 2
  You gain 7 (2d6) temporary hit points, and are poisoned 
  for 1 minute.
  3 – 5
  For the next minute, whenever you hit a creature with 
  a melee attack, you gain 7 (2d6) temporary hit points. 
  If you do not hit a creature with a melee attack on your 
  turn, take 3 (1d6) psychic damage.
  6 
  For the next 1d6 rounds, you are immune to any damage 
  that does not kill you outright. When the potion expires, 
  you immediately take all damage sustained during 
  that time. 
  An orc can choose which effect they receive from the potion, and a 
  half orc can roll twice and choose either result.
  Bugbear Harpoon (Gwaanuu)
  This viscously barbed weapon is used by bugbear hunters to 
  bring down large prey, such as trolls. The projecting spikes make 
  it difficult to remove and the attached rope allows a hunter to 
  immobilize prey from afar. If you hit a creature within 60 feet with 
  a ranged attack using the harpoon and have a free hand to hold 
  the rope, the target is grappled by you. As an action, the target can 
  attempt to remove the harpoon with a DC 15 Strength (Athletics) 
  check, taking 1d6 damage per attempt. Alternatively, the target 
  can grasp the harpoon rope and make a Strength (Athletics) check 
  contested by yours to pull the rope from your hands.
  Range: 20/60 ft.
  Damage: 3 (1d6) piercing
  
  169
  Appendix B: Tools of the Horde
  Dragonsbreath Potion (Drakanan-
  doshi)
  Dragon worshiping kobolds use these potions to emulate their 
  living gods. The truly devout drink them and breath out elemental 
  fury as their overlords do but, for the more safety-conscious, 
  throwing them produces a serviceable effect. 
  Firebreath Potion (Fota-doshi)
  When you drink this potion, roll a d6:
  d6
  Effect
  1
  You take 7 (2d6) fire damage.
  2 – 4
  You take 7 (2d6) fire damage and can exhale fire at a 
  target within 30 feet. The target must make a DC 13 
  Dexterity saving throw, taking 14 (4d6) fire damage on a 
  failed save, or half as much on a successful one. 
  5 – 6 You exhale fire at a target within 30 feet. The target must 
  make a DC 13 Dexterity saving throw, taking  
  14 (4d6) fire damage on a failed save, or half as much on 
  a successful one. 
  You can also throw the potion bottle at a target within 40 feet. 
  Make a ranged attack against the target, treating the potion as an 
  improvised weapon. On a hit, the target takes 7 (2d6) fire damage.
  Icebreath Potion (Paga-doshi)
  When you drink this potion, roll a d6:
  d6
  Effect
  1
  You take 7 (2d6) cold damage.
  2 – 4
  You take 7 (2d6) cold damage and can exhale a stream 
  of frost at a target within 30 feet. The target must 
  make a DC 13 Dexterity saving throw, taking 7 (2d6) 
  cold damage on a failed save, or half as much on a 
  successful one. 
  5 – 6 You exhale a stream of frost at a target within 30 feet. The 
  target must make a DC 13 Constitution saving throw, 
  taking 14 (4d6) cold damage on a failed save, or half as 
  much on a successful one. 
  You can also throw the potion bottle at a target within 40 feet. 
  Make a ranged attack against the target, treating the potion as an 
  improvised weapon. On a hit, the target takes 7 (2d6) cold damage.
  Flask of Poison Cloud (Kivitkala)
  Okiti use flasks of this bubbling green liquid to produce deadly 
  clouds of poison, sending a clear message that they are not to be 
  meddled with. 
  As an action, you can throw the flask at a location within 40 feet. 
  When it hits the ground or another hard surface, the flask shatters 
  and releases a cloud of green gas in a 15–foot-radius sphere. The 
  cloud spreads around corners and its area is lightly obscured. All 
  creatures that enter the gas or start their turn there must succeed 
  a DC 15 Constitution saving throw or take 7 (2d6) poison damage 
  and become poisoned for 1 minute. The cloud lasts for 1 minute or 
  until a light wind (at least 5 miles per hour) disperses it.
  Flask of Sleeping Fog (Kivitishka)
  When, for one reason or another, okiti are trying to keep the body 
  count to a minimum, this sluggish, gray liquid allows them to 
  escape a crime scene with minimal casualties. 
  As an action, you can throw the flask at a location within 40 feet. 
  When it hits the ground or another hard surface, the flask shatters 
  and releases a cloud of gray fog in a 20–foot-radius sphere. The 
  cloud spreads around corners and its area is lightly obscured. All 
  creatures that enter the fog or start their turn there must succeed 
  on a DC 13 Constitution saving throw or fall asleep if they 
  currently have 17 (5d6) or fewer hit points. A sleeping creature 
  wakes up if it takes damage, or is shaken awake as an action. The 
  cloud lasts for 1 minute or until a light wind (at least 5 miles per 
  hour) disperses it.
  Gnoll Battle Brew (Ya’aksha)
  Mixed from the blood of their victims, hyena musk, and the herbs 
  and grasses of their natural habitat, this foul-smelling draft spurs 
  gnolls on to greater acts of savagery. When you drink this potion, 
  roll a d6:
  d6
  Effect
  1
  You immediately make a bite attack against the nearest 
  creature, moving up to your speed if necessary. If you 
  lack a bite attack, this is an unarmed strike that deals 
  piercing damage.
  2 – 3
  You immediately attack the nearest creature, moving up 
  to your speed if necessary.
  4 – 6 You regain 7 (2d4 + 2) hit points, and have a marked 
  preference for rare or raw meat for the next 1d4 days.
  A gnoll can choose which effect they receive from the potion. 
  Goblin Bomb (Fizzgok)
  These crude explosives can cause havoc on the battlefield, but not 
  always among the enemy. 
  As an action, you can throw a bomb to a location within 40 feet 
  When it explodes, all creatures within 10 feet of the bomb must 
  make a DC 15 Constitution saving throw, taking 10 (3d6) thunder 
  damage on a failed save, or half as much on a successful one. 
  Additionally, all creatures within 20 feet, of the bomb must make a 
  DC 10 Dexterity saving throw, taking 3 (1d6) piercing damage on a 
  failed save, or half as much on a successful one.
  When you throw a bomb, roll a d20. On a 5 or below, the bomb 
  explodes before you can throw it, causing the above effects, 
  centered on you. 
  
