Humanoids

## Overview

***Humanoids*** are the main peoples of the D&D world, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities (though most humanoids can learn spellcasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (gol:ilins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds.

## Lore

### Drow

> *"Such depravity. Such terrifying cruelty. They are the vile poison that plagues all elvenkind."*
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### Elves: Drow

Tens of thousands of years ago, the elves were divided, with those of benevolent disposition battling those that were selfish and cruel. The war among elvenkind ended when the good elves banished their malevolent kin to the subterranean depths. Here, in the lightless caverns and endless warrens of twisting passages, the dark elves—the drow—found refuge. They also found leadership in the only elven deity who had not forsaken them. At her Command, the dark elves built an empire in the underworld.

***Children of Lolth.*** The drow worship Lolth, a deity who resides in the Abyss. Known as the Spider Queen or the Demon Queen of Spiders, she is the figure around which the dark elves have built their subterranean civilization. Whatever she demands, the drow do.

The wickedest of elves, drow are seldom seen by the surface world. Though they plot to destroy the elves that banished them, they no longer see themselves as exiles. They are the destined rulers of the Darkness, and when Lolth commands them to rise up and destroy their surface-dwelling kin, they will.

***Creatures of Darkness.*** The drow have lived Underground for so long that they have evolved to their surroundings and can see in the dark. However, they can no longer stand sunlight. When Slaves are in short supply in The Underdark, the drow send raiding parties to the surface to capture humanoids under cover of Darkness, bringing them back to their cities to be tortured into submission. Beyond those occasional excursions, the drow are content to remain in their subterranean realm, where they feel secure and in control.

***Underdark Cities.*** The dark elves build fantastic cities in enormous caverns where Food and Water are abundant. Their ability to sculpt stone Rivals that of the greatest dwarf artisans, yet their structures retain a decidedly elven aesthetic. Though appearing delicate, drow settlements are structurally sound and remarkably Resilient. The drow like to hollow out enormous stalagmites and stalactites, creating populated spires that rise from the floors and ceilings.

A drow city is a sprawling metropolis enclosed by high walls. Non-drow visitors must conduct their business outside the walls under watchful eyes. The drow raise and keep giant spiders to help protect their cities against intruders, even as they drape those cities in beautiful webbing, creating a gossamer snare to catch flying enemies that would otherwise soar over the walls.

***Drow Magic.*** Just as the drow have adapted to Underground life, so too has their magic. In addition to using that magic to carve their cities from stone, they empower their Weapons, create dangerous new Magic Items, and summon Demons from the Abyss. Drow spellcasters are supremely arrogant and never hesitate to use their magic in the most abhorrent ways.

***Arms and Armor.*** Drow craft Weapons made of adamantine, a dark and supernaturally hard metal. Drow artisans adorn their Weapons and armor with web-like filigree and Spider motifs, and mages sometimes imbue items with magic to enhance their effectiveness. However, such magic fades when exposed to sunlight, so that magical drow Weapons and armor rarely retain their enhancement bonuses and magical properties when brought to the surface.

***Cutthroat Politics.*** Drow politics are cutthroat and rife with intrigue. When drow work together, it is typically to destroy a Common foe and ensure their own Survival, and such alliances are short lived and fraught with peril.

Drow society is divided into noble houses, each ruled by a matron who seeks to raise the prestige and power of her house above all others. Other high-ranking members of the house are blood relatives, while the middling ranks are flush with drow from weaker families that have sworn fealty to the greater house. Clinging precariously to the bottom rung of a house’s social Ladder are the house Slaves, made up of drow of low birth and the occasional non-drow captive.

***Matriarchal Rule.*** Lolth, through her faithful priestesses, dictates the rules of drow society, ensuring that her orders and plots are carried out. Since Lolth is prone to manifesting on The Material Plane and directly punishing those that disobey her, the drow have learned to heed what she says and do as her priestesses Command.

In drow society, males are subservient to females. A male drow might lead an Underdark patrol or a raiding party to the surface, but he reports to a female drow—either the matron of his house or one of her hand-picked female subordinates. Although male drow can fill almost any function in drow society, they can’t be Priests, nor can they rule a house.

***Poison Predilection.*** Distilled from Spider venom and the flora of The Underdark, poison can be found in abundance among the drow, and it plays an important part in their culture and politics. Drow mages concoct a viscid toxin that leaves enemies Unconscious. Drow warriors coat their blades and Crossbow bolts with this venom, looking forward to the interrogation and torture that follows Combat.

### Variant: Drow Magic Armor and Weapons

Drow often wear magic armor and carry magic Weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer.

A **drow** wearing a *+1 Chain Shirt* and carrying a *+1 Shortsword* has AC 19 and a +1 bonus on Attack and Damage Rolls with Shortsword attacks.

A **Drow Elite Warrior** wearing *+2 studded leather* and carrying a *+2 Shortsword* has AC 20 and a +2 bonus on Attack and Damage Rolls with Shortsword attacks.

A **Drow Priestess of Lolth** wearing *+3 Scale Mail* has AC 19.

## Goblinoids: The Conquering Host

> *Ahh, the Sly Fox. Soft beds, warm turnip pie—such pleasant memories. Alas, the tavern’s no more. Goblinoids plundered her stores and burnt her to the ground. Those heathens have no appreciation for the finer things!*
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Maglubiyet is truly the Conquering God. He stiffens the spines of cowardly goblins. He rouses bugbears from their lazy slumber. He sets the thunderous step of Hobgoblin legions. Maglubiyet takes three races and turns them into one people.

In bygone times the goblinoids were distinct from one another, with separate faiths and different customs. Then Maglubiyet came and conquered all who stood before him, mortals and deities alike. Gods and heroes who wouldn’t bend to his will were broken and discarded. He put his foot on the neck of mighty Khurgorbaeyag, bound the will of intractable Hruggek, and forced sadistic Nomog-Geaya to fall in line. What the goblins, the bugbears, and the hobgoblins were before their gods bowed to Maglubiyet no longer matters. Now they are, first of all, followers of Maglubiyet.

On the surface, goblins, bugbears, and hobgoblins are as different as Halflings, Dwarves, and elves. Each race has its own tendencies, outlook, culture, and gods. But Maglubiyet’s hand joins them together, just as he made all their other gods parts within a greater whole. When one kind of goblinoid encounters another kind, the two groups don’t see one another as strangers or foes. Instead they know that by the fact of their meeting alone, Maglubiyet has commanded them to come together. They know the time has come to form a host.

Goblins ===
Goblins occupy an uneasy place in a dangerous world, and they react by lashing out at any creatures they believe they can bully. Cunning in battle and cruel in victory, goblins are fawning and servile in defeat, just as in their own society lower castes must scrape before those of greater status and as Goblin tribes bow before other goblinoids.

### Beast Masters and Slave Drivers

Goblins know they are a weak, unsophisticated race that can be easily dominated by bigger, smarter, more organized, more ferocious, or more magical creatures. Their god was conquered by Maglubiyet, after all, and now when the Mighty One calls for it, even their souls are forfeit. It is this realization that drives them to dominate other creatures whenever they can—for goblins, life is short.

Goblins seek to trap and enslave any creatures they encounter, but they flee from opposition that seems too daunting. For miles around their lair, they employ pit traps, snares, and nets to catch the unwary, and when their hunting patrols encounter other beings, they always look for ways to capture their foes instead of killing them. Goblins that run up against the fringes of a society first test its defenses by stealing Objects, and if these crimes go unpunished, they begin stealing people.

Enslaved creatures receive the worst treatment the goblins can dish out while still getting decent Performance out of the Slaves. But humanoids and Monsters that are especially capable or that provide unusual Services find themselves treated like favored (though occasionally abused) pets.

Virtually any kind of creature that can be browbeaten into service might be found with a Goblin tribe, but rats and wolves are nearly always present. Both have lived in concert with goblins for at least as long as humans have worked with dogs and horses, and in Goblin society those two animals serve similar purposes.

### Khurgorbaeyag: The Overseer of All

Goblins once had many gods, but the only one who survived Maglubiyet’s ascendancy is cruel Khurgorbaeyag, known as the Overseer. Khurgorbaeyag drives his worshipers to be the masters of others. Only by wielding the whip can they hope to escape its lash. Khurgorbaeyag sometimes makes his presence or his desires known through wrathful signs and magical blessings: the crack of a whip without a visible source, chains or ropes that move of their own accord, or a glowing cage that appears to trap foes or those who displease him. Worshipers of Khurgorbaeyag are sometimes overtaken by sudden onsets of depression, which they take as a sign that they have somehow displeased their god. When they rouse themselves from this despondency, they take up the master’s whip with renewed zeal and seek out more creatures upon which they can wield it.

Khurgorbaeyag’s holy Symbol is a yellow-and-red striped whip made of leather. This mark of his authority is used by its wielder against goblins of a lower caste as well as on Slaves and enemies. The knowledge of how to make such a whip is enough to elevate a Goblin to the Master caste of lashers. Often the Secret is guarded by one family in a tribe, which enjoys prestige and influence because it controls the supply of whips.

### Family Matters

A Goblin tribe is organized in a four-tiered caste system made up of lashers, hunters, gatherers, and pariahs. The status of every family in the tribe is based on its importance to the tribe’s Survival. Families that belong to the higher-ranking castes keep their status by not sharing their knowledge and Skills with other families, while those in the lower castes have little hope of escaping their plight.

Outsiders who don’t understand the goblins’ social system are sometimes surprised by how different castes interact with them. A single human warrior might frighten away a dozen gatherers, only to be shocked when two hunters viciously Attack. A captured group of invaders might hang in a net while dozens of goblins pass by and pay them no heed until a group of gatherers shows up.

***Lashers.*** The closest thing a Goblin tribe has to nobility is the caste of lashers—families of goblins trained in the ways of battle, and also possessed of key Skills such as strategy, trap-building, beast taming, mining, smelting, forging, and Religion. If the tribe has any spellcasters, this caste includes them. Lashers follow the lead of the tribe’s boss, and enforce their will on other goblins with whips.

***Hunters.*** The families of goblins that are Skilled in the use of Weapons but not privy to any other Special knowledge have the second highest status in the tribe. Hunters are often the best wolf riders and know the most about the territory farthest from the tribe’s lair. These individuals hunt game in peaceful times, and in Combat they serve as scouts, foot soldiers, and cavalry.

***Gatherers.*** Families in the second lowest caste are responsible for getting food from the surrounding area, taking what’s naturally available or stealing whatever they can. Gatherers also do the little amount of farming of which goblins are capable and are charged with checking traps for captured people or Beasts. Gatherers aren’t usually armed with Weapons more deadly than a sling or a knife, but they frequently carry nets, Caltrops, lassos, and nooses on poles for controlling captured creatures. These goblins cook for the tribe, and in times of war they are also responsible for making poison.

Gatherers, and the pariahs beneath them, greatly fear for their lives in battle, believing that the lashers and the hunters have Special knowledge of how to survive. It is the members of the lower castes that give goblins their reputation for cowardice.

***Pariahs.*** Some Goblin families are the lowest of the low, composed of the most dimwitted, least educated, and weakest goblins. They get the worst jobs: mucking out animal pens, cleaning up after other goblins, and doing any hard labor such as digging mines. If the Goblin tribe has Slaves to do some of this work, the pariah families enjoy the opportunity to supervise and dominate such creatures, which have no status at all.

### Status Symbols

Goblins love symbols of authority, and thus the tribe’s boss often has such trappings wherever he or she goes. Such a Symbol can take a typical form, perhaps a crown or a throne, but also can be a more distinctive Objects like a high-backed wolf saddle or colorful boots. The castes in a tribe also adopt symbols to indicate membership or kinship, but the symbols used are rarely the same between different tribes and often make little sense to other creatures. Some possible status symbols are given in the Status Symbols table. A caste or a boss might display more than one of these items.

### Who’s the Boss?

Goblins pattern the rule of their tribes after the whip-cracking rule of their god, Khurgorbaeyag, and thus each group has one leader that exerts autocratic control. But as with many tyrannies, the passing of a leader often results in a chaotic transition to the next. Sometimes a Goblin Boss has the Foresight to declare a successor, often a child or other family member the boss has been able to trust. But such a declaration doesn’t always prevent a mad scramble for influence and allies, or Secret backstabbing and outright fights over the title. Most often, the victor in such a struggle comes from another family of the lasher caste, and any allies of the previous boss count themselves lucky if their only punishment is demotion to the pariah caste.

Sometimes another creature assumes control of a Goblin tribe, by killing or subjugating the current boss and cowing most of the rest of the tribe. If the creature is dimwitted, like a troll or ogre, the lower-class goblins give it obeisance, but before long the upper-class goblins begin to think that whoever can bend the ear of the new leader can act as the real boss. If the creature brushes aside such manipulation, the tribe falls into line behind the new tyrant—better to abide the new rule than conspire against it and be called out as a traitor.

### Booyahgs

> *“Booyahg” means “magic” in the Goblin tongue. Should ye happen upon goblins chanting “booyahg booyahg booyahg,” be warned! There might be a powerful Sorcerer lurking in their midst.*
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Spellcasters of any sort among the goblins are rare. Goblins typically lack the Intelligence and patience needed to learn and practice Wizardry, and they fare poorly even when given access to the necessary Training and knowledge. Sorcerers are less prevalent among them than in many other races, and Khurgorbaeyag seems to dislike sharing his divine power with his followers. And although many goblins would readily offer anything to have the Abilities of a Warlock, the patrons that grant such power know a Goblin is unlikely to be able to uphold its end of any bargain.

Even when a Goblin is born with the ability to become a spellcaster, the knowledge and talent necessary to carry on the tradition rarely persists for more than a couple of generations. Because they have so little experience with magic, goblins make no distinction between its forms. To them all magic is “booyahg,” and the word is part of the name they give to any of its practitioners. A Goblin with access to booyahg becomes a member of the lashers and can often rise to the role of boss.

***Booyahg Caster.*** This Goblin served under a Hobgoblin Wizard, stole a look at its master’s Spellbook, and learned a little Wizardry by aping the gestures and words it remembered. The Goblin can cast a randomly determined 1st-level Wizard spell once per day. Intelligence is its Spellcasting Ability.

***Booyahg Wielder.*** This Goblin found a magic item (a *Necklace of Fireballs*, a *Circlet of Blasting*, or the like) and learned how to use it.

***Booyahg Whip.*** Khurgorbaeyag saw fit to gift this Goblin with powers that enable it to dominate others. The Goblin has 1d3 other goblins that slavishly obey its orders.

***Booyahg Slave.*** This Goblin Warlock serves a patron who can extract payment in flesh if the Goblin doesn’t do as promised. Often this patron is a coven of hags serving as the tribe’s boss, a fiend that has made its way into the world, or an undying lord such as a lich or a Vampire. (For more information on undying lord patrons, see the *Sword Coast Adventurer’s Guide*.) Use one of the Warlock stat blocks in appendix B to represent this Goblin, adding Darkvision and the Nimble Escape traits Common to all goblins.

***Booyahg Booyahg Booyahg.*** This Goblin is a Sorcerer with the Wild Magic Origin whose every casting, including Cantrips, is accompanied by a Wild Magic Surge. Use the **mage** stat block in the *Monster Manual* to represent this Goblin, adding Darkvision and the Nimble Escape traits Common to all goblins. Each time the Goblin casts a spell, there is an accompanying surge of wild magic; roll on the Wild Magic Surge table in the *Player’s Handbook* to determine the Wild Magic effect.

