In the recent Folk of the Feywild Unearthed Arcana, an unofficial alternate version of the 5e Hobgoblin race was published, the Hobgoblin of the Feywild. The whole flavor text describing the race is detailed in the quote block below, with emphases on parts that I found important:
Hobgoblins trace their origins to the Feywild, where they first appeared with their goblin and bugbear kin. That history has left its mark, for though hobgoblins are found throughout the Material Plane, they continue to channel an aspect of the Feywild’s rule of reciprocity, which creates a mystical bond between the giver and the receiver of a gift. On some worlds, such bonds lead hobgoblins to form communities with deep ties to each other. In the Forgotten Realms, vast hobgoblin legions have emerged, with ranks upon ranks of devoted soldiers noteworthy for how effective they are at fighting as a unit. Hobgoblins are generally taller than their goblin cousins but not quite as big as bugbears. They have curved, pointed ears and noses that turn red or blue during displays of emotion.
Okay, let's go down the emboldened text.
First off, Hobgoblins and the other Goblinoids trace their origins back to the Feywild. This is news in 5e, but I believe that similar things have been done in previous editions (4e, IIRC). Volo's Guide to Monsters' section on Goblinoids makes no mention of this origin, which is quite interesting and shows a design direction from WotC on this matter, as a book that extensively discusses goblinoids would be expected to say that they came from the Feywild, unless this decision had not been made yet by the game developers.
Secondly, there's a new "rule of reciprocity" from the Feywild. This basically sounds like magical karma, where if you benefit the Feywild, it will work to benefit you. I expect this to be described in more detail in the upcoming The Wild Beyond the Witchlight adventure book that takes place in the Feywild, but it is described a bit in this flavor text. It basically amounts to that the Feywild gives back what you give it, and for some reason, Hobgoblins that have strong ties to the Feywild have the ability to personify this through their Fey Gift feature.
Third, which is quite possibly connected to the Rule of Reciprocity that is detailed above, the lingering magic of the Feywild is what allows hobgoblins to have features like Saving Face and Fortune from the Many, which is also why they are typically lawful creatures, as they have learned that working together increases their odds to succeed at whatever they're working towards. Whenever they should fail at something, they can instead call on the fickle power that the Feywild has granted them, and possibly succeed instead.
Okay, now that we've covered the interesting and important bits of quasi-official D&D 5e lore about Hobgoblins and their origin in the Feywild, we move from "kinda-official" into "completely speculative/homebrew". Let's get started with what likely drew you into this thread (or at least intrigued you); the names.
The main thing that I dislike about the Hobgoblin of the Feywild is the name. It's just too long and clunky. It's not catchy and doesn't roll of the tongue like "goblin", "hobgoblin", or "bugbear" does, and it's not at all imaginative and doesn't inspire character ideas the way that those names would due to the clunkiness of it. I do imagine that WotC will rename the race if/when it is officially published, but in case they don't and in case I'm not satisfied with the names when they do come out, I will share what I currently call them and why, and won't just do this for the Hobgoblin of the Feywild, but also for the Goblin and Bugbear of the Feywild.
So, as listed in the title, the new names that I propose for Fey-Goblinoids are as follows: Gremlins (for Goblins of the Feywild), Boggarts (for Hobgoblins of the Feywild), and Bugaboos (for Bugbears of the Feywild). Now, let's go down each of the names and explain why I gave them these specific names, and what features and lore I would imagine these races would get.
Firstly, Gremlins. Everyone knows what gremlins are (or at least, they should). They're small, mischievous, monstrous-looking creatures that's name is etymologically derived from the word "goblin". So, there's already a tie between the two. Famous pop-culture depiction of gremlins even look like fairly similarly to a more monstrous version of 5e's goblins (albeit, they're much shorter, and would be classified as Tiny in D&D terms). For these races, I'm going to act like there's a "rule of three" for goblinoids, and go accordingly off of that (as there are 3 main types of goblinoids (one for each type of evil; CE Bugbears, NE Goblins, and LE Hobgoblins), and Fey Gift allows for 3 separate improved options).
For 5e Gremlins as a "Goblin of the Feywild" race, we're going to ignore the 3 rules of gremlins (don't get them wet, don't expose them to bright light, don't feed them after midnight), as we both don't want to steal too much from the most famous gremlin source material, and we also don't want to paint ourselves into a corner for what we and others can use D&D gremlins for in their games. However, if there were a monster stat block of a "Wild Gremlin" that was more true to the source material, you could add in "Gremlin Weaknesses", sort of like how Vampires have their weaknesses. As another note, I will be keeping the Gremlin's racial stats fairly similar to the current official goblin racial stats, as the Hobgoblin of the Feywild is similar in stats to the Hobgoblin race.