  170
  Appendix B: Tools of the Horde
  Goblin Liquor (Gobsgog)
  This black liquid is distilled from various species of mushrooms. 
  It has some minor restorative qualities, if one can stomach it, but 
  causes a sense of paranoia that can heighten reaction times. When 
  you drink this potion, roll a d6:
  d6
  Effect
  1
  You take 1d4 poison damage.
  2
  You become jittery and twitchy, and have disadvantage 
  on attack rolls as well as skill checks and saving throws 
  that use Strength or Dexterity for 1 minute.
  3 – 5
  You regain 5 (2d4) hit points.
  6 
  You regain 5 (2d4) hit points, and your reflexes are 
  honed, giving you advantage on Dexterity saving throws 
  for 1 minute.
  A goblin can choose which effect they receive from the potion.
  Hyena Totem (Hwa’si)
  Crafted from bone and bristled hair, this totem can be used as a 
  spellcasting focus. Once per day, while wielding the totem, you 
  can use your action to turn into a spotted hyena (p. 161). Your 
  statistics, other than Intelligence and Wisdom, change to those of a 
  spotted hyena. 
  While in hyena form, if your hit points are reduced to 0, you revert 
  back into your original form with the same hit points you had 
  before you transformed, but any additional damage from the attack 
  is carried over. You can also use your action to shift back. Once 
  you use this property of the totem, it can’t be used again until the 
  next dawn.
  Marching Ale (Koj’Karn) 
  Hobgoblins use this potent, steaming potion on long campaigns 
  to stave off exhaustion, drinking it hot when they can so the 
  pleasant warming sensation distracts from the bitter taste. It has 
  been known for some hobgoblin superiors to add in ingredients 
  to this potion when discipline is flagging, to make their troops 
  more attendant and malleable to suggestion. When you drink this 
  potion, roll a d6:
  d6
  Effect
  1
  Remove one level of exhaustion.
  2 – 4
  Remove one level of exhaustion and regain 7 (2d4 + 2) 
  hit points.
  5 – 6 Remove one level of exhaustion and regain 7 (2d4 + 2) 
  hit points. For the next 24 hours, if ordered to undertake 
  a simple task that takes less than 1 minute, doesn’t 
  contradict your moral code, and isn’t obviously harmful, 
  make a DC 14 Wisdom saving throw. On a failed 
  save, you undertake the task to the best of your ability 
  without argument.
  Sleeping Sap (Khuzgu-suud)
  This sticky sap contains a powerful drug and can be smeared upon 
  weapons, most commonly arrows, spears and swords. The next 
  successful attack made with a weapon treated with sleeping sap 
  forces the target to succeed a DC 13 Constitution saving throw 
  or suffer the effect listed below dependant on their size, and the 
  number of times they have been dosed with sleeping sap in the 
  last hour:
  1 Dose
  2 Doses
  3 Doses
  4 Doses
  Small 
  Knocked 
  unconscious
  Medium
  Movement 
  speed 
  reduced by 
  10 ft.
  Knocked 
  unconscious
  Large
  Movement 
  speed 
  reduced by 
  10 ft.
  Knocked 
  unconscious
  Huge
  Movement 
  speed 
  reduced by 
  10 ft.
  Knocked 
  unconscious
  The effects last for 1 hour. A creature affected by sleeping sap can 
  repeat the saving throw at the start of each of its turn, ending the 
  effects on itself on a success.
  Trollsblood (Hengduur)
  This brownish gray water smells faintly of rotten meat. It contains 
  a few drops of troll’s blood mixed with magical herbs to maintain 
  a modicum of its regenerative properties. When you drink 
  trollsblood, you can go 24 hours without food or sleep with no ill 
  effects. Non-goblinoids must succeed on a DC 15 Constitution 
  saving throw when consuming the trollblood or take 2d4 + 2 
  poison damage.
  