### Nilbogs: Pranksters with Power

A Nilbog (“goblin” spelled backward) is a Goblin possessed by the spirit of a mischievous prankster god. Even though goblins dwell at the bottom of the hierarchy in a goblinoid host, the threat of a Nilbog appearing in their ranks keeps the bugbears and hobgoblins from inflicting too much cruelty upon their lessers.

A Nilbog doesn’t use its Abilities indiscriminately. One can be placated if it is provided with comfortable quarters, good food, and free rein to do as it wishes, in which case it holds its power at bay.

Hobgoblins have learned how to guard against the appearance of a nilbog: the crudest, most obnoxious Goblin in the host is given the title of jester. This Goblin lounges in a Hobgoblin warlord’s Command center, free to behave as it wishes without risk of punishment or rebuke.

For more information on the Nilbog, see its entry.

### Goblin Lairs

Tribes of goblins take up residence in shrouded valleys, shadowy forests, and caves and tunnels beneath the surface of the world. Capable miners and crafters, they seek to settle in places where they can get the raw materials to make Weapons and armor. Their need for iron and other metals sometimes puts them in Conflict with other races, but just as often, goblins get what they need by claiming mines abandoned by other races and scratching away at veins thought to be played out.

When goblins expand a mine, the tunnels they dig are narrow and warren-like. Goblins live both within these tunnels and on the surface around the outside of the area. They guard the territory around the mine for miles, Sending out patrols of hunters equipped with war horns and using wolves as watchdogs to alert them to intruders.

***Outskirts.*** The territory around a Goblin lair has several hallmarks, most of which aren’t readily apparent. Packs of wolves allied with the goblins serve as effective perimeter guards, without giving away the fact that a tribe of goblins lives nearby. Hunters take up guard posts in tall trees and atop high rocky outcrops from where they can view the terrain while staying unseen. Any obvious path through the territory (a valley, a clear trail, or a river) might be turned into an Ambush point where a force of goblins can capture intruders. Such places might also be set with net traps, snare traps, or hidden pit traps that gatherers regularly check for new Slaves. The area also includes burial grounds for each caste, always placed far from the lair.

***Lair Exterior.*** Anyone who is Skilled or fortunate enough to pass through the territory of a Goblin tribe without being detected is likely to come upon some telltale signs of habitation—complete with goblins at work and other goblins standing guard over them.

If the lair was built around a mine, the tribe’s smelting furnace and forge will be in the vicinity. A lair inside a Forest likely has piles of cut timber (and suitable tools) nearby. In appropriate terrain, the goblins might set aside some land for simple farming (raising mushrooms and gourds). If the lair doesn’t have enough space Underground for everyone, gatherers and pariahs are housed in huts on the surface, near the areas where they work.

***Lair Interior.*** The ideal place for a Goblin lair is an abandoned mine that features two or three large chambers and a few smaller ones, with tunnels connecting them. In such a place, the tribe can protect its most valuable assets while providing for a modicum of comfort. Most lairs have only a single entrance, but the goblins might build a number of escape tunnels that emerge far from that location.

Close inside the entrance, if a suitable area exists, the goblins set up a den for their wolves. The animals come and go as they please, unless the goblins have use for them. Any tunnel in the lair, whether dug by goblins or not, is likely to be trapped, typically in a way that not only injures the enemy but also collapses the passage.

Open spaces inside a lair are useful for a number of reasons, and the goblins will hollow out chambers for their use if need be. Slaves and tamed Monsters are best kept in large areas with limited access, making them easier to guard. The tribe’s boss lays claim to a space that’s treated as a Throne Room of sorts. The lashers and hunters of a tribe occupy other caverns and chambers, enjoying the comfort and safety of Underground living as a reward for their status and their value to the group.

## Bugbears

> *One useful trick: if ye face bugbears who have severed heads on spikes as trophies, Cast a Spell to make the heads speak. After that, ye can cozen the bugbears into doing almost anything.*
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Bugbears feature in the Nightmare tales of many races—great, hairy Beasts that creep through the shadows as quiet as cats. If you walk alone in the woods, a Bugbear will reach out of the bushes and strangle you. If you stray too far from the house at night, bugbears will scoop you up to devour you in their den. If a Bugbear cuts off your head, your soul stays trapped inside, and the bugbears use your head to magically Command all whom you once knew.

Lurid tales such as these have flowered from the seeds of truth. Bugbears do rely on Stealth and Strength to Attack, preferring to operate at night. They do take the heads of enemy leaders, but they are no more likely to eat people indiscriminately than humans are. Bugbears aren’t likely to Attack lone travelers or wandering children unless they clearly have something to gain by doing so. From the viewpoint of the rest of the world, their aggression and savagery are thankfully offset by their rarity and lethargy.

### Shiftless, Savage Layabouts

When they’re not in battle, bugbears spend much of their time Resting or dozing. They don’t engage in Crafting or agriculture to any great extent, or otherwise produce anything of value. They bully weaker creatures into doing their bidding, so they can take it easy. When a superior force tries to intimidate bugbears into service, they will try to escape rather than perform the work or confront the foe. Even when subsumed into a goblinoid host and drawn into war, bugbears must often be roused from naps and bribed to get them to do their duties.

This indolence offers no clue to how Vicious the creatures are. Bugbears are capable of bouts of incredible ferocity, using their muscular bodies to exact swift and ruthless violence. At their core, bugbears are Ambush predators accustomed to long periods of inactivity broken by short bursts of murderous energy. Ferocious though they may be, bugbears aren’t built for extended periods of exertion.

### Gang Mentality

Since bugbears aren’t a particularly fecund race, their overall population is small and spread over a wide area. Bugbears live in family groups that operate much like gangs. The individuals in a group typically number fewer than a dozen, consisting of Siblings and their mates as well as a handful of offspring and an elder or two. A gang lives in and around a small enclosure, often a natural cave or an old bear den, and it might have supplementary dens elsewhere in its territory that it uses temporarily when it goes on long forays for food.

In good times, a Bugbear gang is tight-knit, and its members cooperate well when hunting or bullying other creatures. But when the fortunes of a gang turn sour, the individuals become selfish, and might sabotage one another to remove opposition or exile weaker or unpopular members to keep the rest of the gang strong. Fortunately for the race as a whole, even young and elderly bugbears have the ability to survive alone in the wild, and the cast-off members of a gang might eventually catch on with a different group.

Left to their own devices, bugbears have little more impact on the world than wolf packs. They subsist by Crafting simple tools and hunting and gathering food, and gangs sometimes come together peacefully to exchange members and goods between them.

### Malevolent Worship of Malign Gods

Bugbears worship two deities who are brothers, Hruggek and Grankhul. Hruggek is the fearsome elder sibling, possessed of legendary might and Prowess in battle. Bugbears believe their Strength and bravery come from him. Cunning Grankhul is the younger one, and in the stories bugbears tell, he gifted them with Stealth but in return he sapped their vigor, so that bugbears sleep in his stead while he remains eternally alert and awake.

According to Bugbear legends, Hruggek and Grankhul often fight alongside each other, preying upon all they encounter as is their right as superior warriors. Hruggek takes the heads of those he kills and puts them on spikes in his den, where they utter pleas for mercy and sing paeans to his might. Grankhul watches over Hruggek when he sleeps, but if he must be elsewhere, he whispers commands to the severed heads to wake Hruggek if any danger threatens him.

Bugbears admire the qualities of both brothers. Because of Hruggek, they consider bravery and physical superiority to be their natural state. Thanks to Grankhul, they can use their size and Strength to work as stealthy assassins rather than blundering around like ogres.

Bullying, murder, and engaging in battle are all holy acts for bugbears. Garroting an unsuspecting creature and defeating foes in open battle are seen as acts of worship, in the same way that Dwarves consider metalsmithing to be sacred to Moradin.

The bugbears recognize two other gods, both of which they disdain and fear: Maglubiyet and Skiggaret.

Maglubiyet, the leader of the goblinoid pantheon, forced both brothers to submit to his rule, but instead of killing them, he showed mercy and even honored them in a way by setting them free—under his control—so that bugbears could continue to employ their talents against his enemies. Bugbears understand that by venerating Hruggek and Grankhul, they also give tribute to Maglubiyet, even though they don’t openly pay homage to their overlord. When bugbears are called to join a host, bugbears believe Maglubiyet has again corralled the brothers into a divine battle, and they honor their gods by following suit.

Skiggaret is the Bugbear version of the bogeyman, as hateful and terrifying to them as bugbears are in the eyes of many other races. His name is rarely spoken, and never above a Whisper. Skiggaret’s influence manifests at times when bugbears are forced to act in a cowardly fashion; a Bugbear that knows or feels itself to be in mortal danger is affected by a form of Madness and will do anything, including trying to flee, in order to stay alive. Bugbears believe that this feeling of fear comes from being possessed by Skiggaret, and they don’t relish experiencing it. After the Madness has passed, bugbears don’t dwell on things that were done in the presence of Skiggaret. Talking about such acts might call him back.

### Blessings of the Bugbear Gods

Bugbears have no use for Priests or shamans. No one needs to tell them what their gods want. If the brother gods are angry with them, they let the bugbears know with bolts of lightning (Hruggek) or by striking them blind or dead (Grankhul). Bugbears worship their gods simply by preying on other creatures, using no other sort of Ceremony to show obeisance—with one exception.

In an act of worship that also sometimes attracts favorable attention from their gods, bugbears sever the heads of defeated foes, cut away or stitch open the eyelids, and leave the mouths hanging open. The heads are then placed on spikes or hung from cords around a Bugbear den. The heads themselves are trophies that honor Hruggek, and their ever-staring eyes are an homage to sleepless Grankhul.

The heads of leaders and mighty opponents are particularly sacred, and offering up such a trophy can provide a Bugbear gang with a Special boon. A gang that gains the favor of Hruggek and Grankhul in this way might find that the head will emit a shout when an enemy gets too close (in the fashion of an *alarm* spell). Sometimes the heads of people who have information the bugbears need speak their secrets amid blubbered pleas for mercy (as with the *Speak with Dead* spell).

## Hobgoblins

> *Hobgoblins are Relentless soldiers that cleave to rigid Tactics and orders. I fear their less-predictable scouts and spies more.*
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War is the lifeblood of hobgoblins. Its glories are the dreams that inspire them. Its horrors don’t feature in their nightmares. Cowardice is more terrible to hobgoblins than dying, for they carry their living acts into the afterlife. A hero in death becomes a hero eternal.

Young hobgoblins start soldiering when they can walk and heed the mustering call as soon as they can wield their Weapons capably. Every Legion in the hobgoblins’ entire society forever stands prepared for war.

### Brutal Civility

Hobgoblins hold themselves to high standards of Military honor. The race has a long History of shared traditions, recorded and retold to keep the knowledge fresh for new generations. When hobgoblins aren’t waging war, they farm, they build, and they practice both martial and arcane arts.

These trappings of civil society do little to conceal an underlying brutality that hobgoblins practice on each other and perfect upon other races. Punishment for infractions of Hobgoblin law are swift and merciless. Beauty is something hobgoblins associate only with images of Conflict and warfare.

The iron grip their philosophy holds on their hearts blinds hobgoblins to the accomplishments of other peoples. Hobgoblins have little appreciation or patience for art. They leave little space for joy or leisure in their lives, and thus have no reserves of faith to call upon when in dire straits.

### Implacable Gods

Hobgoblins revere two gods unique to their race, the only survivors of a pantheon that was decimated by Maglubiyet so long ago that hobgoblins don’t remember the names of The Fallen. Nomog-Geaya is the greater of the two and the more frequently honored. He is seen as a stoic, cold-blooded, and tyrannical leader, and hobgoblins believe he expects the same behavior from them. Bargrivyek is a god of duty, unity, and discipline, and he is thought to be pleased by displays of those principles.

In the stories that hobgoblins tell one another, Bargrivyek serves as Nomog-Geaya’s second in Command. Nomog-Geaya would prefer the position were filled by someone more like himself, but Bargrivyek was all he was left with after Maglubiyet’s conquest. Although both deities are ultimately beholden to Maglubiyet, the greater god allows them to retain a measure of their influence over the hobgoblins because their philosophies are in line with his own.

Hobgoblins don’t build temples to their gods, lest they displease Maglubiyet, but the few Priests among them do tend small shrines and interpret the body of legends about their gods. Nomog-Geaya’s Priests always wield his favored Weapons, a Longsword and a Handaxe. They are responsible for Martial Training as well as instruction in strategy and battlefield Tactics. Bargrivyek’s Priests wield his Symbol, a flail with a head dipped in white paint. They work as a police force in Hobgoblin society, making judgments about honor, mediating disputes, and otherwise enforcing discipline.

### Rank, Status, and Title

As in any strict Military hierarchy, every Hobgoblin in a Legion has a rank, from the Warlord down through a cadre of officers to the soldiers that make up most of its number. These ranks, using the titles most often applied to them, are as follows:

* 1st rank: Warlord
* 2nd rank: General
* 3rd rank: Captain
* 4th rank: Fatal Axe
* 5th rank: Spear
* 6th rank: Fist
* 7th rank: Soldier

A Legion is organized into units called banners, each one made up of a group of interrelated families. Members of a banner live, work, and fight together, and each banner has a separate status within the Legion that is reflected in the power of its officers. For instance, the captains of the highest-ranking banners can expect their orders to be followed by the captains of any banners of lower rank.

Rank and responsibility aren’t necessarily commensurate from one Legion to another or even between banners in the same Legion. A phalanx of foot soldiers led by a captain in one Legion might be two hundred strong, while in another such a force numbers just twenty. One banner might have four warriors mounted on worgs led by a fist, while a fist in another banner of the same Legion might lead ten mounted warriors. If any rank doesn’t serve a purpose in the Legion, the Warlord eliminates it from the hierarchy to maximize efficiency.

### Bloody Blue Noses

Hobgoblins are sometimes born with bright red or blue noses. This attribute is thought to be a sign of potency and potential. Blue- and red-nosed hobgoblins receive preferential treatment, and as a result they occupy most of the leadership positions in Hobgoblin society. The noses of all hobgoblins become more colorful when they are enraged or excited, much the way that humans’ cheeks can flush with emotion.

### Honor Bound, By Glory Crowned

Advancement in rank comes as a result of attaining glory, but for the achievement to mean anything, a Hobgoblin must abide by the race’s code of honor in doing so.

Glory can be earned by discovery of great resources (such as finding a new vein of iron or a powerful magic item), by fine performances (writing and performing a great ballad about the legion), by designing and constructing a great defense or monument, and through other means. But the greatest respect is reserved for those who earn their glory in battle. In theory, the fortunes of war can elevate the lowest-ranking banner in a Legion to the highest status. In practice, warlords are careful to position themselves and their banners to claim the greatest victories in any Conflict, and they portion out opportunities and responsibilities to other banners as politics dictate.

Each Hobgoblin Legion has a distinct code of honor and law, but all follow a few general precepts that are at the heart of the Hobgoblin honor system.