The main differences between the Gremlin and the Goblin racial stats are that Fury of the Small has now become Gremlin's Fury, being able to be used an amount of times equal to your proficiency bonus and now recharges on a long rest, they gain Fey Ancestry, have the post-Tasha's race changes, and also replace Nimble Escape (free bonus action Disengage or Hide) with Unseelie Nimbleness, which lets them use the Disengage or Hide action as a bonus action prof. bonus times each long rest, and at level 3 get to gain an additional benefit when they use the Disengage or Hide actions, which are a minor invisibility effect, a minor teleportation, and a minor homing-strike ability.
I also gave them a bit of new lore and flavor text, copied into the spoiler below just for convenience:
Goblins, as did their other goblinoid cousins, originated in the Feywild as whimsical unseelie spirits, which all changed when their archfey masters were slain by Maglubiyet. Throughout the many millennia that they have spent under their new tyrant god's rule, a few goblins have managed to slip back into their ancient homeland, gradually having the faerie magic of the Feywild revert them back to some semblance of their original forms. These fey-warped goblins began to be called "gremlins", and are granted unique powers due to their reformed connection with their natural plane of existence.
On some worlds, such bonds lead goblins to form communities out of a necessity to survive, but at their core, goblins are selfish creatures that prefer to be alone. The powers granted to gremlins due to their reconnection with the Feywild allows for them to live in their original nature, as hermetic individuals that rarely interact with one another, avoiding all other creatures that they can.
Gremlins are generally slightly shorter than their goblin cousins, but this is due to them typically hunching over more than goblins. They have long, curved, pointed ears and crooked noses that are covered in small tufts of fuz-like hair.
Basically, goblins are neutral evil, so they're more territorial and antisocial than Hobgoblins are, as Hobgoblins know that they have to stick together in order to be strong. However, goblins were forced into societies as slaves by Maglubiyet, which they hate and is the main reason why they're so mean to their underlings and slaves. Gremlins are goblins that have escaped back to the Feywild, so they have partially reverted back to their original nature, allowing them to live the way they naturally want to live (which is generally as far away from other people as possible). Gremlins tend to hate other sentient creatures, finding them as nuisances and potentially dangerous, so they do everything within their power to drive them away. As Gremlins are small and tend to be physically weak, they resort to guerilla-style tactics that are enhanced by their fey powers, pestering others until they leave them alone. They typically prefer non-violent means of doing so, and if they have to revert to violence they typically use really annoying tactics (bear-traps, ball-bearings, etc), but can also hold their own against many enemies they may come across, using their small stature and fey-fueled powers to their advantage.
If D&D 5e still used racial modifiers to ability scores, I imagine that the skittishness of gremlins would be shown by a +2 bonus to Dexterity (for Stealth and AC) and a +1 bonus to Wisdom (as higher Wisdom means higher Perception and Insight, and higher Perception and Insight means that you're more aware of possible threats to you).
Finally, let's talk about nilbogs for a moment. A nilbog, (which is goblin backwards), is a goblin that has been possessed by part of the shattered spirit of one of the goblins' old trickster gods that was killed by Maglubiyet. In my head-canon, these "old gods" were actually Archfey that were a member of the Unseelie Court, and they were likely the Gods of the original Goblins, Hobgoblins, and Bugbears, just like how Hyrsam is the deity of Satyrs and Centaurs. This could also be used as a sort of meta-explanation for why there are so few Unseelie Archfey in comparison to the Seelie Archfey, with a reason being, well Maglubiyet killed a bunch of them dozens of centuries ago in order to dominate the Goblinoids. Nilbogs are created when the spirit of one of these old gods possesses a goblin that is in the Goblinoid Caste that Maglubiyet created, and the Nilbog will spur trouble and mischief in vengeance for their death.
However, if the spirit that created a Nilbog instead decided to somehow interact with a Gremlin, the result could be much different. In my opinion, if this happened, it would create a nilmerg (gremlin backwards), which would actually basically be a Trickery Domain Cleric, a goblinoid priest that wants to convert other gremlins to worship this entity in order to restore its status as a deity of goblinkind and trickery. The ultimate goal of Nilmergs and their followers would be to overthrow Maglubiyet's control of the Goblinoids using their powers to sow mischief in the goblinoid ranks. They'd probably even have Archfey-Patron Warlocks to help them in the process, too.
Secondly, the Boggarts. Their racial stats and a bit of their flavor text can be found in the Fey_Folk Unearthed Arcana, but it is a bit lacking on what their culture is actually like. However, we do know quite a lot about hobgoblins, and we know something about what their link to the Feywild is like.