  171
  Appendix  C: Playable Races
  Appendix C: Playable Races
  These rules allow a player to create a character based on the 
  monstrous races as presented in the previous chapters. As always, 
  discuss with your GM before selecting a non-standard race. 
  Augury Bugbear
  Bugbears’ individualistic spirit makes them well suited for 
  adventuring life, provided they do not allow themselves to be 
  ruled too fully by their superstitious nature. A bugbear might find 
  themselves on this path after leaving their tribe to earn coin as a 
  mercenary, or may have sacrificed their totem, sworn themselves 
  to a cause and left their tribe behind them.
  Bugbears tend to keep themselves to themselves, and feel 
  uncomfortable if ever made the center of attention, or even if 
  met with sustained eye contact. When uncomfortable, it is not 
  uncommon for them to lash out. 
  Augury Bugbear Traits
  Ability Score Increase. Your Dexterity score increases by 2, and 
  your Wisdom score increases by 1.
  Age. Bugbears age slightly more rapidly than humans and reach 
  adulthood by the age of 12. They can live to the age of 70.
  Alignment. A sense of calm self-sufficiency lends bugbears 
  towards neither law or chaos. It is rare for one to care enough 
  about the welfare of others to be considered good. 
  Size. Bugbears average around six-and-a-half to seven feet tall, 
  and are bulkier than humans, weighing just over 200 pounds. 
  Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Darkvision. Accustomed to the shadows of dark forests, 
  you have superior vision in dark and dim conditions. 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 can’t discern color in 
  darkness, only shades of gray. 
  Brutish. Once per turn, you can add your proficiency bonus to a 
  damage roll with a melee weapon you are proficient with. 
  Hidden Mysticism. You gain proficiency in the Stealth skill, and in 
  your choice of the Medicine, Nature, or Religion skills.
  Hunting Trick. You can throw your voice, making any vocal sound 
  you can ordinarily produce appear to emanate from a space of your 
  choosing within 30 feet. 
  Languages. You can speak, read, and write Goblin and one other 
  language of your choice. The bugbear dialect of goblin is softer, 
  emphasizing and drawing out the vowel sounds. 
  
  172
  Appendix C: Playable Races
  Gutter Gnoll
  Ability Score Increase. Your Dexterity score increases by 2.
  Opportunist. You gain proficiency in the Survival skill.
  Sewer Dweller. You have advantage on saving throws against 
  poisons and diseases, and you have resistance to poison damage.
  Plains Gnoll
  Ability Score Increase. Your Strength score increases by 2.
  Fleet of Foot. Your base walking speed increases to 40 feet.
  Sprinter. As a bonus action on your turn, you can move up to half 
  your speed.
  Rock Gnoll
  Ability Score Increase. Your Wisdom score increases by 2.
  Lookout. You gain proficiency in the Perception skill. 
  Cave Dweller. While in rocky terrain, you are considered 
  proficient in the Stealth skill. 
   
  Gnoll
  With their strong ties to the clan, gnolls are most likely to take 
  to adventuring having been raised from a pup by a mercenary 
  or someone of a similar life. Gnolls raised by a clan may find 
  themselves alone if the clan is wiped out, or if they are banished 
  for a betrayal, and might be forced to interact more peaceably with 
  other races to keep their belly full. 
  Gnolls retain a strong instinct to physically dominate others, 
  even those they are allied with, to work out a hierarchy. Despite 
  this, they are fiercely aggressive of their established ‘clan’, even 
  non-gnolls, and see an insult or an attack on any ‘clan mate’ as a 
  personal one. They tend to be impulsive, with a strong predatory 
  drive which may lead to them to engage or pursue an enemy even 
  when it may not be the best tactical choice. Most gnolls continue to 
  collect trophies from their kills, although they tend to avoid body 
  parts while in more civilized company if it is against the will of 
  their ‘clan mates’.
  Gnoll Traits
  Ability Score Increase. Your Constitution score increases by 1.
  Age. Gnolls mature rapidly, reaching adulthood by three or four 
  and growing old at 40. 
  Alignment. Outside their own clan, gnolls care little for order, 
  tending towards a chaotic disposition. Beyond this, they imprint 
  strongly on those that raised them and usually reflect their values. 
  Size. Gnolls range from six to eight feet tall, and are heavily 
  muscled, especially around the neck and shoulders, and you weigh 
  between 200 and 250 pounds. Your size is Medium.
  Speed. Your base walking speed is 35 feet.
  Darkvision. As part of your bestial heritage, you have superior 
  vision in dark and dim conditions. 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 can’t discern color in darkness, only shades of gray. 
  Bite. Your jaws are a natural weapon, and you can bite as an 
  unarmed strike, dealing 1d4 + your Strength modifier piercing 
  damage on a hit, instead of the normal damage. This damage 
  increases to 1d6 at 8th level and 1d8 at 14th level. 
  Languages. You can speak, read, and write Gnoll and one 
  other language of your choice. Gnoll has no formalized written 
  component of its own, and is nearly impossible to transcribe 
  (though attempts have been made), consisting mostly of guttural 
  grunts and piercing howls. 
  Subraces. The three main types of gnoll are the gutter, plains, and 
  rock. Choose one of these subraces.
  