***Follow Orders.*** Carrying out orders without question is critical on the battlefield, and hobgoblins follow this dictum in peaceful times as well in order to maintain stability in their society. Hobgoblins don’t shrink from following orders that they know will result in death if the act will bring glory to the banner or the Legion.

***Honor the Gods.*** Hobgoblins give regular recognition to the deities left to them after Maglubiyet’s conquest. Idols of Nomog-Geaya, as well as standards and flags with his image or Symbol, receive a bow or salute at all times except emergencies. Bargrivyek’s peacemakers receive due deference regardless of rank or banner status. Of course, Maglubiyet’s call to conquest is always answered.

***Suffer nor Give Insult.*** As befits their warlike Nature, hobgoblins believe that any insult demands a response. Suitably (and somewhat ironically), the outward politeness and civility that they demonstrate among each other enables them to avoid conflicts in daily life. This same form of “courtesy” is often extended to other races the hobgoblins have dealings with, much to the outsiders’ Surprise. When such respect isn’t reciprocated, though, relations can swiftly deteriorate.

***Reward Glorious Action.*** Hobgoblins never deny advancement in status to a banner that has earned it, nor do they withhold higher rank from a deserving individual. If a banner attains great glory in battle but is nearly destroyed, the handful of members who remain are welcomed into another banner, taking their banner’s name and colors along with them, and assuming places of leadership in the group.

***Uphold the Legion.*** Hobgoblins care more for the Survival of their Legion than they do for others of their own kind. Two legions might battle over territory, resources, or power, or out of simple pride. Such a feud can continue over generations in an ongoing cycle of retribution. Each Legion has a list of grievances against any others it knows about, and any legions meeting for the first time view each other with immediate hostility. Only a truly great Warlord can force legions to work together as an army if Maglubiyet has not called forth a host.

### Iron Shadows

A few hobgoblins have mastered a system of unarmed Combat called the Path of the Iron Shadow. Its practitioners are known as Iron Shadows. They serve as a Secret police force and a spy network in Hobgoblin society. Statistics for a typical Hobgoblin Iron Shadow can be found in its entry.

The Iron Shadows recruit from all ranks of Hobgoblin society. They answer only to the Priests of Maglubiyet, and use their talents for Stealth, disguise, and unarmed Combat to squash potential insurrections and treachery before an uprising can flourish.

These hobgoblins have the ability to Command Shadow Magic to conceal their true Nature, create distracting illusions, and walk from one Shadow to the next.

When they operate in the open, they wear masks that resemble the leering faces of devils. As befits their role in society, they receive proper deference from all other hobgoblins that cross their path.

### Academy of Devastation

Hobgoblins know the value of Arcane Magic in warfare. Where other cultures treat magic as an individual pursuit, a calling that only a select few can even attempt, hobgoblins practice mass indoctrination and testing to Identify every potential caster in their ranks.

The Academy of Devastation is a Hobgoblin institution made up of spellcasters. Members are sent abroad to test young hobgoblins. Those who show an aptitude for magic are enrolled in the academy, brought to a hidden school, and subjected to a rigorous regimen of drills, exercises, and study. In the academy’s view, every young student is a potential new devastator, destined to be forged into a weapon of war.

Hobgoblin devastators have little knowledge of or use for Spells that have no use on the battlefield. They are taught potent, destructive Spells and also learn the fundamentals of Evocation magic. The death and destruction they bring about is worthy of as many accolades as the ruin wrought by traditional warriors. Luckily for their enemies, devastators seldom employ sophisticated Tactics, functioning essentially as a Mobile artillery battery. They can bring tremendous force to bear, but rarely display the versatility and inventiveness of Spellcasting elves and humans. A few do become accomplished tacticians in their own right, and it isn’t uncommon for such an individual to serve as the Warlord of a Legion.

Statistics for a typical Hobgoblin Devastator can be in its entry.

### Hobgoblin Lairs

When hobgoblins aren’t on the move, they have a stable lifestyle and society wherein they can raise new generations, train them, and prepare for future battles. If few enemies exist nearby and the hobgoblins in a Legion have room to spread out, the members of each banner might live in a separate location, effectively its own settlement, with worg riders and messenger ravens passing communications between the sites.

In lands dominated by other humanoids, hobgoblins will settle for taking up residence in an old dungeon or ruin where they can hide their numbers and keep their presence Secret. Such an arrangement isn’t desirable, because space is usually at a premium.

***Permanent Visitors.*** If a Hobgoblin Legion is looking for a place to set down roots, its first choice is an out-of-the-way area that has adequate resources or can be improved to suit the hobgoblins’ needs. Land for farming or grazing is desirable, as is access to lumber, stone, or metal ore. If the hobgoblins find a place that fits the bill, they build non-portable facilities such as forges and sawmills, marking their intention to stay either until all the resources have been harvested or until Maglubiyet calls them off to war. If the hobgoblins are interested in doing business with the outside world, they might erect a Trading post on the fringe of their territory where other people can come to exchange goods and coin.

***Who Goes There?*** A Hobgoblin lair resembles nothing so much as a Military base. It is always well guarded, whether by lone sentries perched in trees or a stone tower with a full garrison of troops. As space permits, large areas are dedicated for use as Training grounds, marshaling fields, target ranges, Combat arenas, and similar facilities for the practice of warfare. Monuments, typically statues and pillars, are erected around these areas to remind the Legion of past glories.

Every legion’s headquarters includes a Command center where the Warlord meets with banner leaders and others of high rank. Inside the complex or somewhere near it is the Way to Glory—a road, river, tunnel, or valley on either side of which the honored dead are interred, each burial site complete with a description of the banner, rank, and glories of its occupant.

The quarters for troops are austere but sufficient, as are the necessary stables and dens to hold the legion’s animals and Beasts. Legions that have need of such amenities also set aside space for a library, which can double as a school and Training facility for spellcasters. If a Hobgoblin lair has a prison, it’s usually a small one—miscreants are incarcerated for only a short time before facing the hobgoblins’ harsh justice.

## Maglubiyet’s Will Be Done

When Maglubiyet conquered the goblins’ gods, he taught the goblins to fear his cruelty. They bowed in sniveling obeisance to him and then turned their impotent wrath upon others, becoming petty tyrants. When Maglubiyet conquered the bugbears’ gods, he taught the bugbears the practicality of cold brutality. When Maglubiyet conquered the hobgoblins’ gods, he knew he had to take the hobgoblins firmly in hand. From him they learned discipline, and thus they became the natural leaders among all the goblinoids.

The goblinoids are bound together by Maglubiyet’s subjugation of their individual deities. All types rightly fear Maglubiyet’s wrath, but each carries out the Mighty One’s divine will differently. Goblins typically flee from obvious threats, and hobgoblins often have to round up and threaten them before they can make use of them. Bugbears accept Hobgoblin demands for assistance only grudgingly, and often they must be bribed with loot, spirits, battle gear, or the severed heads of enemy leaders—a particularly holy gift. Hobgoblins operating on their own will remain in their forts, content to deal with internal politics of rank and matters of defense, but when they encounter other types of goblinoids (or seek them out), it is viewed by all as a divine sign—Maglubiyet has called them together to do his bidding on a grand scale.

### No Other God Shall Stand

Goblinoids are indoctrinated from a young age to consider all gods but their own as lesser, false entities. Maglubiyet is the only true deity, they learn, and the world will be wracked by chaos and despair until he one day conquers all Pantheons. Goblinoids harbor a Special Hatred for clerics of enemy deities, focusing on them in battle and desecrating their temples whenever they have the chance. Whether a deity is good, evil, or neutral is immaterial. All gods other than Maglubiyet and his servants are false and must be destroyed.

### Call to War: Formation of the Host

> *Hobgoblins have a code of honor. Its details vary from Legion to Legion, but it’s always brutal.*
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> —Volo
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When the three types of goblinoids coalesce into a host, this new societal and Military arrangement fundamentally changes how virtually every individual behaves.

***Leaders in Word and Deed.*** Hobgoblins form the backbone of the new culture, taking up most leadership roles and acting as the strong center in any Military action. Hobgoblins that are called to lead a host become fired with purpose, overtaken by a fanaticism that lends new urgency to their every action.

When multiple legions gather into a host, each of those legions has a separate status, just as each banner in a Legion does. The Legion of the host’s Warlord has the highest status, and warlords of lower status are demoted to the title of general. A member of the lowest-ranked banner in the warlord’s Legion has a higher status than those of other legions who share the same rank, but a general at the head of another Legion still outranks everyone in the warlord’s Legion except for the Warlord.

Hobgoblins in a Legion set aside their animosity for other legions when a host forms. The warlords of rival legions don’t seek to depose the leader of the host unless the fortunes of war create the opportunity. Each Legion records all the insults directed toward it while a member of a host, and when the host disbands, those grudges again come to the forefront.

***Stealthy Shock Troops.*** Bugbears that are subsumed into a host function as a Special cadre of spies, assassins, and bodyguards, answering to the senior leadership of the host rather than to others of their own kind.

On occasion, their Hobgoblin leaders will see fit to equip the Bugbear force with improved Equipment, such as metal-tipped javelins in place of stone-tipped ones, or chain shirts instead of the usual Hide Armor. Bugbears are never outfitted with Ranged Weapons (which they refuse to use) or with Heavy Armor (which compromises their stealthiness).

If some bugbears demonstrate a particular talent for some facet of Combat or subterfuge, the hobgoblins might separate them into squads that employ those Skills to best effect (see “Bugbear Special Forces” below).

***Reluctant Little Tyrants.*** One of the first steps hobgoblins take when a tribe of goblins joins the host is to train the gatherers and the pariahs as soldiers, effectively elevating those goblins’ status to that of hunters and reducing the number of castes in the host to two. Leaders and religious figures of the tribe still maintain some of their authority, but the lowliest Hobgoblin or Bugbear can give an order to a Goblin chief, and that chief must leap to obey or, as is often the case, immediately yell orders for other goblins to do it.

Goblins that are conscripted into a host resign themselves to their fate—which could well be to have their souls claimed by Maglubiyet for eternal war in Acheron. Thus reconciled, they become humorless and show no pity toward whatever meager victims fall under their dominion, usually enslaved laborers or Monsters that are pressed into service as battle Beasts. When the need arises, they also work as scouts, sappers during sieges, and skirmishers on the battlefront.

***Auxiliary Units.*** A host rarely consists of nothing but goblinoids, especially if it has been on the move for a while. In addition to wolf and worg mounts and flocks of squawking ravens, a host might attract or press into service many kinds of creatures. Some possibilities:

* A low, two-wheeled pushcart loaded with small wooden cages containing cockatrices.
* A hydra with goblins riding on each head that direct the beast by controlling the view of its blinkered eyes.
* Former Slaves, often soldiers who once fought against the host, who now fight alongside the host to gain better treatment and protect loved ones held captive.
* A Carrion Crawler ridden by several goblins in a row and directed by a lead Goblin using a long pole to suspend a lantern just out of reach of its tentacles.

### Bugbear Special Forces

Under any circumstances, bugbears are valued members of a goblinoid host. If some of them are specialized (or can be trained) in different aspects of warfare, their value increases, especially when they work in concert.

***Thugs.*** Bugbears that serve as thugs have more of Hruggek than Grankhul in them. They leap in among massed foes and make wide, whirling swings with their Weapons to create openings in enemy formations.

***Bulwarks.*** The wild Attack of a group of thugs is often followed by the charge of one or more bulwarks. A Bugbear bulwark carries a spiked Shield into battle that it uses like a plow, bashing aside whatever it encounters.

***Murderers.*** Bugbears that are gifted in Stealth are sent out to kill enemy sentries and thus clear the way for others to penetrate the foe’s defenses. Murderers carry many javelins with them, which they throw from Hiding and wield in melee, and they also carry garrotes to cut off sounds of screaming.

### The Host on the March

A goblinoid host that is prepared for war doesn’t wait for the enemy to approach its doorstep. In pursuit of ever greater glory for Maglubiyet, the host’s leaders keep the army on the move, occasionally breaking off small garrisons (often of one type of goblinoid) to guard territory that needs to be held.

A host usually marches at night, with outriders, who carry messenger ravens, traveling ahead, behind, and on both sides of the main group. The ravens can distinguish between individuals from a great height and navigate over long distances. Thus, a raven can fly back to the main body when it is released by someone remote from the group, and it can be sent out again to look for the individual that released it in order to deliver a response.

Most of the army travels on foot, and wolf-riding goblins and worg-riding hobgoblins also make up a significant portion of the force. Hobgoblins might ride horses or other mounts they could obtain, such as hippogriffs, axe beaks, or giant vultures. Bugbears don’t ride mounts, but they aren’t above hitching a ride in the howdah of an enormous battle beast such as an Elephant or a hydra.

If the host has Slaves, they pull wagons or sledges in the center of the army, dragging along the Equipment of war while surrounded by its users. If Slaves have yet to be acquired, goblins and Beasts of burden perform this function.

### Conquest and Occupation

Warfare in the name of Maglubiyet isn’t conducted like the raiding of orcs or the wanton slaughter of Gnolls. It is instead a practice of claiming territory and subjugating people. Those who surrender to the host with little or no Resistance get fair and honest treatment. If they offer proper tribute, they can even look forward to avoiding Goblin whips and chains. Warriors among the conquered people might be accepted as auxiliary units in the host, if they prove to be capable and trustworthy.

Typically, a goblinoid host seeks to retain enough of the population in a conquered settlement for the community to continue to produce goods and Services. The labor force likely includes more youngsters and elderly than before the goblinoids’ conquest, with a corresponding drop-off in production. In any case, a group of conquered people serves the host best when it continues to produce resources that the goblinoids can use. Only when a settlement offers stiff Resistance or has no lasting value to the host do the goblinoids resort to slaughter and slavery to empty it of enemies.

A host that gains many victories might end up claiming vast amounts of territory and eventually become a true nation. Such an empire might last for generations if the Military can continue achieving new conquests or at least claim victories when the goblinoids defend territory they previously took over. If triumphs of some sort don’t keep coming, the bonds of allegiance among the goblinoids eventually fray. Legions of hobgoblins begin infighting, and goblins shirk their duties while the hobgoblins are distracted. Then, seeing the disarray of the host as a sign that Maglubiyet is no longer looking, the bugbears turn on their Hobgoblin leaders, take a few of their heads as fresh trophies, and leave.

### The Warborn

While a host pursues conquest, it is taboo for its members to copulate. Such proclivities must be suppressed so that all effort is focused on the task at hand. Breach of the taboo can bring summary execution, so it is rare for offspring to be born among the host even when it successfully campaigns for years.

The taboo doesn’t extend to female goblinoids that come into the host already pregnant and give birth while on campaign. Such offspring are called Warborn, a title they keep for life. The Warborn are thought to be blessed by Maglubiyet, and as a result these young goblinoids are carried into battle like a standard and used to rally troops.

### Maglubiyet’s Army of Immortals

The war horns of the host signal that every goblinoid has the chance to prove his or her worth to Maglubiyet and join his Army of Immortals in Acheron, the plane of eternal battle. There Maglubiyet marshals his host against slavering orc hordes in a bid to bring Gruumsh and the other orc gods to heel, a mythic contest that has pitted the goblinoids and orcs of the world against one another since time immemorial.