Hobgoblins are by nature social creatures. While Goblins prefer to be alone, Hobgoblins prefer to be with others. In a Hobgoblin's mind, the bigger the group, the better, as that tends to increase their odds to succeed in a battle. However, Goblins will get more nervous the more people there are in a group. They feel claustrophobic, worried that everyone in the group is out to get them, knowing that if everyone is against them, they are far less likely to survive in a group than they are against just one enemy. Maglubiyet exploited both of these traits from the original fey-goblinoids when he conquered them, using Goblins to create a tormented society of oppression, and Hobgoblins to form legions of nigh-unstoppable warriors that rely on each other to succeed in combat. If D&D 5e still used racial modifiers to ability scores, I imagine that Fey-Hobgoblins/Boggarts would be granted a +2 bonus to Charisma and a +1 bonus to Intelligence, or something along those lines.
Boggarts are social, intelligent creatures. They're not war-like, as that's a change that Hobgoblins got during Maglubiyet's Conquest, but they are law-oriented and "tough-love" focused. They have some kind of society that is commonly considered civilized, quite probably a republic with some kind of "Council of Elders" to represent the people. Although they wouldn't be nearly as war-focused as Hobgoblins, they would still have fairly disciplined and organized guards that could also serve as armies if they needed to. They wouldn't be "inter-racial territorial" (territorial when it comes to members of the same race) like Gremlins are, but they would be territorial when it comes to other races, not wanting to share the land that they've claimed with other races, especially Seelie races like Fairies, Satyrs, and Centaurs. Boggart settlements would be seen as a fairly civilized place to live inside of the Feywild, but they would be wary of outsiders and most hospitable to Boggarts and other non-Maglubiyet-following Goblinoids.
(As a side-note, Boggarts actually existed in previous editions of D&D, but they were a kind of young form of a Will-o'-Wisp, back when they were weird fey creatures. As there is no official Boggart in D&D 5e, that leaves the name open to be used in the future. The closest thing is a boggle, which I would explain is a distant cousin of Gremlins from way back before Maglubiyet conquered the Goblinoids.)
Finally, Bugaboos. This name is also fairly close to their goblinoid equivalent (Bugbear), like how Gremlin is similar to Goblin, and this is due to how fairy tales were warped by language barriers between European countries in the Middle Ages. Boggart, Boggle, Bugaboo, Bogeyman, and Bugbear all share similar etymological roots, and are linked in the folklore through this. There isn't really an etymologically similar name for Hobgoblins, which is why I just defaulted to Boggarts, as it's a cool name that isn't already in use in D&D 5e, and for those that do know a bit about Boggarts, it would make sense to connect them in some way to Goblins.
Bugaboo Racial Stats coming soon
Again, flavor text in the spoiler below:
Close relatives to Boggarts and Gremlins, Bugaboos are either native Bugbear-ancestors that avoided Maglubiyet's Conquest and stayed in their natural habitat, or they are Bugbears that escaped the Maglubiyet-dominated goblinoid society and made their way back to the Feywild, where they reverted back to their natural state. Bugaboos are hairy, long-limbed ape-like humanoids with monstrous faces and teeth and are both adept at staying undetected by even largely-populated settlements and masters of scaring away lone travelers that wander into their territory.
On some worlds, Bugaboos have been capable of going undetected for centuries, being granted terrifying names and engendering horrific tales of monsters that punish the unwary. They've been called many different names in the past; such as boogiemen, sasquatch, "things-that-go-bump-in-the-night", and similar names meant to give some explanation to the unseen.
Bugaboos tend to live in tribes that travel throughout heavily forested areas, foraging for food, doing everything they can to avoid detection, and being led by the strongest warrior that the tribe has, who takes on the status of War Chief. This paranoia is motivated by the Bugaboos' long-held fear of being caught by servants of Maglubiyet, the ancient enemy that has always sought to eliminate their existence. They are masters at hiding, hunting, and creating weapons from the resources provided by the lands they dwell in.
(I will finish this tomorrow. Sorry that it's taken so long and was posted while incomplete, I just didn't want to lose my progress so far.)
Your names are definitely better than having to say "Hobgoblin of the Feywild" every time someone asks your character's race. I hope WotC, if the race (I don't want to write it out again) make it past UA, comes up with an easier name similar to yours. Though, either way, I won't be using them in most of my campaigns, since in my homebrew world goblinoids have a vastly different origin.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
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In the recent Folk of the Feywild Unearthed Arcana, an unofficial alternate version of the 5e Hobgoblin race was published, the Hobgoblin of the Feywild. The whole flavor text describing the race is detailed in the quote block below, with emphases on parts that I found important:
Okay, let's go down the emboldened text.