  173
  Appendix  C: Playable Races
  Sly Goblin
  Goblins do not do well on their own; as much as they constantly 
  backbite and betray each other in their attempts to rise to the top, 
  they require numbers in order to survive. When separated from 
  their troop either through some calamity or fleeing a rival, they are 
  quick to seek more powerful friends. 
  It is difficult for goblins to rid themselves of their sadistic streak (to 
  be fair, few try), and they take full advantage and enjoyment of any 
  power they can get. 
  Sly Goblin Traits
  Ability Score Increase. Your Dexterity score increases by 2.
  Age. Goblins can walk from birth and reach adulthood by the age 
  of three, a rare few will live to 60 years old.
  Alignment. Goblins have a ruthless and power-hungry nature and 
  see the end as justifying the means. They tend to be chaotic, with 
  no central tenant governing how they reach their goals, and it is 
  difficult for them to attain the selflessness needed to be truly good. 
  Size. Goblins average between three and four feet in height and 
  are lightly built, typically weighing less than 50 pounds. Your 
  size is Small.
  Speed. Your base walking speed is 30 feet.
  Darkvision. Accustomed to a life in the shadows, you have 
  superior vision in dark and dim conditions. 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 can’t discern color in 
  darkness, only shades of gray. 
  Crafty. You have proficiency with artisan’s tools 
  (tinker’s tools), and can use these to create traps 
  using the materials available in the environment. 
  Trap Cunning. You have advantage on Wisdom 
  (Perception) checks to spot traps and hazards. 
  When disarming traps, you are considered 
  proficient and add double your proficiency bonus 
  in place of your regular proficiency bonus. 
  Languages. You can speak, read, and write Goblin and one 
  other language of your choice. Goblins speak the most basic 
  version of their tongue, which is harsh, hard, and full of sharp 
  consonants. 
  Subraces. The two most commonly encountered goblins are 
  the forest and hill subtypes. Cave goblins live scarcely better 
  than animals, with an intellect to match, being no more suited 
  to an adventuring life than a burrowing rodent. Choose one of 
  these subraces.
  Forest Goblin
  Ability Score Increase. Your Wisdom score increases by 1.
  Forest Dweller. Whenever you make an Intelligence (Nature) 
  check related to a forest environment, you are considered 
  proficient in the Nature skill.
  Forest Sneak. You can attempt to hide when only lightly obscured 
  by natural phenomena, such as underbrush or fog. 
  Hill Goblin
  Ability Score Increase. Your Intelligence score increases by 1.
  Slippery. If an attack against you misses, you can use your reaction 
  to move 5 feet without triggering an opportunity attack.
  Tricky. You gain proficiency in the Deception skill.
  
  174
  Appendix C: Playable Races
  Legionary Hobgoblin
  Hobgoblins are frequently found as part of mercenary companies, 
  usually individuals who have fled from battle and were unwilling 
  to return to their commander to face punishment. Groups of 
  these deserters may band together, but it is just as common for 
  individuals to wander until they find work which suits them. 
  Hobgoblins are pragmatic and cold, with little in the way of the 
  passions that rule other races. While most view them as surly 
  and humorless, it is common for them to possess a dry, blunt wit, 
  particularly in the face of battle, and they are stalwart allies to 
  those who have earned their loyalty.
  Legionary Hobgoblin Traits
  Ability Score Increase. Your Constitution score increases by 2, 
  and your Strength score increases by 1.
  Age. Hobgoblins have similar lifespans to humans, but become 
  physically mature a little quicker, usually around the age of 14. 
  Alignment. Hobgoblins are almost exclusively lawful, having been 
  born and bred to follow the commands of their superiors and 
  expect unquestioned loyalty from their subordinates. 
  Size. Hobgoblins average five-and-a-half to six feet tall, and have 
  a lean, athletic build, weighing around 175 pounds. Your size 
  is Medium.
  Darkvision. Coming from goblinoid stock, you have superior 
  vision in dark and dim conditions. 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 can’t discern color in darkness, only shades of gray. 
  Speed. Your base walking speed is 30 feet.
  Formation Fighting. You are trained to fight in close formations 
  where each soldier is responsible for the defense of those 
  around them. When you are wielding a melee weapon and aren’t 
  incapacitated, allies within five feet of you gain a +1 bonus to 
  their AC. 
  Hobgoblin Training. You have proficiency with light and medium 
  armor, longswords, shortswords, and spears.
  Languages. You can speak, read, and write Goblin and one 
  other language of your choice. The hobgoblin dialect is short 
  and sharp, but allows for more complexity than basic Goblin. 
  Many hobgoblins also speak Common in order to better give 
  instruction to slaves and negotiate surrender with enemies. 
   