### Life in a Slave State

When a host conquers a settlement or a community, the surviving victims quickly learn to adapt to life under goblinoid rule. The hobgoblins bring their own legal code down upon the vassals, and it is liable to be harsher than that to which the inhabitants were accustomed. Yet the host will also respect traditions of law and custom among those they conquer, as an aid to maintaining order by pacifying the population. Some surviving civilian leaders are allowed to retain their positions, often gaining more privilege and power than they previously possessed by serving as agents of the goblinoids, helping to Identify any who are disloyal to the host.

In matters of Religion, there is little or no flexibility. The host eliminates any spiritual leaders or Temple servants who offer any Resistance. Clergy of gods that are deemed harmless, such as a deity of the harvest, can escape this fate. When the host encounters Priests of deities of battle or conquest, they offer them a simple choice: Turn to the worship of Maglubiyet, or prove the superiority of your god in Combat. Any such Priest who remains faithful to some other god rarely lasts long, because the Priest will face a succession of foes—as many as it takes for the Priest to succumb and for others to see that Resistance is pointless. Maglubiyet ultimately offers only two options: submit or die.

If the settlement has holy sites dedicated to conquered gods, these are converted into shrines to the Mighty One. All representations of the defeated gods are Thrown down, ruined, or marred. Mosaics are broken apart. Stained glass is shattered. Flags and pennants are soaked in blood. Statues are put in chains. Altars become chopping blocks where Maglubiyet’s bloody axe is used to decapitate all who refuse to bow to him.

## Goblinoid War Camp

A goblinoid army doesn’t stay on the move forever, but when they make camp, it isn’t for rest and recreation. A goblinoid war camp is a place that is constantly ready for war, and the hobgoblins run it accordingly.

A war camp might be a permanent settlement that a Hobgoblin Legion uses as a garrison. The accompanying map depicts one such place, and it can also be used to represent a location constructed to serve as a staging area by a host that is actively campaigning.

The basic layout of a war camp is circular. To prepare the site, Slaves, goblins, and any Beasts fit for the purpose dig a ditch around the desired location, interrupted in places where wide paths provide access to the center of the enclosed area. Inside this ring of excavation are sections of a wooden palisade, each part capped with a gate and a tower on either end. These outer walls and gates aren’t regularly manned or patrolled, because the occupants aren’t concerned about being taken by Surprise. If an enemy force does approach, though, these barriers do a good job of delaying any incursion until the goblinoids can rally their defenses.

Inside the surrounding bulwark, the goblinoids all have their separate quarters, organized according to their wonts. Typical of any camp are the wide paths that crisscross it, running from each gate through the center of the camp and out the other side. This configuration enables all the goblinoids to swiftly rally and exit the camp en masse to meet an approaching threat.

### Command Center

The camp’s Warlord resides in the Command center, which is a large wooden building in the middle of camp. Here the Warlord meets with advisors and makes plans for future conquest. Most of the time, a Command center also holds elite Bugbear bodyguards that protect the Warlord and a Goblin jester that serves as insurance against the appearance of a Nilbog (see “Nilbogs: Pranksters with Power”).

In a camp that doesn’t have separate facilities for a library and a rookery, the Command center subsumes those functions. Library records are stored in a chamber adjacent to where the war council meets, and posts for ravens are set all around the exterior of the building.

### Goblinoid Quarters

Each type of goblinoid has its own accommodations within the war camp.

***Bugbear Dens.*** After the hobgoblins stake out their territory, Bugbear gangs dig their dens wherever else they wish, sometimes building them in the Shadow of the outer wall but most often scattering them about, seemingly at random. A den typically consists of a hole and a crawlspace big enough for a few bugbears.

***Goblin Hovels.*** The camp’s goblins settle wherever their Hobgoblin commanders tell them to. Their quarters usually surround the areas where Slaves and Beasts. The typical Goblin hovel is a round tent where related goblins sleep. In a permanent camp, these hovels often take the form of wattle-and-daub huts.

***Hobgoblin Barracks.*** Not surprisingly, hobgoblins have the most spacious and well-appointed quarters in a war camp. Each of the banners in a Legion has its own group of lodges in one of the quadrants of the interior, each one facing the pathway that runs past its Front Door.

### Library

Hobgoblins know the value of improving one’s base of knowledge, and so they value any documentation about the world around them—maps, accounting records, battle reports, and other important facts. This knowledge is sorted by a legion’s librarian and stored in the camp’s library. The library serves as a hub for Communication and strategy, and it is never located far from the group’s leaders. In the field, the army’s library is carried in a fortified and fire-protected wagon, surrounded by battle-hardened caretakers (often devastators or Iron Shadows) willing to give their lives to protect it.

### Pens and Pits

Goblins are responsible for tending to the camp’s Slaves, battle Beasts, and Beasts of burden. These are hobbled, chained to posts, or placed in pens, cages, or pits as needed. Most of these containment sites are surrounded by Goblin hovels, and those that aren’t are nearby, so that the goblins can keep track of their Charges.

### Rookery

Hobgoblins keep flocks of ravens that serve them as messengers and spies. A huge, tree-like conglomeration of metal and wood serves the ravens as a roosting and nesting place. If a camp doesn’t use one of these freestanding structures, its ravens are accommodated by perches and outcrops built on the outside of the Command center. In the field, a wagon serves as a makeshift rookery.

### Supply Wagons

Members of the army are expected to maintain their own battle gear, but Ammunition and replacement gear are kept on hand, as well as other nonperishable supplies. Rather than being contained in a building, these items are on wagons distributed throughout the camp in such a way that all the vehicles are accessible and ready to be moved if the rallying horn is blown.

Every wagon is under watch by at least two guards, which are responsible for recording “withdrawals” and reporting on inventory to the camp’s leaders.

### The Block

Maglubiyet’s holy Symbol is a headsman’s axe, and the block is where it is blessed by feeding it the lifeblood of conquered foes and goblinoids that neglect their duties. In a temporary camp, the block might be a simple slab of wood or stone laid on a hastily heaped-up pile of dirt. In a permanent garrison, the block is often attached to the Command center and placed on a consecrated platform.

Near the block stands a post or a rack with various Weapons that represent the symbols of the goblinoid gods, each placed in accordance with the god’s rank. Maglubiyet’s headsman’s axe is always highest. Then comes Nomog-Geaya’s sword and Handaxe, Bargrivyek’s white-tipped flail, and at the bottom, often touching the ground, the red-and-yellow whip of Khurgorbaeyag. Notably absent from this grouping are the symbols of the Bugbear gods. Instead, severed heads hang in bunches around the block or are impaled upon spikes, their eyelids removed and mouths open. These honor the bugbears’ deities, Hruggek and Grankhul, and their separate but subordinate positions in Maglubiyet’s rule.

## Kobolds: Little Dragons

Kobolds are often dismissed as cowardly, foolish, and weak, but these little reptilian creatures actually have a strong social structure that stresses devotion to the tribe, are clever with their hands, and viciously work together in order to overcome their physical limitations.

In the kobolds’ version of a perfect world, the creatures would be left alone to dig their tunnels and raise the next generation of kobolds, all the while seeking the magic that will free their imprisoned god (see “Kurtulmak: God of Kobolds”). In the world they occupy, kobolds are often bullied and enslaved by larger creatures—or, when they live on their own, they are constantly fearful of invasion and oppression. Although individually they are timid and shy away from Conflict, kobolds are dangerous if cornered, Vicious when defending their eggs, and notorious for the dangerous improvised traps they use to protect their warrens.

## Expert Tunnelers

Kobolds are naturally Skilled at tunneling. Similar to Dwarves, they seem to have a near-instinctive sense of what sections of stone or earth are strong or weak, are bearing a load or are safe to excavate, or are likely to contain minerals or offer access to water. This ability enables them to fashion secure homes in places where other creatures wouldn’t feel safe.

Kobolds take advantage of their size by creating small-diameter tunnels that they can easily pass through, but that require larger creatures to hunch over or even crawl to make progress. In places where a tunnel opens into a chasm and continues on the other side, the kobolds might connect the two passages with a rope bridge or some other rickety structure, designed to collapse under the weight of any creature heavier than a Kobold. On occasion, the route through a Kobold lair runs along a ledge that borders a cavern or a crevasse, and the kobolds might erect a railing or a wall that prevents them from Falling off the edge—high enough to protect a Kobold but low enough to serve as a tripping hazard for a larger creature.

Those of other humanoid races have little good to say about kobolds, but they do admit that the little reptilians do respectable tunnel work using simple tools. If a band of kobolds is enslaved by more powerful creatures, the kobolds are usually put to work enlarging their masters’ living area and protecting vital areas of the lair with traps and other defenses.

Some human communities hire kobolds to dig their sewer tunnels, paying them with food and tools the kobolds wouldn’t have access to on their own. If they are treated well and left alone to do the job, the kobolds work industriously and build a network of passages Beneath the Streets, connecting them to a nearby waterway and greatly improving the town’s sanitation. If the kobolds like the area and aren’t mistreated by the humans, they might build a warren and make a permanent home there, while continuing to expand the town’s Sewers as the community grows. These so-called “city kobolds” live Underground but might make occasional nighttime forays up to the surface. Roughly one quarter of the Towns and Cities in the world have Kobold communities living under them, but the kobolds are so good at staying hidden that the surface-dwelling citizens in the area often don’t know what lies beneath them.

Because the kobolds make sure they stay out of the way of anyone more dangerous than themselves, grow their own subterranean food, and prefer to sneak about at night, the people of a town might go for weeks or months without noticing evidence that kobolds are in the area, and years between actual sightings.

## Able Scavengers

Kobolds are adept at identifying broken, misplaced, discarded, or leftover crafted items from other creatures that can still be put to use. They prefer to scavenge Objects that have clearly been lost or Thrown away, which is easy to do without attracting attention. At the same time, they don’t automatically shy away from trying to grab items that are the property of other creatures, because such Objects are more likely to be in good condition and thus more useful or valuable.

When they go after items that aren’t free for the taking, kobolds try to remain undetected and don’t give their Targets reason to harm them. For example, a group of city kobolds might sneak into a cobbler’s house at night to loot it of knives, leather bits, nails, and other useful items, but if they are at risk of discovery, they run away rather than Attack anyone in the house. By fleeing before they can be seen or identified, they avoid getting into a situation where the townsfolk would try to hunt down all kobolds and put the tribe’s Survival at risk.

Some aggressive individual kobolds and tribes do exist, but in general kobolds don’t purposely provoke retaliatory attacks from the creatures they steal from. It’s better to be cautious and overlooked than to be considered dangerous and a threat.

In a couple of situations, kobolds might abandon this careful approach. First, because of their hatred of Gnomes, city kobolds often go out of their way to target gnomes’ houses and shops. Even in such cases, the kobolds’ fear of Retaliation usually prevents them from trying to directly harm the Gnomes, but they might spit in the milk, balance dishes on tables so they’re easily knocked over and broken, or Scatter sewing needles all over the floor—petty, vengeful acts that humiliate, injure, or anger the Gnomes, but not so much that the Gnomes want to hunt down and kill the kobolds. Because of the kobolds’ animosity, Gnomes tend to avoid or abandon settlements that have a severe Infestation of kobolds, and conversely kobolds are usually driven out of communities that have a large gnome population.

Second, kobolds are always on the lookout for magic that might help them free their imprisoned god, Kurtulmak. Typical kobolds don’t know how to use a wand, a Spellbook, or anything with more magical power than a potion, but they all believe that the tribal Sorcerer can figure out how to use any such item they come across. When kobolds sense an opportunity to separate a magic item from its owner, they are often willing to take the chance of revealing themselves because the potential reward is worth the risk.

## Dragon Servitors

Kobolds believe that they were created by Tiamat from the blood of dragons—a view supported by their reptilian (they would say draconic) appearance. In every Kobold tribe, the legend of the creatures’ Origin is passed down from elder to hatchling, giving each individual and every generation a reason to feel pride and self-respect. The kobolds prefer to run away than fight, to live off the scraps of others, and they are often dominated by larger humanoids, but they know that there is greatness within them and they are proud that they were chosen to be the blood-kin of Dragons.

Kobolds willingly serve chromatic Dragons and worship them as if they were demigods—mighty beings of divine descent. This isn’t a casual sort of worship or lip service; kobolds are awed in the presence of a dragon, as if an actual avatar of a deity were in their presence. Kobolds fall all over themselves to obey orders from a dragon, even if they are dangerous orders. Although kobolds usually don’t worship Tiamat directly, they recognize her as the dragon-goddess of all chromatic Dragons, and as the Master of their racial god, Kurtulmak.

### Kurtulmak: God of Kobolds

The god of kobolds was a vassal of Tiamat. When the gnome god Garl Glittergold stole a Treasure from Tiamat’s hoard, she sent Kurtulmak to retrieve it. Garl lured his pursuer into a maze-like cavern, then collapsed the exits behind him, trapping Kurtulmak for all eternity.

Kurtulmak is a hateful deity, one who despises all life except for kobolds. He especially hates Garl Glittergold, Gnomes, and fey creatures that enjoy playing pranks. He taught the first kobolds how to mine, tunnel, hide, and Ambush. He is dominated by his emotions—intelligent, but not wise. Arrogant and prone to gloating, he carries grudges, has a huge chip on his shoulder, and spends a lot of time fashioning elaborate revenge scenarios against those who have disrespected him.

## Arcane Magic Users

> *Kobolds are a lot less cute when they learn how to cast fireballs.*
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> —Volo
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Unlike some other humanoids, kobolds don’t fear or shun Arcane Magic. They see magic as part of their connection to Dragons, and are proud to be blessed with the ability to wield such power. Young Kobold sorcerers are trained by elders, and the Training has an almost religious significance. Most Kobold sorcerers are of the Draconic Bloodline Origin and specialize in either damaging magic (which can also be used in mining), augmentation (of materials or allies), or Divination (to find raw materials and foresee threats to the tribe).

The main reason why kobolds depend on Arcane Magic rather than divine is Kurtulmak’s Imprisonment, which makes it difficult for him to grant Spells to mortals and for those mortals to receive his favor. Furthermore, kobolds are so frail that a single hit from a human’s weapon can kill one of them, so a tribe has little use for Healing magic, and a Sorcerer can meet most of the tribe’s other magic-related needs. Kobold shamans are very rare; Priests of Kurtulmak, when they reveal themselves, are easily recognized by orange garb (usually just a roughly torn sash or cloak) decorated with an image of a gnome’s skull.

## Life and Outlook

Kobolds have a tribal society in which they all take on specialized roles that protect and sustain the tribe. The strongest kobolds are trained to be hunters and warriors, the most clever are crafters and strategists, the toughest are miners and beast-wranglers, and so on. Even a stupid or physically weak Kobold is given a role in the tribe, whether something as simple as picking mushrooms for food or watching over hatchlings, and they all understand that their Actions contribute to the Survival of the group. The tribe practices for the eventuality of defending the lair against intruders, and their plans always include knowing the best escape routes and who is responsible for blocking tunnels to deter pursuit.

Kobolds feel a cool affinity or something like kinship for other members of their tribe, but they are rarely affectionate with each other. Two kobolds who’ve known each other for over a decade might consider each other Friends or enemies, but the Strength of this sentiment is much fainter than any comparable human emotion. Since most of their waking time is spent working, adversarial kobolds rarely have opportunities to exchange insults, let alone come to blows over their differences.