First off, Hobgoblins and the other Goblinoids trace their origins back to the Feywild. This is news in 5e, but I believe that similar things have been done in previous editions (4e, IIRC). Volo's Guide to Monsters' section on Goblinoids makes no mention of this origin, which is quite interesting and shows a design direction from WotC on this matter, as a book that extensively discusses goblinoids would be expected to say that they came from the Feywild, unless this decision had not been made yet by the game developers.
Secondly, there's a new "rule of reciprocity" from the Feywild. This basically sounds like magical karma, where if you benefit the Feywild, it will work to benefit you. I expect this to be described in more detail in the upcoming The Wild Beyond the Witchlight adventure book that takes place in the Feywild, but it is described a bit in this flavor text. It basically amounts to that the Feywild gives back what you give it, and for some reason, Hobgoblins that have strong ties to the Feywild have the ability to personify this through their Fey Gift feature.
Third, which is quite possibly connected to the Rule of Reciprocity that is detailed above, the lingering magic of the Feywild is what allows hobgoblins to have features like Saving Face and Fortune from the Many, which is also why they are typically lawful creatures, as they have learned that working together increases their odds to succeed at whatever they're working towards. Whenever they should fail at something, they can instead call on the fickle power that the Feywild has granted them, and possibly succeed instead.
Okay, now that we've covered the interesting and important bits of quasi-official D&D 5e lore about Hobgoblins and their origin in the Feywild, we move from "kinda-official" into "completely speculative/homebrew". Let's get started with what likely drew you into this thread (or at least intrigued you); the names.
The main thing that I dislike about the Hobgoblin of the Feywild is the name. It's just too long and clunky. It's not catchy and doesn't roll of the tongue like "goblin", "hobgoblin", or "bugbear" does, and it's not at all imaginative and doesn't inspire character ideas the way that those names would due to the clunkiness of it. I do imagine that WotC will rename the race if/when it is officially published, but in case they don't and in case I'm not satisfied with the names when they do come out, I will share what I currently call them and why, and won't just do this for the Hobgoblin of the Feywild, but also for the Goblin and Bugbear of the Feywild.
So, as listed in the title, the new names that I propose for Fey-Goblinoids are as follows: Gremlins (for Goblins of the Feywild), Boggarts (for Hobgoblins of the Feywild), and Bugaboos (for Bugbears of the Feywild). Now, let's go down each of the names and explain why I gave them these specific names, and what features and lore I would imagine these races would get.
Firstly, Gremlins. Everyone knows what gremlins are (or at least, they should). They're small, mischievous, monstrous-looking creatures that's name is etymologically derived from the word "goblin". So, there's already a tie between the two. Famous pop-culture depiction of gremlins even look like fairly similarly to a more monstrous version of 5e's goblins (albeit, they're much shorter, and would be classified as Tiny in D&D terms). For these races, I'm going to act like there's a "rule of three" for goblinoids, and go accordingly off of that (as there are 3 main types of goblinoids (one for each type of evil; CE Bugbears, NE Goblins, and LE Hobgoblins), and Fey Gift allows for 3 separate improved options).
For 5e Gremlins as a "Goblin of the Feywild" race, we're going to ignore the 3 rules of gremlins (don't get them wet, don't expose them to bright light, don't feed them after midnight), as we both don't want to steal too much from the most famous gremlin source material, and we also don't want to paint ourselves into a corner for what we and others can use D&D gremlins for in their games. However, if there were a monster stat block of a "Wild Gremlin" that was more true to the source material, you could add in "Gremlin Weaknesses", sort of like how Vampires have their weaknesses. As another note, I will be keeping the Gremlin's racial stats fairly similar to the current official goblin racial stats, as the Hobgoblin of the Feywild is similar in stats to the Hobgoblin race.
Gremlin Racial Stats
The main differences between the Gremlin and the Goblin racial stats are that Fury of the Small has now become Gremlin's Fury, being able to be used an amount of times equal to your proficiency bonus and now recharges on a long rest, they gain Fey Ancestry, have the post-Tasha's race changes, and also replace Nimble Escape (free bonus action Disengage or Hide) with Unseelie Nimbleness, which lets them use the Disengage or Hide action as a bonus action prof. bonus times each long rest, and at level 3 get to gain an additional benefit when they use the Disengage or Hide actions, which are a minor invisibility effect, a minor teleportation, and a minor homing-strike ability.