  
  175
  Appendix  C: Playable Races
  Warren Kobold
  Kobolds are seldom encountered outside their warrens, and are 
  most commonly found above ground at the very start of their 
  lives on their mad dash to find another warren; these youngsters 
  are sometimes taken in as curiosities and abandoned once grown. 
  Adult kobolds might be encountered as displaced refugees after 
  their dragon grows too old and powerful, or there are inevitably 
  those taking part in a pilgrimage seeking a dragon who are less 
  driven by their cause who might wander into civilization when the 
  going gets tough. 
  Kobolds are diligent workers, and tireless once they have set 
  themselves to a goal. Most races find their emotions difficult 
  to read, and they have a reputation for being rather odd and 
  eccentric, verging on mad. 
  Warren Kobold Traits
  Ability Score Increase. Your Dexterity score increases by 2, and 
  your Intelligence score increases by 1.
  Age. Kobolds can walk and run immediately after hatching and 
  can take on the same tasks as adults within weeks. They reach 
  adulthood by the age of 10, and can live for around 150 years. 
  Alignment. Kobolds enjoy order and structure in their lives, and 
  tend towards a lawful disposition. 
  Size. Kobolds average three-and-a-half feet tall, but can reach four. 
  Your size is Small. 
  Speed. Your base walking speed is 30 feet. 
  Superior Darkvision. Adapted for a life deep underground, you 
  have superior vision in dark and dim conditions. You can see in 
  dim light within 120 feet of you as if it were bright light, and in 
  darkness as if it were dim light. You can’t discern color in darkness, 
  only shades of gray. 
  Dragonkin. While they do not approach the abilities of true 
  dragons, some kobolds still have a modicum of elemental 
  resistance. Choose one of the following damage types: acid, cold, 
  fire, lightning, or poison; damage that you take of this type is 
  reduced by 5. The damage is reduced by 10 at 8th level and 15 at 
  14th level.
  Mind Warren. If you spend at least 10 days thoroughly exploring 
  an area of no more than 5 square miles, you are 
  unable to become lost there and immediately know 
  the fastest way between 2 points in the area. 
  Kobold Cunning. When you make an 
  Intelligence check related to the origin or nature 
  of precious metals, stones, or draconic creatures, 
  you are considered proficient in the required skill and 
  can add double your proficiency bonus. 
  Sunlight Sensitivity. You have disadvantage on 
  attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight while you, the target of 
  your attack, or what you are trying to perceive is in 
  direct sunlight.
  Languages. You can speak, read, and write Draconic and one other 
  language. The kobold dialect is simplified, and most speakers of 
  Draconic find it grating and irritating to listen to. 
  
  176
  Appendix C: Playable Races
  Okiti
  Most okiti long for thrills and adventure, and while many are 
  loath to leave the security and companionship of a colony, some 
  strike off on their own to seek a life of fortune and excitement. An 
  okiti may have sailed as part of a pirate crew, ran with a band of 
  smugglers, or may have fallen into a criminal gang on dry land, 
  but it is very uncommon for their background to be entirely on the 
  right side of the law. 
  Okiti enjoy fighting with words as much as weapons, and seldom 
  keep quiet unless actively sneaking. They enjoy outwitting others 
  with riddling talk or petty larceny, and will generally boast of their 
  victories for long enough that their various embellishments make 
  the stories unrecognizable, and seldom let those they outwit forget. 
  Okiti Traits
  Ability Score Increase. Your Dexterity score increases by 2, and 
  your Charisma score increases by 1.
  Age. Okiti mature incredibly rapidly and reach adulthood at the 
  age of two. Very few live to the age of 25.
  Alignment. Okiti value personal freedom, with a strong chaotic 
  bent. It is rare for one to harbor enough of a malicious streak to be 
  considered evil. 
  Size. Okiti average three to four feet tall and are slim of build, 
  weighing between 40 and 70 pounds. Your size is Small.
  Speed. Your base walking speed is 30 feet.
  Darkvision. Used to a nocturnal life, you have superior vision in 
  dark and dim conditions. 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 can’t discern color in darkness, only shades of gray. 
  Cunning Tail. You can use your tail to manipulate objects within 
  your space. This manipulation must be a simple action one 
  could achieve with a limp hand, such as knocking over an object 
  weighing less than five pounds or lifting a small object weighing 
  one pound. You can’t make attacks with your tail.
  Plague Rat. You have advantage on saving throws against poisons 
  and diseases, and you have resistance to poison damage. 
  Sneakthief. You gain proficiency in two skills of your choice, 
  chosen from: Acrobatics, Sleight of Hand, and Stealth. 
  Languages. You can speak, read, and write Okiti and one other 
  language of your choice. Okiti is a soft, trilling, tricky language 
  which okiti delight in keeping secret. Its written component 
  somewhat resembles the glyphs used in Thieves’ Cant.
   