Kobolds choose mates primarily for convenience. Their lack of emotional bonding means they have no concept of marriage or permanent family relationships. Their eggs are placed in a Common tribal hatchery with no effort to keep track of who each one’s mother is. This practice and the communal raising of the hatchlings mean that the tribe operates like a group of cousins.

Because they lay eggs, and the eggs don’t require much tending, Kobold females aren’t exempted from war or work. Furthermore, kobolds can slowly change sex. If most males or females of a tribe are killed, some survivors change over several months until the tribe is balanced again. In this way, the tribe can quickly repopulate with just a few survivors. Because of these factors, kobolds don’t have assigned gender roles for young or adults. A leader, Sorcerer, miner, or crafter is as likely to be female as male.

### Grow Fast, Die Early

Kobolds grow and mature much more swiftly than members of other humanoid races. At 6 years old a Kobold is considered an adult. Most succumb to violence, accidents, or disease by age 20, but a Kobold can live for up to 120 years—a longevity they attribute to being distantly related to Dragons. A female can lay up to six eggs per year, and an egg matures for two to three months before it hatches.

Kobolds don’t engage in funeral ceremonies; a dead kobold’s body is burned or disposed of in some other convenient way (or, in a cannibalistic tribe, eaten). Kobolds believe that if they die in service to their tribe, Kurtulmak immediately sends each of them back to life as the next egg laid in the hatchery. If a particularly important or respected member of a tribe dies, the hatchery is closely monitored. The next egg laid is immediately separated from the rest and carefully protected. Once it hatches, the resultant young Kobold is groomed to fill a position of importance.

### Food and Cannibalism

Although their sharp teeth would suggest they are carnivores, kobolds are actually omnivores, and can eat just about anything, including meat, fruit, tree bark, bone, leather, and eggshells (a newly hatched kobold’s first meal is usually its own shell). A hungry tribe leaves nothing behind from a kill, eating everything that’s edible and using the rest to make tools or adornments.

Kobolds shed teeth as they wear out and grow new ones their entire lives. Many wear their own shed teeth as jewelry, with more teeth indicating an older—and wiser—kobold. Some unscrupulous individuals wear teeth stolen or harvested from others in an attempt to make them seem older and more respectable.

Most Kobold tribes avoid eating what they call “talking meat”—intelligent creatures—because such behavior prompts Retaliation. The fear of starvation can make them flexible about this principle, however, and if their options are either attacking such creatures or going hungry, kobolds are practical. A few tribes, particularly those in lightly populated areas, practice cannibalism, believing it is foolish to waste good meat.

In any case, kobolds that eat humanoids don’t simply start consuming corpses or prisoners right after a battle; they’re more inclined to tie their victims to saplings and slowly roast them over a fire, or put them in a giant cook pot to make stew. Fortunately for the prisoners, the kobolds’ almost comedic preparations sometimes give rescuers time to locate and free the captives before the kobolds settle down for the main course.

### Hatred

Because the gnome god Garl Glittergold trapped the Kobold god Kurtulmak in an inescapable maze, kobolds are bitterly hateful toward Gnomes. Although they usually don’t seek out Gnomes to do them violence, if Hostile kobolds encounter a mixed group of Gnomes and other humanoids, the kobolds instinctively Attack the Gnomes. Kobolds in battle with Gnomes are much less likely to run away because their hatred overrules their sense of self-preservation.

A kobold’s cautious Nature doesn’t mean it can’t get angry. The blood of Dragons flows in its veins, and like a raging drake, a Kobold that is pushed too far or has its back against the wall can become a miniature storm of fangs and claws as it desperately tries to defend its life. Likewise, kinship to their own tribe can prompt kobolds to battle another Kobold tribe for resources or territory. Such conflicts aren’t Common, because two tribes will always prefer to expand in different directions if they come into contact, but they do happen.

For example, two neighboring tribes that want exclusive claim to a flock of Mountain goats might skirmish with each other every few days. Eventually the leader of one warring tribe realizes it is losing due to attrition and moves its tribe to another area, ceding the contested territory to its more successful neighbors.

As demonstrated by their hatred of Gnomes, kobolds have a persecution complex and easily take offense at the Actions or deeds of other races. They aren’t forgiving of other races, and they enjoy nursing their hatred until they get a chance to wreak revenge on a creature or a race that has wronged them.

## Environment

Kobolds are cold-blooded and thus prefer temperate and tropical climates. Kobold tribes in colder regions tend to be smaller in population and more aggressive in their hunting, since food is relatively scarce in such areas.

Partly out of fear and partly because their eyes are sensitive to sunlight, kobolds prefer the security of a cave to living in the open air, and can be found in any sort of terrain that can support tunneling. In a swamp or along a coastline where digging into the soft ground is problematic, kobolds entrench themselves in dense woods, hills, or large rock outcroppings, creating warrens above the water line.

Kobolds reside most commonly in hilly or mountainous terrain. Such locations usually have natural caves suitable for living space, plenty of room to dig, and ready sources of food. Although lairing in these locations puts kobolds in competition with surface-dwelling humanoids, their ability to avoid detection often means their warrens go unnoticed by their larger Rivals. If it’s lucky, a tribe of kobolds that is discovered by a group of larger humanoids might form a mutually beneficial arrangement, relying on the humanoids for Protection from invaders and in return providing Services such as excavating new living spaces and disposing of trash. If it’s unlucky, the tribe is enslaved by the other humanoids, and the kobolds serve similar roles but under threat of death.

## Roleplaying a Kobold

A Kobold acknowledges its weakness in the face of a Hostile world. It knows it is puny, bigger creatures will exploit it, it will probably die at a young age, and its life will be full of toil. Although this outlook seems bleak, a Kobold finds satisfaction in its work, the Survival of its tribe, and the knowledge that it shares a heritage with the mightiest of Dragons.

A Kobold isn’t clever, but it isn’t as stupid as an orc. Someone can fool a Kobold with smooth words or a quick wit, but when the Kobold figures out it has been tricked, it remembers the affront. If it gets an opportunity to do so, it will retaliate against that person somehow, even if in merely a petty way.

A Kobold doesn’t like being cornered or alone. It wants to know it has a safe path for escape, or at least an ally nearby to improve its chances. A Kobold without either of these options will be nervous, its behavior alternating between meek Silence and hysteria.

## Kobold Names

Kobold Names are derived from the Draconic tongue and usually relate to a characteristic of the owner, such as scale color, distinctive body parts, or typical behavior. For example, “Red Foot,” “White Claw,” and “Scurry” are Common translations of often-used names. A Kobold might change its name when it becomes an adult, or add additional word-syllables after important events such as completing its first hunt, laying its first egg, or surviving its first battle. The Kobold Names table presents Kobold Names suitable for any campaign.

## Physical Variations

Kobolds vary widely in how their scales are colored and patterned. Although a human might have difficulty telling two similar-looking kobolds apart, the kobolds themselves can easily recognize each other.

Most kobolds of the same tribe tend to have similar coloration. For example, the Copper Tooth tribe might be mostly gray with red stripes. Two tribes that merge eventually crossbreed enough to create a new look, although occasional outliers and throwbacks are born that bear the appearance of one of the original tribes.

Use the Scale Color table to randomly determine the predominant appearance of kobolds in a tribe. If the roll on the table indicates a patterned appearance, roll on the Scale Pattern table to determine how the two colors are combined.

##### Scale Pattern

 5–8
 9–12
 13–16
 17–20

### Urds: Winged Kobolds

Winged kobolds, known as urds, hatch seemingly at random from Kobold eggs, even in a tribe that has no adult urds. Although being able to fly is an incredible gift, and it would be expected for kobolds to interpret the wings as a blessing from Tiamat, ordinary kobolds resent urds and don’t get along with them. Fragments of Kobold legends speak of Kuraulyek, a winged godling servant of Kurtulmak, who betrayed his Master in some way. Kobolds see urds as Kuraulyek’s favorites, and they project their resentment of this traitor onto their winged kin.

## Tactics

Because they are physically weak individually, kobolds know they have to use superior numbers and cunning to take down powerful foes. In addition to their Pack Tactics trait described in the Monster Manual, they use traps, ambushes, terrain, allied Monsters, and any other advantage they can squeeze out of their environment. Essentially, the only way kobolds can win is not to play fair.

Kobolds work together to accomplish difficult tasks they couldn’t manage alone. They carve intricate tunnel systems that enable them to hold off and discourage enemies several times their size. Without engaging in much verbal Communication, each Kobold knows what has to be done to succeed. Kobolds’ ability to work together is remarkable, especially compared to the behavior of other small humanoids like Goblins, which tend to squabble among themselves and cooperate only when threatened by a strong leader.

Kobolds avoid Combat on a large scale, instead sticking to hit-and-run raids using smaller groups of warriors. If they have time, they prepare the battlefield with small bolt-holes for them to hide in and simple pit traps to hamper their opponents.

Standard Kobold tactics include the following:

* Attacking light sources to extinguish them, so the kobolds can use their Darkvision to best advantage.
* Leaving one Defender in a room to lure invaders into a trap or an Ambush. Often this bait is a sick or weak Kobold who is otherwise unable to contribute to the tribe’s needs.
* Using hit-and-run Maneuvers, fleeing between attacks to better or more secure vantage points. Often their goal is to attract enemies and draw the foes into greater danger, which can be especially effective if the invaders have made camp, are injured, or are otherwise compromised (such as having to move by climbing or swimming).
* Using poison, usually harvested from vermin such as centipedes and spiders. They might extract the poison and use it on their Weapons, or leave a chest or a clay pot full of the vermin in obvious places as false “treasure,” prompting intruders to open the container and release a swarm.

In a Combat involving large numbers of kobolds (such as ten or more), consider spreading out their attacks over the round instead of having them all act on the same Initiative count. Doing this gives the kobolds more opportunities to react to what their enemies do, and makes it harder for players to coordinate their characters’ attacks because not all the kobolds take their Actions at the same time.

## Treasure

Because they live Underground, kobolds have access to a remarkable amount of earth-based treasures such as metal ores and unpolished gems. They have the basic skill to extract metals found in their natural state and to polish raw gemstones. Although they don’t create their own Coinage, nuggets of raw metals used for trade, bribes, or Crafting are commonly found in Kobold lairs.

Kobolds are talented at Crafting, so most tribes have a remarkable amount of Treasure in the form of simple jewelry, such as armbands, rings, necklaces, and other items that are small or can be constructed out of small pieces. These adornments are always fashioned so that they don’t make noise when the wearer moves, as that would make it difficult for a Kobold to sneak anywhere.

Even though the jewelry they make has no functional purpose, kobolds savor these items, perhaps as some echo of a dragon’s inclination to collect Treasure. Because the tribe’s Wealth is portable, the kobolds can relocate quickly without needing to transport containers of nuggets and gems, and they can offer these items as bribes or tribute to more powerful creatures, or as religious offerings to a dragon.

## Allies, Minions, and Pets

Thanks to their lack of physical Prowess and their small size, kobolds are rarely in a position to dominate other creatures, so they usually don’t have minions. Even when the opportunity presents itself, kobolds would rather not try to enslave or hire any intelligent creatures because they can’t trust such creatures to not turn on them.

Kobolds are good, however, at capturing and taming smaller animals and Beasts, particularly rats, dire rats, and reptilian creatures like lizards that thrive in a cave or Underground environment. The kobolds corral these pets or allow them to roam free, either feeding them scraps or allowing them to Forage for insects and other morsels too small for the kobolds to care about. Much in the way that human villagers keep chickens, these animals help the kobolds with pest control and are occasionally used as food. Giant rats and similarly sized lizards are also used as pack animals and guardians.

Some tribes train giant weasels to serve as mounts or guardians, relying on their speed, keen Senses, and ability to fit in kobold-sized tunnels. Other tribes use giant bats as mounts and guard animals, but the bats require a lot of space in which to move and are found only in lairs that feature large caves or close access to the surface world.

Kobolds are cautious and fearful of bears, since bears often seek to live in caves and the animals might wander into the outermost parts of the lair, particularly when they’re about to begin hibernating. Kobolds are likely to panic when they see a bear animal companion in the company of another creature. This aversion extends to owlbears and other bear-like creatures.

## Kobold Lairs

The lair of a Kobold tribe is usually a maze of twisty little passages, sometimes stretching for hundreds of yards, and frequently guarded by traps. The area has a host of intersections, abrupt dead-ends, tunnels that cross over or under one another, concealed passages, and other features that make the lair difficult for outsiders to navigate.

Creatures larger than a Kobold have to squat or crawl in order to fit through the tunnels of a Kobold warren, which by itself is enough to deter most Hostile humanoids (such as orcs or hobgoblins) from trying to invade the kobolds’ territory. Adventurers trying to eradicate a Kobold Infestation often find themselves stuck in low passages too narrow to turn around in, forcing them to move in single file and putting the burden of Combat on the first and last people in line.

The layout of a Kobold tribe’s lair changes over time. The inhabitants regularly collapse or seal off tunnels and caves as they carve new ones. As such, any information that might be gleaned about the layout or location of areas within the lair becomes increasingly inaccurate as the kobolds “migrate” through the rock to meet the needs and ensure the safety of the community.

Kobolds riddle their lairs with traps, using their gift for tunneling in conjunction with their skill at repurposing found items. Even though these traps are often far more deadly than the kobolds themselves, the kobolds don’t feel threatened by having these devices in their home, any more than a human is afraid of its Vicious but loyal guard dog.

The most Common traps in a lair are deadfalls, which the kobolds set up either to kill intruders or to block off key areas of the warren as invaders approach those places. Since the tribe is continually migrating and expanding its tunnel system, older tunnels are often employed in these traps. A tunnel can be rigged to collapse by pulling a rope connected to a support beam; a fleeing Kobold can yank the rope, or the beam might be in a space so tight that a larger creature can’t keep from dislodging it as the creature moves through area. Even if a deadfall traps some kobolds in an enclosed space, they and their fellows can usually chisel open an air vent within an hour, and create an opening large enough for the trapped kobolds to squeeze through in a few more.

Any place where a tunnel takes a sharp turn or becomes exceedingly narrow is a natural choke point that forces invaders to fight from a disadvantaged position. Such a location usually includes a small chamber in the ceiling that features murder holes, allowing the kobolds to drop rocks, poisonous vermin, and other annoyances on those below.

### Escape Tunnels

A Kobold warren always has at least one escape tunnel that leads to a concealed surface exit, and the residents always know the shortest path to that tunnel. Usually an escape tunnel is rigged with traps to slow pursuers and ends in a narrow opening that requires even kobolds to squeeze through, to keep larger creatures from following them out.

### Kiln and Crafting Areas

A chamber that contains a kiln is usually one of the uppermost areas of the warren, because the fire needs to be vented to the surface in order to keep it from depleting the breathable air in the lair. Kobold crafters spend their time in this area, using the kiln to bake mud bricks and harden pottery. The room is also used for other noisy activities.

### Mines

Any chamber in the kobolds’ Underground complex that isn’t immediately needed for another purpose is mined and excavated, both to extract usable ore and minerals and to provide room for later expansion of the den.

### Mushroom Farms

Kobolds aren’t good at agriculture, but they can get sustenance from subterranean mushrooms and hardy plant life that can live Underground. A farm area might be completely Underground, or a cavern near the surface with holes in the ceiling to let in some sunlight.

### Root Cellars

Much as humans do in their dwellings, kobolds set aside rooms with deep pits in which they preserve food for lean times.

### Sleeping Areas

Every lair has one or more spaces for living and sleeping, each large enough to comfortably hold ten to thirty adult kobolds. Individual kobolds might rest in a shallow pit or a personal-sized alcove, depending on the customs of the tribe. These spaces are used primarily for Resting, although some kobolds might quietly work on crafts while others sleep. The creatures’ sanitary needs, such as they are, are served by a deep pit near each sleeping area where refuse is deposited.

Most of the sleeping areas in the lair also double as hatcheries. Kobolds tend to their eggs by nesting them in a shallow pit lined with earth and dried grass. Because the eggs are susceptible to cold, they are kept near a slow-burning fire, or are protected by an insulating layer of dung and decomposing matter around the eggs.

### Throne Room

A warren’s throne room is always protected by traps and features a shrine to Kurtulmak in the form of a carved idol behind the throne. Rather than entering the chamber to pay homage, kobolds offer prayers at its entrance with the belief that their god hears them. The location might include a basin where offerings such as metal nuggets, raw gems, and teeth can be left.

### Traps

Kobolds are amazingly creative at building traps, especially when adapting natural Hazards and salvaged materials. They pound nails or spikes through a sapling and bend it to create a spring-arm, line pits or pools with sharp stones, rig platforms to collapse under anything more than a kobold’s weight, and so on. Kobold traps might look flimsy or poorly designed, but a creature that gets hit with a bent sapling adorned with sharpened butter knives is liable to come away with a newfound respect for the little creatures.

The following are examples of Common Kobold traps:

* Barrels or small pots of oil (to be boiled, spilled, lit, or both)
* Bear traps that fall on tall creatures’ heads
* Bells to announce intruders
* Block-and-tackle mine elevators rigged to fall
* Caltrops in shallow mud or soft dirt (light kobolds can walk on them without trouble)
* Collapsing ceilings
* Crates of centipedes
* Falling blocks
* Moats full of pitch or oil, which the kobolds can retreat behind and Ignite
* Nets attached to ropes that pull creatures up vertical shafts far away from anyone who can help
* Pipes/shafts that dump boiling water (either from cookpots or from cooling the kiln)
* Pits with disease-covered spikes
* Pots of green slime
* Rolling boulders
* Small-size bridges and ladders rigged to break if there is too much weight on them
* Snares
* Tripwires, either connected to traps or just for tripping creatures
* Volleys of needles

### Survival Skills

Nearly every activity in a Kobold lair contributes to the tribe’s Survival. Guarding the lair keeps all of them safe from harm. Setting snares, farming mushrooms, and hunting provide food. Building traps deters intruders. Training guard animals helps protect the lair. Mining provides gems and ore for bribing enemies to leave them alone. Carving tunnels and rooms creates spaces for the next generation to live and improves the opportunity for the tribe to escape an overwhelming force.

The kobolds in a lair sleep in shifts, and all activities in the warren go on around the clock. Kobolds tend to be more active at night than during Daylight hours, but unlike in a human settlement, there is no time when most of the inhabitants are Resting. Warrens are built so that sleeping areas are somewhat isolated from the noise of work areas, enabling miners and crafters to do their work without awakening the sleepers. Kobolds learn at a young age to fall asleep to the noise of hammering nearby, but they still wake quickly at the sound of unusual activity.

Survival of the tribe is more important than the life of any particular individual. Even a cowardly Kobold might sacrifice itself to give its fellows time to collapse a nearby tunnel and prevent invaders from getting to the rest of the tribe. All kobolds know that fleeing from danger, especially against bad odds, is the smart thing to do, but they are smart enough to realize that the strategic death of an individual can buy valuable time for the rest of the tribe, and each individual reluctantly accepts this need for sacrifice when it presents itself. This practice contributes to the reason why most Common folk (and adventurers) think kobolds are stupid as well as weak; they’ve seen or heard of a lone Kobold trying to hold off a group of armed attackers and attribute the act either to idiocy or the creature’s ridiculously inflated idea of its prospects for success. The truth is that the lone kobold—persuaded into this role by its peers—is just hoping to slow down the invaders long enough to give the rest of the tribe time to prepare a lethal trap, an Ambush, or a quick getaway.

The tribe’s leader is usually the oldest and smartest kobold; the other kobolds respect the old one’s ability to survive so long, and they assume the leader will use that knowledge to help the tribe survive. In some cases, the best lesson a Kobold leader can teach is “I don’t have to be faster than the bear. I just have to be faster than you.”

## Orcs

#### Orcs: The Godsworn

> *Lord Dagult Neverember once told me, during a drunken tirade, that orcs are fearful of their gods, and, if one plays one’s cards right, they can be controlled through that fear and made to dance to any tune.*
>
>
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> —Volo
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To feel the thunder of orcish war drums outside the gate and to hear a chorus of voices growling, “Gruumsh!” is the Nightmare of every civilized place in the world. For no matter how thick its walls, Skilled its archers, or brave its knights, few settlements have ever withstood a full-scale onslaught of orcs.

Every Soldier who lives through a fight with orcs tells of confronting a hulking foe that can cleave through a warrior with a single blow, part of a force that can cut down enemies as though they were trembling stalks of wheat before the scythe. Only a Skilled and determined hero can hope to survive single Combat with an orc.

Savage and fearless, orc tribes are ever in Search of elves, Dwarves, and humans to destroy. Motivated by their Hatred of the civilized races of the world and their need to satisfy the demands of their deities, the orcs know that if they fight well and bring glory to their tribe, Gruumsh will call them home to the plane of Acheron. It is there in the afterlife where the chosen ones will join Gruumsh and his armies in their endless extraplanar battle for supremacy.

#### Gods of the Orcs

> *Not all orc weaklings are taken by those who serve*
>
> *Yurtrus and Shargaas. Some are sent forth into the cities
>
> dominated by humans, on dark missions. Beware them.*
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>
>
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> —Elminster
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Orcs believe their gods to be invincible. They see the principles that define them and their deities at work every day in the world around them—nature Rewards the strong and mercilessly eliminates the weak and the infirm. Orcs don’t revere their gods as much as they fear them; every tribe has Superstitions about how to avert their wrath or bring their favor. This deep-seated uncertainty and fear comes forth in the form of savagery and relentlessness, as orcs ravage and kill to appease the gods in order to avoid their terrible retribution.
At the pinnacle of the orc pantheon is Gruumsh One-Eye, who created the orcs and continues to direct their destiny. He is aided and abetted by the other warrior deities, Bahgtru and Ilneval, who bring Strength and cunning to the battlefield. The followers of all three gods are a tribe’s raiders and ravagers—often the only part of an orc tribe that its victims ever see.

Deep within the den of a tribe, far away from the war-hearth where warriors gather and celebrate, dwell the followers of Yurtrus, the god of disease and death, and Shargaas, the god of Darkness and the unknown. Orcs too weak for battle (because of bodily weakness, malformation, injury, or age) often join these cults instead of facing daily humiliation, exile, or death.

Serving as the bridge between the two parts of the tribe are the priestesses of Luthic, the orc goddess who represents both life and the grave. It is her worshipers that raise young orcs to be warriors, and then, at the end of their lives, take them to Yurtrus and Shargaas to be carried into death and the great unknown.

### Gruumsh, “He Who Watches”

Gruumsh, the undisputed ruler of the orc pantheon, pushes his children to increase their numbers so they may be his Instrument of revenge against the realms of elves, humans, and Dwarves. In order to spite the gods who spurned him, Gruumsh leads his orcs on a mission of ceaseless slaughter, fueled by an unending rage that seeks to lay waste to the civilized world and revel in its anguish.

Orcs are naturally chaotic and unorganized, acting on their emotions and instincts rather than out of reason and logic. Only certain charismatic orcs, those who have been directly touched by the will and might of Gruumsh, have the Capacity to control the other orcs in a tribe.

***A Chosen Few.*** Orcs don’t become renowned in their tribes by choosing Gruumsh; he chooses them. An orc might claim its allegiance to Gruumsh, but only those who have Proven themselves through feats of Strength and ferocity in war are considered worthy of being true worshipers. Gruumsh singles out these individuals by bestowing upon each one a powerful dream or vision that signifies acceptance into his Inner Circle.

Those who are visited by Gruumsh are transformed psychologically and often physically by the experience. Some are driven to the brink of Madness, reduced to muttering about omens and prophecies, while others become imbued with supernatural power and rise to positions of leadership.

***Eyes of Gruumsh.*** A few of the orcs touched by the power of Gruumsh are given the ultimate honor of carrying a small part of the god’s overwhelming rage into battle, in the form of magic that augments their Weapons and helps the tribe succeed. To become an eye of Gruumsh, an orc that has been chosen by Gruumsh must gouge out one of its eyes as a sign of devotion, sacrificing half of its mortal vision in return for divine power. These god-touched orcs are revered as living connections to Gruumsh, and are treated with respect even when they are old and infirm.

### Ilneval, “the War Maker”

Ilneval is the loyal right hand of Gruumsh. He is the god who plans the attacks and devises the strategies that allow the forces of Gruumsh to dominate the battle and fill their war wagons with plunder and severed heads. Ilneval stands with his bloody sword, calling to those who understand the ebb and flow of Combat to sit around his council fire and learn the ways of warfare.

***Skilled Strategists.*** Orcs that show aptitude for the nuances of warfare at an early age are considered chosen by Ilneval and are groomed to serve as blades of Ilneval. These individuals are battle captains that follow the orders of the tribe’s chief, leading a portion of the tribe’s warriors into the thick of battle and bringing a measure of strategy to the assault. Blades of Ilneval are fearsome opponents, Seeming to have an uncanny sense of when to move and when to strike, able to exploit the weakness of their enemy like a pack of hungry wolves.

### Bahgtru, “the Leg Breaker”

Despite the influence of Ilneval, orcs are and will forever be brutal and feral in how they wage war. Bahgtru is the deity who epitomizes the physical might and ruthlessness that orcs use to Overwhelm their foes. He is the one who drives every thrust of an orc’s weapon, so that it does as much harm as possible.

***Fearless and Mighty.***In the myths, it is said that Bahgtru was out hunting when he was surprised by the mightiest of the behirs, one with hundreds of legs. In a flash, Bahgtru was wrapped in the creature’s coils and gripped by its legs. No one had ever escaped the grasp of the behir, but Bahgtru saw this as the ultimate test of his Strength, and laughed at his good fortune. One by one, Bahgtru broke the behir’s legs, and freed himself from its clutches. The creature’s shrieks became the lightning of the storm, and its broken femur became the Symbol of Bahgtru’s followers, reminding them that anything can be broken and defeated by superior Strength.

***Competing in Cruelty.***Most young orcs that an explorer or an adventurer might encounters are followers of Bahgtru. Orcs of Bahgtru continually try to prove their superior Strength and endurance through cruel Contests against their tribe mates, acts of unprovoked belligerence, and great success in battle. It is through these tests of Strength that Bahgtru’s followers prove which among them will eventually be worthy of Gruumsh’s unwavering gaze.

***The Sacred Bull.*** Orcs of Bahgtru sometimes enter battle astride Aurochs, large creatures that resemble oxen or cattle but are much more ferocious (see appendix B for their statistics). By doing so they honor the creatures as well as their deity, because legends tell that Bahgtru also rode a great bull into battle. No orc will eat or harm one of these sacred Beasts, which are believed to be imbued with Bahgtru’s spirit.

### Luthic, “the Cave Mother”

While Gruumsh is the external force that pushes the orcs to victory over their enemies, it is the influence of Luthic, his wife, that binds them together and makes the orcs internally cohesive. She is the force that keeps the explosive rage of Gruumsh from bursting the orcs apart. If it was not for the followers of Luthic, it is possible that the race of orcs would be no more than small bands of warrior-nomads, scratching out a meager existence, rather than a force capable of great destruction.

Far from the den’s war hearth, within the protective depths of the caves, the followers of Luthic tend the orc brood, raising them to be strong and cruel like their progenitors. By invoking the power of Superstitions, omens, and traditions, these claws of Luthic hold the tribe together through ritual, fear and, if necessary, force.

***Talons of the Bear.*** Luthic is often thought to take the guise of an enormous Cave Bear. Her followers honor this aspect of her by keeping cave bears as pets to guard the whelping pens that are filled with squabbling young. Luthic’s devoted also grow their claws long and paint them black to mimic the fearsome talons of their goddess. Luthic Rewards them by making their claws as strong and tough as iron.

***Holding the Fort.*** Along with protecting the young and the tribe’s food stores, the worshipers of Luthic also serve as the crafters, engineers, and builders of an orc tribe. They fashion crude Weapons, armor, and the few manufactured items that the orcs need for daily life. When the tribe is away on raids, they are expected to dig deeper into the caverns of the den to create more living space for the ever-increasing population.

### Yurtrus, “the White Hand”

Yurtrus is often depicted as consumed by rot and covered in oozing pustules, utterly repulsive except for his hands, which are pure white and free of any blemish. Yurtrus has no mouth and never utters a sound, so that he may come in absolute Silence for his chosen.

The followers of Yurtrus are allowed to dwell on the fringes of the tribe, but are looked upon with distaste and unease. They interact with the tribe mostly on occasions of death, claiming the bones of fallen warriors to add to the ossuary shrines of Yurtrus, and sometimes during shamanic rites when contact with spirits occurs.

***The White Hands.***Shamans who heed the telepathic whispers of Yurtrus walk the perilous line between the living and the dead, and gain uncanny powers from doing so. Through this nonverbal communion, they begin to comprehend how to use the magic of death. These shamans, known as White Hands, cover their hands in white ash or wear pale gloves made of elf skin to symbolize their connection to the power of Yurtrus. The Necromancy practiced by the shamans of Yurtrus is a force considered taboo by orcs, which makes them both revered and feared by the rest of the tribe.

***Traffickers of the Dead.***Orcs who die “a good death” are sent to Gruumsh by the Priests of Yurtrus. The Priests seek out the bodies of such fallen heroes and sever their heads, boil or smoke them to rid them of most of the flesh, and then use a ritual punch to break out the bridge of the nose and leave the skull with a single eye. Orcs that appreciate the Strength and ferocity of a foe might choose to honor that enemy by giving it the same treatment. The bodies of orcs that die in a failed battle are left behind; they were weak and don’t deserve to join Gruumsh. Those that die of old age have typically already been taken into Yurtrus’s fold, and their bones are used to build furnishings and structures in the area of the lair dedicated to the worship of Yurtrus.

***Chosen of Yurtrus.***Orcs that suffer from gruesome Diseases are brought into Yurtrus’s fold and tended like prized cattle. These orcs are called nurtured ones, and they are considered the chosen of Yurtrus because they have been picked for the Special Purpose of spreading his virulent Message among the enemy. At night, or during a heavy fog, these infected orcs rush toward an enemy’s encampment, often through a hail of Arrows, in order to spread their affliction within their foe’s ranks.

### Shargaas, “the Night Lord”

Shargaas is a god of Darkness and the unknown. He is a secretive and murderous deity, dangerous to all except Gruumsh. His realm is the Darkness that no creatures but those devoted to him can see through.