  
  177
  Appendix  C: Playable Races
  Savage Orc
  Orcs traditionally live a life similar in many respects to that of 
  an adventurer anyway, so it is not difficult for them to make the 
  transition. It is usually females and smaller males that take to 
  adventuring, as they have the most to gain by leaving orc society; 
  larger males are able to get what they want staying with the tribe. 
  Orcs get bored easily and enjoy violence so may attempt to start 
  fights simply to keep themselves entertained, though some are able 
  to limit themselves to friendly sparring in moments of relaxation. 
  They also have an extreme tolerance for pain, and tend to forget 
  that this is not true of other races. 
  Savage Orc Traits
  Ability Score Increase. Your Strength score increases by 2, and 
  your Constitution score increases by 1.
  Age. Orcs mature a little faster than humans, reaching adulthood 
  at around 15. Orcs can live to the age of 200 or so, but their violent 
  lifestyle means it is rare for one to last anywhere near that long.
  Alignment. It is hard for orcs to move away from their destructive 
  nature, and even those that do remain somewhat chaotic. 
  Size. Orcs stand between seven and eight feet tall, and are heavily 
  muscled, weighing 200 to 250 pounds. Your size is Medium. 
  Speed. Your base walking speed is 30 feet.
  Darkvision. Accustomed to being on the move day or night, you 
  have superior vision in dark and dim conditions. 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 can’t discern color in darkness, 
  only shades of gray. 
  Brutal. Once per round, when you roll minimum damage with a 
  successful melee weapon attack, you can roll the weapon’s damage 
  dice again, adding that to the total damage.
  Frightening Power. You gain proficiency with your choice of the 
  Athletics or Intimidation skill. 
  Pain Driven. When an attack reduces you to half of your hit 
  point maximum, as a reaction you can make a melee attack. After 
  using this feature, you must complete a short or long rest before 
  using it again.
  Languages. You can speak, read, and write Orc and one other 
  language of your choice. Orc is a guttural, crude language and 
  avoids hard consonants due to orcs’ difficulty in pronouncing 
  them. Orc is typically not written down, but many orcs learn to 
  write at least a few choice profanities in Common for the purpose 
  of defacing monuments. 
  
  178
  Appendix D: Lair Maps
  Appendix D: Lair Maps
  Use these maps as inspiration for encounters taking place in a monstrous race’s home territory.
  