To other orcs, the followers of Shargaas are depraved and twisted creatures that have no honor and skulk in the shadows. Rejected by Yurtrus as too unsuitable to serve as custodians of the dead, these orcs live even deeper inside the lair, close to where the entrance to Shargaas’s realm is located. There in the Darkness, orcs exiled to meet their fate are either brought into the fold as members of the tribe’s Shargaas cult, or are torn to pieces and devoured as sacrificial tributes by the worshipers of the Night Lord.

***Culling the Weak.*** Although most followers of Shargaas are exiles, living in the farthest reaches of the lair away from the rest of the tribe, others remain within the main body, posing as ordinary warriors. These agents single out the weakest members of the fighting force, because removing these weak links strengthens the rest of the group. Soon after being born, an orc must be able to show that it will grow into a capable warrior, or else it will be visited by the Cultists of Shargaas. The Cultists also waylay orcs that have proved themselves ineffectual in leadership or Combat, then drag them into Shargaas’s dark caverns to be ritually murdered and devoured.

This culling of the weak and the unworthy is accepted as necessary by the tribe, but speaking about it is taboo. Those that disappear are simply said to be “with Shargaas” and are spoken of no more.

***Alliance of Convenience.***When faced with a particularly Skilled foe able to withstand direct assaults, a war chief might call upon the Cultists of Shargaas to Assassinate an enemy leader, kidnap an influential hostage, or steal a valuable item.

Gruumsh doesn’t always look kindly on acts of subterfuge and indirectness, because orcs are meant to take and do what they want through straightforward assault and brutality. Nonetheless, when the chief seeks the aid of Shargaas to accomplish such a task, the leader of the cult is willing to comply—for a price. In exchange for its less than honorable Services, the leader will strike a deal with the war chief to provide food, tools, Slaves, or some other commodity that the cult prizes.

### Nishrek and the Eternal War

Orcs believe that if they die with honor, their spirits go to the plane of Acheron, the Infinite Battlefield—specifically the layer of Nishrek, where they join Gruumsh’s army and fight on his behalf in the endless war against the goblinoid followers of Maglubiyet. Gruumsh sees this Conflict as a chance to pit his people against an eager foe and enable them to prove their worth before their deities. He relishes every short-term triumph and swears revenge for every setback.

Luthic, though, takes a longer view. She understands the cosmic implications of Maglubiyet’s attacks. To prevent the Goblinoids from outstripping her people in population, she urges the orcs to have many offspring and teach them the ways of battle not only for Survival in the material world, but to keep Maglubiyet at bay in the Conflict on the planes. Her children will remain in her care, and if need be she wouldn’t hesitate to take to the field herself and claw Maglubiyet’s beady eyes from his face to prevent him from taking them from her.

The cosmic battle between the two Pantheons has raged for eons without resolution, leading those who study its ebb and flow to expect the stalemate to continue. A different view is put forth by the Archmage Tzunk, who notes that Maglubiyet has never faced a foe as ferocious and protective as Luthic. He predicts that the war will end with Luthic the only deity standing, as the cave mother ascends to rule her warrior children.

#### Life in the Tribe

> *The gaze of the One Eye brings Madness to many an orc.*
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> —Elminster
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Orcs survive through savagery and force of numbers. Theirs is a life that has no place for weakness, and every warrior must be strong enough to take what is needed by force. Orcs aren’t interested in treaties, trade negotiations or diplomacy. They care only for satisfying their insatiable desire for battle, to smash their foes and appease their gods.

### Booming Birth Rate

In order to replenish the casualties of their endless warring, orcs breed prodigiously (and they aren’t choosy about what they breed with, which is why such creatures as half-orcs and ogrillons are found in the world). Females that are about to give birth are relieved of their other roles and taken to the lair’s whelping pens, where they are tended to by Luthic’s followers.

Orcs don’t take mates, and no pair-bonding occurs in a tribe other than at the moment when coupling takes place. At other times, males and females are more or less indifferent toward one another. All orcs consider mating to be a mundane necessity of life, and no Special significance beyond that is imparted to it.

At 4 years old an orc is considered a juvenile, and by age 12 it is a fully functioning adult. Most orcs don’t live past the age of 25 due to battle or illness, but an orc can live to about 40, remaining healthy almost up until the end. Luthic’s divine blessing can further extend an orc’s life, though Gruumsh is never happy when she uses this power and tends to frown upon the one so “blessed.”

### Future Warriors

Young orcs must mature quickly in order to survive their perilous upbringing. Their early years are fraught with tests of Strength, fierce competition and nothing in the way of maternal or paternal love. From the time a child can wield a stick or a crude knife, it asserts itself and defends itself while learning to fight, to survive in the wild, and to fear the gods.

The children that can’t endure the rigors of a life of Combat are culled from the main body of the tribe, taken into the depths of the lair, and left for the followers of Yurtrus or Shargaas to accept or reject. A fully grown orc warrior is well prepared for a lifetime of Combat.

### Search, Destroy, Repeat

When a tribe is on the move, orc warriors are commanded to scour the surrounding landscape for any opportunity to spill blood and bring glory to their gods. Often, bands of warriors work on a rotation, with one group heading out on a raid just as another group returns, laden with severed heads, sacks of loot, and armfuls of food. Warriors also serve as scouts, bringing back detailed reports about the surrounding area so that the chief can plan where to send raiders next.

The territory that orc war parties cover can extend for many miles around the lair, and any encampment or settlement of elves, Dwarves, or humans in that area is at risk. If orcs come upon a target that is too large to assault directly, they will lurk along supply routes, taking out their frustration on caravans and travelers. Left unchecked, a tribe can subsist on this sort of prey and booty for quite some time.

### War Wagons

Orcs pillage and scavenge wherever they go—everything is loot, and loot is always something to be proud of. In order to haul as much food and booty as possible back to the tribe’s den, every tribe has a sturdy war wagon. Since orcs are poor crafters, most of their wagons are stolen from human or dwarven strongholds, and then decorated with uniquely orcish accessories.

A war wagon is a source of great pride for a war chief, comparable to a human army’s banner or flag. Many are clad in armor and festooned with garish Trinkets and grisly trophies that hang from hooks and spikes. A war wagon makes a good Shield against Arrows when orcs besiege an elven fortress, and a heavily modified wagon could serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.

A heavily laden wagon that requires the strongest orcs to return it to the lair is a sign of great success. One that can be moved by the runts of the tribe is proof of a shameful Performance.

The loss of a tribe’s war wagon can Undermine the chieftain’s authority and cause the tribe to collapse into chaos, with the survivors scattering either to join new tribes or to strike out on their own. At the other extreme, warriors that return home with a heavily laden wagon or after heroically defending it from thieves gain great respect and advance higher in the tribe’s pecking order.

### All Are Fighters

Most of the orcs that stay behind when the warriors go on their raids are weaker than their tribe mates or otherwise not suited for a life of battle. Worshipers of Luthic fall into this category, as do some of those that revere Yurtrus or Shargaas. But even these orcs are trained in Combat, and all of them are expected to act like warriors if the lair is attacked or threatened. Their numbers are augmented by any orogs in the tribe, which are primarily responsible for making sure that the lair is protected from intruders.

### Special Enemies

When orcs Attack a settlement of humans or Halflings, they will kill anyone who presents a threat, but they are more interested in grabbing plunder and food rather than in wanton slaughter. The elderly, children, and any who seem weak or meek enough might escape death. If they leave the population more or less intact, the orcs leave themselves the option of returning to raid the community over and over.

When orcs fight elves, all of that changes. The enmity between the two races cuts to the core, and no orc will leave an elf alive. Orcs become so frenzied in Combat against elves that they forget all about taking loot and valuables back to the tribe—the only trophies of any worth are the heads of their enemies.

Orcs treat Dwarves somewhat differently from other foes, because they covet the homes that Dwarves fashion for themselves. If a tribe succeeds in fighting its way into a dwarfhold, the orcs will butcher any dwarf that stands against them, but it’s really all about the property—they would be just as happy if all the Dwarves ran away.

### Strength Respects Strength

Orcs appreciate physical Prowess and formidable Combat ability in any form. As such, they might accept other creatures into their ranks from time to time. Orcs have been known to associate with wereboars and ettins, both creatures that can markedly improve a tribe’s murderous efficiency. For a promise of sufficient food and loot, a troll might accompany a tribe temporarily.

A group of orcs can be dominated by evil creatures of immense power, and they accept this subservient role either because they are forced to or because it offers them a measure of security while they engage in their savagery. Green Dragons, for instance, sometimes use orcs as sentinels or shock troops. Orcs are sometimes attracted to the service of Frost Giants or Fire Giants, who then “reward” their loyalty by turning them into Slaves.

If a tribe is defeated and driven from its lair, the survivors might come under the sway of a strong but dimwitted creature, such as a Hill Giant or an ogre. It is also not unheard of for an exceptionally strong and charismatic evil human to lead stray orcs that no longer have a tribe to call their own.

### When Tribes Team Up

An orc tribe typically has no more than a few hundred members, because a larger group would need a prohibitive amount of resources to remain strong. As a rule, a tribe is violently Hostile toward any other tribe it meets, seeing the rival orcs first and foremost as competitors for food and victims.

On some occasions, though, tribes that have a Common concern band together. The result is an orc horde—a sea of slavering killers that washes over the countryside and leaves vast tracts of devastation in its wake. Such an event is rare in the extreme, but its consequences can lay low entire nations that are unable to stand against the wave.

#### Orc Culture and Beliefs

Orcs live in constant fear of their gods, and their behavior is rooted in that mentality. They believe that they can see the influence of the gods everywhere in the world around them, and the Priests of a tribe are entrusted with the responsibility of identifying these signs and omens—both good and bad—and deciding how the tribe should react to them.

As a race, orcs have no noteworthy universal social traits, but some commonality does exist in the crude written Communication that all orcs employ and in the way that they use pigments to decorate and distinguish themselves and their lairs.

### Omens and Superstitions

Orcs believe that any seemingly unimportant discovery or event—a bear’s claw marks on a tree, a flock of crows, or a sudden gust of wind—might be a Communication from the gods. If the tribe has encountered a similar omen before, the Priests understand how to interpret it, but if a sign from the gods has no clear explanation, the Priests might have to meditate for hours or days to get a vision of its meaning.

Every group of orcs has particular Superstitions and recognizes certain omens. These tenets vary from tribe to tribe, and are often based in events that the tribe has experienced. Here are a few examples:

* If a dwarf or a human invokes its god upon dying, you must carry the corpse’s ears for three days to ward off any retribution, and then bury or burn them.
* Three ravens is always a good sign.
* It is good luck to spit where you are about to sleep.
* Gnome bones can ward off Diseases if they are worn.
* Don’t stand inside a ring of stones, mushrooms, or any other kind of circle.
* Seeing a shooting star before a battle is bad luck. To ward it off, you must swallow a stone.
* A tribute of elf ears brings favor from Gruumsh.
* If you bury five stones at dawn before a long journey, you will always find your way back to the war hearth.
* Stomping your foot three times and uttering “Gruumsh” wards off bad magic.

### Symbolic Communication

Orcs have a written language adapted from that of the Dwarves, but they aren’t a literate culture and rarely keep records or write down their thoughts. When orcs need to communicate in writing, they use crude symbols to convey basic information, such as “food stored here,” “danger close,” or “go this way.” A orc raiding party might leave such a sign in its wake, as an aid to other warriors that travel through the same area later on. Mountain guides, druids, and rangers might be familiar with many of these symbols, enabling them to keep their Charges from inadvertently stumbling into a tribe’s territory.

### Colors of Conquest

Three colors have Special meaning to all orcs, and they adorn their bodies, possessions, and lairs with pigments that produce those hues. Red ochre is used to represent blood, grayish-white ash to represent death, and charcoal to represent Darkness.

The unwritten laws that govern the status of individual orcs within a tribe are manifested to a degree in how each orc uses these colors on itself and its personal items. For instance, the chief of one tribe might be the only one that has the right to stain its tusks with red ochre, while the warriors of another tribe rub streaks of ash into their garments to signify their safe return from a raid.

### Orcs as Underlings

With their culturally ingrained tendency to bow before superior Strength, orcs can be subjugated by a powerful and charismatic individual. Evil human spellcasters and rulers in particular have a penchant for enslaving or deceiving orcs into service. A leader backed by a great Military force could swoop down upon a tribe, kill its leaders, and cow the rest of the orcs into submission.

A spellcaster typically takes a more devious approach, using magic to conjure up false omens that strike fear into the tribe and make it obedient. A Wizard might manipulate a few of the orcs that rank just below the war chief, using them as pawns to help overthrow the leader. The Wizard validates the change in Command with signs supposedly delivered by the gods (which are in truth nothing but a few well-cast illusions), and turns the tribe into a strike force eager to do the bidding of its new chief.

The survivors of a tribe scattered by defeat sometimes fall back on their fighting Skills to find employment, individually or in small groups, with whoever is willing to hire them. These mercenaries, while they might pride themselves on their Seeming independence, nevertheless strive to follow through on their end of a bargain, because being paid by one’s employer is better than being hunted down for breaking a deal.

### Roleplaying an Orc

Most orcs have been indoctrinated into a life of destruction and slaughter. But unlike creatures who by their very Nature are evil, such as Gnolls, it’s possible that an orc, if raised outside its culture, could develop a limited Capacity for empathy, love, and compassion.

No matter how domesticated an orc might seem, its blood lust flows just beneath the surface. With its instinctive love of battle and its desire to prove its Strength, an orc trying to live within the confines of civilization is faced with a difficult task.

##### Orc Personality Traits

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##### Orc Ideals

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##### Orc Bonds

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##### Orc Flaws

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## Orc Names

Orc names don’t always have meaning in the Orc language, and most noteworthy orcs are given epithets by their tribe mates.

## Half-Orcs

The lore of humans depicts orcs as rapacious Fiends, intent on coupling with other humanoids to spread their seed far and wide. In truth, orcs mate with non-orcs only when they think such a match will strengthen the tribe. When orcs encounter human who match them in Prowess and ferocity, they sometimes strike an alliance that is sealed by mingling the bloodlines of the two groups.

A Half-Orc in an orc tribe is often just as strong as a full-blooded orc and also displays superior cunning. Thus, half-orcs are capable of gaining status in the tribe more quickly than their fellows, and it isn’t unusual for a Half-Orc to rise to leadership of a tribe.

## Orogs

Orcs believe that an orog’s exceptional Strength and Intelligence are a gift from the goddess Luthic to ensure that her brood survives and flourishes. So, when an orog is born, a tremor goes throughout the tribe, for the event is seen as a great blessing from the goddess, but it brings tension as well.

An orog within the tribe poses a potential problem for an orc war chief: will the orog grow up to be a powerful ally or a dangerous adversary? Most war chiefs Treasure their positions so highly that they would refuse to relinquish the title, even to a clearly superior creature. Thus, a chief might be tempted to kill the orog while it is still young and weak, but such an act would most certainly incur the wrath of Luthic.

To raise an orog within the tribe, from the chief’s point of view, is to take a risk that the orog won’t one day rise up and usurp power from the chief. Because of this sentiment, orogs are secreted away by priestesses of Luthic and raised out of the sight of the chief.