  179
  Appendix D: Lair Maps
  
  180
  Appendix D: Lair Maps
  
  181
  Appendix D: Lair Maps
  
  182
  Appendix D: Lair Maps
  
  183
  Appendix D: Lair Maps
  
  184
  Appendix D: Lair Maps
  
  185
  Appendix D: Lair Maps
  
  186
  Appendix D: Lair Maps
  
  187
  Appendix D: Lair Maps
  
  188
  Index
  Index
  Monsters in Alphabetical Order
  CR
  Creature
  Page
  1
  Afflicted Cave Goblin
  76
  0
  Brown Hyena
  160
  3
  Bugbear Ambusher
  14
  1/2
  Bugbear Archer
  10
  2
  Bugbear Brute
  12
  1
  Bugbear Cutthroat
  11
  4
  Bugbear Elder
  15
  6
  Bugbear Headman
  17
  2
  Bugbear Hunter
  13
  6
  Bugbear Shaman
  18
  4
  Bugbear Warrior
  16
  1/2
  Cave Goblin
  73
  1/2
  Cave Goblin Brute
  74
  2
  Cave Goblin King
  77
  1/8
  Cave Goblin Runt
  72
  6
  Cave Troll
  154
  2
  Crocotta
  162
  1/8
  Dragon Kobold Acolyte
  107
  2
  Dragon Kobold Mutant
  109
  8
  Dragon Kobold Prophet
  111
  1
  Dragon Kobold Warrior
  108
  4
  Dragon Kobold Wizard
  110
  1/2
  Feral Cave Goblin
  75
  1/4
  Forest Goblin
  52
  1
  Forest Goblin Shaman
  56
  1/2
  Forest Goblin Sneak
  53
  1/2
  Forest Goblin Thief
  54
  1/2
  Forest Goblin Trapper
  55
  5
  Forest Troll
  153
  7
  Frost Troll
  156
  1
  Gutter Gnoll Fighter
  36
  1/2
  Gutter Gnoll Lightfoot
  34
  2
  Gutter Gnoll Pack Leader
  37
  4
  Gutter Gnoll Shaman
  38
  1/2
  Gutter Gnoll Tracker
  35
  1/4
  Hill Goblin
  60
  2
  Hill Goblin Alchemist
  65
  1/4
  Hill Goblin Archer
  61
  2
  Hill Goblin Beastmaster
  66
  1/2
  Hill Goblin Bomber
  62
  2
  Hill Goblin Champion
  67
  1
  Hill Goblin Driver
  63
  3
  Hill Goblin Warlord
  68
  1
  Hill Goblin Warrior
  64
  20
  Hill Troll
  158
  2
  Hobgoblin Arbalester
  89
  1
  Hobgoblin Archer
  87
  4
  Hobgoblin Centurion
  91
  1/2
  Hobgoblin Grunt
  85
  5
  Hobgoblin Imperator
  93
  5
  Hobgoblin Legate
  92
  1
  Hobgoblin Pikeman
  88
  1/4
  Hobgoblin Scout
  84
  3
  Hobgoblin Soldier
  90
  1/2
  Hobgoblin Warrior
  86
  1/2
  Kobold Beastmaster
  102
  1/4
  Kobold Javelin Thrower
  100
  1
  Kobold King
  103
  1/8
  Kobold Miner
  99
  1/4
  Kobold Spearman
  101
  1
  Leucrotta
  161
  2
  Mangy Rock Gnoll
  44
  10
  Mountain Troll
  157
  1/2
  Ogre Adolescent
  117
  7
  Ogre Berserker
  120
  5
  Ogre Charger
  119
  13
  Ogre Collector
  121
  2
  Ogre Hurler
  118
  16
  Ogre Master
  122
  2
  Okiti Assassin
  129
  1
  Okiti Brigand
  128
  2
  Okiti Poisoner
  130
  2
  Okiti Ringleader
  131
  1/2
  Okiti Sneak
  127
  2
  Okiti Swashbuckler
  132
  1/2
  Orc Archer
  138
  1
  Orc Battleborn
  141
  5
  Orc Berserker
  146
  3
  Orc Bruiser
  142
  3
  Orc Captain
  143
  3
  Orc Commander
  144
  4
  Orc Shaman
  145
  1/2
  Orc Soldier
  139
  6
  Orc Warlord
  147
  1/2
  Orc Warrior
  140
  1/2
  Plains Gnoll Archer
  26
  5
  Plains Gnoll Clanmother
  30
  
  189
  Index
  1/4
  Plains Gnoll Runner
  25
  3
  Plains Gnoll Shaman
  29
  1
  Plains Gnoll Spearman
  27
  3
  Plains Gnoll Warrior
  28
  3
  Rock Gnoll Alpha
  45
  1/4
  Rock Gnoll Runt
  42
  8
  Rock Gnoll Shaman
  46
  1/4
  Rock Gnoll Sneak
  43
  1/4
  Scrofa
  165
  2
  Scrofa Old Boar
  165
  1/8
  Scutico
  163
  3
  Seismosuchus
  164
  1/8
  Spotted Hyena
  161
  0
  Striped Hyena
  160
  1/2
  Svaraskalos
  163
  6
  Swamp Troll
  155
  1
  Worg Alpha
  167
  1/2
  Worg Mother
  166
  1/8
  Worg Pup
  166
  1/4
  Worg Runt
  166
  Monsters by Challenge Rating
  CR
  Creature
  Page
  0
  Brown Hyena
  160
  0
  Striped Hyena
  160
  1/8
  Cave Goblin Runt
  72
  1/8
  Dragon Kobold Acolyte
  107
  1/8
  Kobold Miner
  99
  1/8
  Scutico
  163
  1/8
  Spotted Hyena
  161
  1/8
  Worg Pup
  166
  1/4
  Forest Goblin
  52
  1/4
  Hill Goblin
  60
  1/4
  Hill Goblin Archer
  61
  1/4
  Hobgoblin Scout
  84
  1/4
  Kobold Javelin Thrower
  100
  1/4
  Kobold Spearman
  101
  1/4
  Plains Gnoll Runner
  25
  1/4
  Rock Gnoll Runt
  42
  1/4
  Rock Gnoll Sneak
  43
  1/4
  Scrofa
  165
  1/4
  Worg Runt
  166
  1/2
  Bugbear Archer
  10
  1/2
  Cave Goblin
  73
  1/2
  Cave Goblin Brute
  74
  1/2
  Feral Cave Goblin
  75
  1/2
  Forest Goblin Sneak
  53
  1/2
  Forest Goblin Thief
  54
  1/2
  Forest Goblin Trapper
  55
  1/2
  Gutter Gnoll Lightfoot
  34
  1/2
  Gutter Gnoll Tracker
  35
  1/2
  Hill Goblin Bomber
  62
  1/2
  Hobgoblin Grunt
  85
  1/2
  Hobgoblin Warrior
  86
  1/2
  Kobold Beastmaster
  102
  1/2
  Ogre Adolescent
  117
  1/2
  Okiti Sneak
  127
  1/2
  Orc Archer
  138
  1/2
  Orc Soldier
  139
  1/2
  Orc Warrior
  140
  1/2
  Plains Gnoll Archer
  26
  1/2
  Svaraskalos
  163
  1/2
  Worg Mother
  166
  1
  Afflicted Cave Goblin
  76
  1
  Bugbear Cutthroat
  11
  1
  Dragon Kobold Warrior
  108
  1
  Forest Goblin Shaman
  56
  1
  Gutter Gnoll Fighter
  36
  1
  Hill Goblin Driver
  63
  1
  Hill Goblin Warrior
  64
  1
  Hobgoblin Archer
  87
  1
  Hobgoblin Pikeman
  88
  1
  Kobold King
  103
  1
  Leucrotta
  161
  1
  Okiti Brigand
  128
  1
  Orc Battleborn
  141
  1
  Plains Gnoll Spearman
  27
  1
  Worg Alpha
  167
  2
  Bugbear Brute
  12
  2
  Bugbear Hunter
  13
  2
  Cave Goblin King
  77
  2
  Crocotta
  162
  2
  Dragon Kobold Mutant
  109
  2
  Gutter Gnoll Pack Leader
  37
  2
  Hill Goblin Alchemist
  65
  2
  Hill Goblin Beastmaster
  66
  2
  Hill Goblin Champion
  67
  2
  Hobgoblin Arbalester
  89
  2
  Mangy Rock Gnoll
  44
  2
  Ogre Hurler
  118
  2
  Okiti Assassin
  129
  
  190
  Index
  2
  Okiti Poisoner
  130
  2
  Okiti Ringleader
  131
  2
  Okiti Swashbuckler
  132
  2
  Scrofa Old Boar
  165
  3
  Bugbear Ambusher
  14
  3
  Hill Goblin Warlord
  68
  3
  Hobgoblin Soldier
  90
  3
  Orc Bruiser
  142
  3
  Orc Captain
  143
  3
  Orc Commander
  144
  3
  Plains Gnoll Shaman
  29
  3
  Plains Gnoll Warrior
  28
  3
  Rock Gnoll Alpha
  45
  3
  Seismosuchus
  164
  4
  Bugbear Elder
  15
  4
  Bugbear Warrior
  16
  4
  Dragon Kobold Wizard
  110
  4
  Gutter Gnoll Shaman
  38
  4
  Hobgoblin Centurion
  91
  4
  Orc Shaman
  145
  5
  Forest Troll
  153
  5
  Hobgoblin Imperator
  93
  5
  Hobgoblin Legate
  92
  5
  Ogre Charger
  119
  5
  Orc Berserker
  146
  5
  Plains Gnoll Clanmother
  30
  6
  Bugbear Headman
  17
  6
  Bugbear Shaman
  18
  6
  Cave Troll
  154
  6
  Orc Warlord
  147
  6
  Swamp Troll
  155
  7
  Frost Troll
  156
  7
  Ogre Berserker
  120
  8
  Dragon Kobold Prophet
  111
  8
  Rock Gnoll Shaman
  46
  10
  Mountain Troll
  157
  13
  Ogre Collector
  121
  16
  Ogre Master
  122
  20
  Hill Troll
  158
  
  191
  Legal Appendix
  Designation of Product Identity: The following items are hereby 
  designated as Product Identity as provided in section 1(e) of the 
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  192
  Open Game Content except as expressly licensed in another, 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the 
  Coast, Inc.
  System Reference Document, 5.0 Copyright 2016, Wizards of the 
  Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, 
  Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, 
  Bruce R. Cordell, Chris Sims, and Steve Townshend, based on 
  original material by E. Gary Gygax and Dave Arneson. 
  Game Master’s Toolbox - Ultimate Bestiary: Revenge of the 
  Horde, Copyright 2017, Chris Haskins, Nord Games LLC.
  END OF LICENSE
  
  197
  The horde gathers.
   
  In the darkness, in the gaps and cracks, in the 
  forest, the cavern, the swamp, at the edge of 
  the campfire’s dwindling glow, they dwell... 
  Ultimate Bestiary: Revenge of the Horde 
  presents a variety of the classic monstrous 
  races, including gnolls, goblins, kobolds, orcs, 
  and trolls, fleshing out their cultures, habits 
  and habitats, and introducing a wealth of stat 
  blocks to challenge your players from level one 
  to the end of their adventuring careers.
  So venture beyond the light of your fire, but 
  beware, for here there be monsters.   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Nord Games/Ultimate Bestiary - Revenge Of The Horde.pdf