### Keeping The Balance

What most war chiefs don’t realize, or trust in, is the fact that orogs aren’t a direct threat to their rule. By nothing more than their presence, orogs serve as a balancing force. Indoctrinated by the priestesses of Luthic, they see to it that Luthic’s followers are protected from the more aggressive members of the tribe. Most orogs don’t go on raids, because their main responsibility is the safety of the tribe members that remain in the lair—ensuring that the tribe remains intact even if a raid goes badly and many warriors are killed. In times of internal strife, such as after the death of the chief, orogs move in to oversee the selection of a new leader and keep the tribe from splintering due to infighting. Orogs strive not to lead their tribe, but to keep the tribe together—which is often the more difficult of the two tasks.

### Breaking the Mold

An orc lives on the edge of chaos and rage, and orogs are no exception. At times, an orog goes rogue and becomes a force of destruction in the tribe, seeking to fracture the group along lines of loyalty to the gods. If those who worship Luthic and those who worship Gruumsh split, the tribe can be torn apart by the schism.

At the other extreme, an orog might accept a role in battle or leadership under Special circumstances. If a tribe finds itself up against formidable or unexpected Resistance, The Endurance and superior intellect of an orog serving as chief or Battle Master can be enough to win the day when a less capable leader would have failed.

### Tanarukks

A Tanarukk is an Abyssal Creation infused with demonic power. Half demon, half orc, it wanders the world in a murderous haze. Its dimly glowing red eyes burn under thick, horn-like brows, and its tusks and claws are razor-sharp. Because the skin of tanarukks is unnaturally tough, they rarely wear armor, preferring to rush into battle unencumbered, smashing their foes with a demon-forged maul or tearing them apart.

A Tanarukk is spawned when an orc tribe turns away from its gods and makes sacrifices to the demon lord Baphomet. The lords of the Abyss are always eager to claim more followers, and the violent orcs are prime candidates for corruption. A tribe pushed to the edge of destruction, its faith in its deities shattered, might beseech Baphomet to bless its next generation of warriors. In so doing, Baphomet imbues the tribe’s unborn with demonic might, yielding a generation of tanarukks.

The orc deities consider such a betrayal of their worship as a crime punishable by obliteration, and orcs faithful to their gods view tanarukks as horrid blasphemies that must be attacked on sight.

On rare occasions, a non-orc that has gained control over a tribe performs a ritual to Baphomet in hopes of spawning tanarukks to serve as a squad of shock troops. Only the strongest warlords and spellcasters can keep such a force in line, meaning that often the would-be conqueror is slain by its own creations.

### Orc Lairs

An orc tribe needs a home base of sorts—a place where warriors can reconnoiter after a raid, and ideally also a site that can be easily defended to ensure the safety of the tribe’s noncombatants. Orcs establish their encampments mainly in mountainous areas, around and within deep caves or large crevasses in the rock. Although they prefer such terrain for strategic purposes, they can adapt and thrive in almost any Environment.

Every encampment is divided along lines of worship. Those who revere Gruumsh, Ilneval, Bahgtru, and Luthic are given the best parts of the lair, while the followers of Yurtrus and Shargaas are relegated to the deep, dark recesses of the site, away from the rest of the tribe.

At the center of the camp is the tribe’s war hearth. Once a war hearth is lit, the Priests of Gruumsh keep it continually burning, for it represents the rage within Gruumsh’s unblinking eye. The orcs converge on the hearth to celebrate victory and to feast after a kill. If a tribe moves its camp, coals from the hearth are kept glowing within shells and pots so they can be used to start the war hearth at the new encampment.

Given a choice between occupying a site on the surface and one that is wholly or partly Underground, an orc Chieftain typically opts for the latter. If the surface location happens to be a ruin left behind by another race, orcs are more likely to use it as a temporary campsite. The Ruins of elven settlements are the exception to this rule. If orcs come across such a place, they desecrate it and leave it unfit for any sort of habitation.

A tribe uses its home base for as long as the resources in the surrounding area hold out—enough food for the foragers and hunters, and enough victims for the warriors. The orcs might have to range farther and farther from their lair as prey becomes more scarce, and after a few months or a year or two, the tribe will be forced to move on and find more fertile hunting grounds.

On occasion, a tribe finds itself in a best-of-both-worlds situation, able to take over occupancy of an Underground space voluminous enough to accommodate all the factions in the tribe and within raiding distance of a steady supply of prey.

The orc stronghold depicted and described here is an example of such a place, which could suit the needs of a tribe for several years or even decades. It has several subterranean chambers, conveniently configured to provide every group of worshipers with appropriate quarters, and it is accessible from the surface through only one well-guarded passageway.

### Main Chamber

The warriors that worship Gruumsh and Ilneval occupy the main area of the complex, a large cavern that has the war hearth at its center and a shrine to Ilneval along the perimeter. The focal point of the shrine is a blood-covered sword mounted on the wall.

The area also includes a pile of broken femurs that represents a shrine to Bahgtru. The worshipers of Bahgtru are mostly young, brash orc warriors, eager to prove their Strength and bravery to the elders of the tribe. Even if space is available in the stronghold, they often live outside the entrance in crude bivouacs and roughshod fortifications, protecting their elders by guarding the stronghold’s vulnerable spot.

Off to one side of the chamber, away from where the warriors are quartered, is the fighting pit, a sunken and fenced-off area where orcs settle their differences or engage in Contests of Strength.

### War Chief’s Quarters

Adjacent to the main chamber is the room where the war chief resides, holds council, and hands out blessings or punishments from Gruumsh. The best loot and trophies of triumph are piled in this room and considered to be the property of the chief. A fire, not as large as the war hearth, burns in its center.

Next to the chief’s enclosed sleeping area is a shrine to Gruumsh consisting of a crude stone effigy of He Who Watches, surrounded by bloody offerings.

### Caves for Followers of Luthic

Orcs who worship Luthic are sequestered in a cavern off the main chamber, where they protect the young and supervise food stores. These orcs take control of prisoners brought back from raids, using them as slave labor to dig out new living space and do other menial tasks.

Most of Luthic’s faithful reside in this area, close to the whelping pens where young orcs are kept until they grow old enough to contribute to the tribe. When they’re not being worked, Slaves are housed in a small adjoining chamber and watched over by a group of cave bears that Luthic’s worshipers keep as pets.

Many of Luthic’s priestesses have their quarters in a nearby cavern that holds the tribe’s shrine to Luthic. She is represented by a crude stone statue with claws covered in charcoal and a body smeared with red ochre.

### Caves for Followers of Yurtrus

Followers of Yurtrus reside on the threshold of where the deep area of the cavern system begins. They are the keepers of the dead, and the entrance to their realm is festooned with piles of bones and skulls. An altar to Yurtrus, made of stone with a hand painted in ash and tallow on it, stands in a cramped chamber apart from the main living area that is lined with skulls and bones.

### Caves for Followers of Shargaas

Followers of Shargaas dwell within the most remote area of the stronghold, immersed in Darkness and feared by the rest of the tribe. The tribe’s altar to Shargaas is a bloodstained rock.

The stronghold depicted in the map features a number of small passages that lead away from the depths of the lair and eventually provide egress to the surface. The members of the tribe’s Shargaas cult, which call themselves the Red Fang of Shargaas, take advantage of these Secret tunnels to raid the outside world and bring back prisoners.

The members of the Red Fang use giant, carnivorous bats as mounts, that allow them to gain silent access to any location. Those who think they can hide under cover of Darkness or escape invisibly are easy marks for the Red Fang’s bats, which locate their prey with high-pitched clicks and shrieks, then swoop down and snatch up their prey with razor sharp claws.

Bat riders of the Red Fang return from their raids the same way they exited—through a crack in the cliff face far away from their lair. A tunnel leads through layers of damp stone and crystallized minerals before eventually opening out into their subterranean domain. Captives are used as food for the brood of giant bats that roost in the Rookery or are kept as Slaves to be worked or used for barter.

#### Treasure

Orcs are consummate raiders. When they Attack and Overwhelm, they claim as booty anything of value that they can carry—and an orc’s definition of “value” can be very loose indeed.

The strongest or most dominant orcs will always claim the best loot after a successful raid, and since the pecking order in the group is almost always firmly established, there are usually no squabbles over who gets what. If the tribe’s war wagon is available, it is used to transport large or especially treasured items.

Each orc warrior carries its personal loot from the raid in a sack. These are the trophies of victory that orcs brandish and boast about when they return to the den. A loot sack might contain something of demonstrable worth or usefulness, something that’s edible (or used to be), or something that was acquired at great risk. In any case, once the bragging is over, the loot is eaten, put to use, or otherwise disposed of.

The Orc Trophies table provides a selection of items that might be found in an orc’s loot sack.

##### Orc Trophies

\* Roll on the Trinkets table in chapter 5 of the *Player’s Handbook*.

## Lycanthropes

One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature Cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural Intelligence and might glow red in the dark.

Evil lycanthropes hide among normal folk, emerging in animal form at night to spread terror and bloodshed, especially under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in Wilderness areas far from villages and towns.

***Curse of Lycanthropy.*** A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its Parents are lycanthropes. A *Remove Curse* spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish.

A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal Alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form—or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the Cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams.

Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to Master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak.

## Xvart

> *When things go badly for them, they kidnap whoever’s handy and sacrifice them to their craven god. Hmm. I guess they’re not so different from a lot of humans, after all.*
>
> —Volo
>
>

> *If you say the name Raxivort three times while gazing at your reflection in a mirror, xvarts will visit you in the dead of night and steal a cherished trinket.*
>
> —Volo
>
>

> *If ye believe what Volo tells ye, ye deserve no less.*
>
> —Elminster
>
>

Xvarts are cruel, cowardly humanoids spawned by a cowardly, renegade demigod. They have blue skin, vivid orange eyes, and receding hairlines, mirroring their creator’s appearance. They stand about 3 feet tall.

Xvarts live in remote hills, forests, and caves. Each tribe is led by a speaker, who is usually the brightest one among them. The speaker serves as the tribe’s ambassador, and often dons short wooden stilts and heavy robes to look taller and more imperious. The rest of the tribe hunts for food, plundering crops and livestock from nearby farms if the hunt goes poorly. Xvarts aren’t much of a threat to civilized locations because they are somewhat fearful of humans, Dwarves, and elves.

***Raxivort’s Betrayal.*** All xvarts are the degenerate offspring of an entity named Raxivort, who once served Graz’zt the Dark Prince as treasurer. Raxivort spent long centuries watching over the treasury, and in time he grew to lust after his master’s riches. In one bold move, he plundered a Treasure vault and fled to The Material Plane. One of the treasures he stole was the Infinity Spindle, a crystalline shard from the early days of the multiverse that could transform even a creature as low as Raxivort into a demigod.

After he ascended to godhood, Raxivort forged a realm called the Black Sewers, within Pandesmos, the topmost layer of Pandemonium. He enjoyed his divine ascension only briefly, though, before Graz’zt unleashed his vengeance. The demon prince had no need to regain the Infinity Spindle, since he already possessed power greater than what it could grant. Instead, he dispatched agents far and wide to spread news of what the spindle could do and the puny, pathetic creature that claimed its ownership. Soon enough, Raxivort was pursued by a variety of enemies, all eager to claim the Spindle as their own.

In the face of his imminent destruction, Raxivort hatched a plan. Fleeing to The Material Plane, he wandered across a variety of worlds and spawned creatures that were his exact duplicate. These are the xvarts, creatures that not only look identical to Raxivort in appearance but also foil any magic used to track him down. Spells, Rituals, and other Effects that could reveal Raxivort’s location instead point to the nearest xvart.

Although the initial rush of enemies against him has subsided, Raxivort knows that the planar powers are patient. He remains in Hiding, a wretch of a demigod who does little more than wander the planes, spawning ever more xvarts to ensure his continued safety.

***Greedy Thugs.*** Xvarts have all of their creator’s flaws and few redeeming qualities. They lack the physical Equipment to reproduce, as well as the inclination to do so. They are greedy, conniving, and obsessed with the acquisition of valuables—the more ornate or bizarre, the better. They know they are flawed, and this minor amount of self-awareness only magnifies their other deficiencies. They hate almost any creature they perceive as better than they are, which includes almost anyone, but they lack the courage or wherewithal to act on their Hatred most of the time. Their fear has led them to dwell either in gloomy places on the far fringes of civilized lands or in areas neglected or forgotten by mightier creatures. In other words, xvarts usually live in places where normal vermin might flourish.

Despite their muddled Nature, all xvarts have an unshakable devotion to Raxivort. The desire to please Raxivort weighs heavily on all their decisions. When things aren’t going well for them, xvarts naturally assume that Raxivort is angry. To appease their troubled lord, they stage kidnappings. They fashion nets to capture their enemies, which are dragged back to the lair and sacrificed on a makeshift altar. Raxivort can hear their supplications, but he’s too afraid to come out of Hiding most of the time. Occasionally, he does appear before a tribe of worshipers as a 9-foot-tall xvart carrying an empty sack. In every such instance, Raxivort takes all of the Treasure that the tribe has accumulated, stuffs it in his sack, and disappears, leaving nothing behind as compensation.

***Vermin Masters.*** Rats and bats (including giant-sized specimens) are naturally attracted to xvarts, and xvarts domesticate such Beasts for food and battle. Xvarts also form alliances with wererats, although the lycanthropes are dominant in any such arrangement. This relationship traces back to Raxivort’s divine Nature. Even though the xvarts inherited Raxivort’s greed and cowardice, they also gained his ability to form bonds with such creatures.

***Xvart Warlocks.*** A xvart can forge a pact with Raxivort by stealing an item of such great value that the demigod himself appears before the xvart to claim it. After surrendering the item to Raxivort, the xvart asks for magical power so that it can find and deliver more great treasures into Raxivort’s custody. If the demigod feels so inclined, he imbues the xvart with greater Wisdom and Charisma and grants it the Spellcasting Abilities of a Warlock before returning to the howling chaos of Pandemonium. Raxivort’s warlocks are respected and feared in xvart society, but they have little interest in political power. They scour The Wilderness, old ruins, and Dungeons for treasures, often with a handful of xvart sycophants and Giant Rat bodyguards in tow.

**Xvart Speakers**A xvart tribe has one speaker that serves as its leader. Refer to the Xvart Speaker entry for details and stats.

## Sub Types

* Drow
* Goblins
* Gnolls
* Hobgoblin
* Orcs
* Lycanthropes
* Xvart

## Monsters

Aarakocra

Bugbear

Bugbear Chief

Bullywug

Deep Scion

Duergar

Firenewt Warlock of Imix

Firenewt Warrior

Githyanki Knight

Githyanki Warrior

Githzerai Monk

Githzerai Zerth

Grimlock

Grung

Grung Elite Warrior

Grung Wildling

Jackalwere

Kenku

Kobold

Kobold Dragonshield

Kobold Inventor

Kobold Scale Sorcerer

Kuo-toa

Kuo-toa Archpriest

Kuo-toa Monitor

Kuo-toa Whip

Lizard King/Queen

Lizardfolk

Lizardfolk Shaman

Merfolk

Nilbog

Quaggoth

Quaggoth Thonot

Sahuagin

Sahuagin Baron

Sahuagin Priestess

Sea Spawn

Svirfneblin

Thri-kreen

Timeless Rogue

Troglodyte