I also gave them a bit of new lore and flavor text, copied into the spoiler below just for convenience:
Goblins, as did their other goblinoid cousins, originated in the Feywild as whimsical unseelie spirits, which all changed when their archfey masters were slain by Maglubiyet. Throughout the many millennia that they have spent under their new tyrant god's rule, a few goblins have managed to slip back into their ancient homeland, gradually having the faerie magic of the Feywild revert them back to some semblance of their original forms. These fey-warped goblins began to be called "gremlins", and are granted unique powers due to their reformed connection with their natural plane of existence.
On some worlds, such bonds lead goblins to form communities out of a necessity to survive, but at their core, goblins are selfish creatures that prefer to be alone. The powers granted to gremlins due to their reconnection with the Feywild allows for them to live in their original nature, as hermetic individuals that rarely interact with one another, avoiding all other creatures that they can.
Gremlins are generally slightly shorter than their goblin cousins, but this is due to them typically hunching over more than goblins. They have long, curved, pointed ears and crooked noses that are covered in small tufts of fuz-like hair.
Basically, goblins are neutral evil, so they're more territorial and antisocial than Hobgoblins are, as Hobgoblins know that they have to stick together in order to be strong. However, goblins were forced into societies as slaves by Maglubiyet, which they hate and is the main reason why they're so mean to their underlings and slaves. Gremlins are goblins that have escaped back to the Feywild, so they have partially reverted back to their original nature, allowing them to live the way they naturally want to live (which is generally as far away from other people as possible). Gremlins tend to hate other sentient creatures, finding them as nuisances and potentially dangerous, so they do everything within their power to drive them away. As Gremlins are small and tend to be physically weak, they resort to guerilla-style tactics that are enhanced by their fey powers, pestering others until they leave them alone. They typically prefer non-violent means of doing so, and if they have to revert to violence they typically use really annoying tactics (bear-traps, ball-bearings, etc), but can also hold their own against many enemies they may come across, using their small stature and fey-fueled powers to their advantage.
If D&D 5e still used racial modifiers to ability scores, I imagine that the skittishness of gremlins would be shown by a +2 bonus to Dexterity (for Stealth and AC) and a +1 bonus to Wisdom (as higher Wisdom means higher Perception and Insight, and higher Perception and Insight means that you're more aware of possible threats to you).
Finally, let's talk about nilbogs for a moment. A nilbog, (which is goblin backwards), is a goblin that has been possessed by part of the shattered spirit of one of the goblins' old trickster gods that was killed by Maglubiyet. In my head-canon, these "old gods" were actually Archfey that were a member of the Unseelie Court, and they were likely the Gods of the original Goblins, Hobgoblins, and Bugbears, just like how Hyrsam is the deity of Satyrs and Centaurs. This could also be used as a sort of meta-explanation for why there are so few Unseelie Archfey in comparison to the Seelie Archfey, with a reason being, well Maglubiyet killed a bunch of them dozens of centuries ago in order to dominate the Goblinoids. Nilbogs are created when the spirit of one of these old gods possesses a goblin that is in the Goblinoid Caste that Maglubiyet created, and the Nilbog will spur trouble and mischief in vengeance for their death.
However, if the spirit that created a Nilbog instead decided to somehow interact with a Gremlin, the result could be much different. In my opinion, if this happened, it would create a nilmerg (gremlin backwards), which would actually basically be a Trickery Domain Cleric, a goblinoid priest that wants to convert other gremlins to worship this entity in order to restore its status as a deity of goblinkind and trickery. The ultimate goal of Nilmergs and their followers would be to overthrow Maglubiyet's control of the Goblinoids using their powers to sow mischief in the goblinoid ranks. They'd probably even have Archfey-Patron Warlocks to help them in the process, too.
Secondly, the Boggarts. Their racial stats and a bit of their flavor text can be found in the Fey_Folk Unearthed Arcana, but it is a bit lacking on what their culture is actually like. However, we do know quite a lot about hobgoblins, and we know something about what their link to the Feywild is like.
Hobgoblins are by nature social creatures. While Goblins prefer to be alone, Hobgoblins prefer to be with others. In a Hobgoblin's mind, the bigger the group, the better, as that tends to increase their odds to succeed in a battle. However, Goblins will get more nervous the more people there are in a group. They feel claustrophobic, worried that everyone in the group is out to get them, knowing that if everyone is against them, they are far less likely to survive in a group than they are against just one enemy. Maglubiyet exploited both of these traits from the original fey-goblinoids when he conquered them, using Goblins to create a tormented society of oppression, and Hobgoblins to form legions of nigh-unstoppable warriors that rely on each other to succeed in combat. If D&D 5e still used racial modifiers to ability scores, I imagine that Fey-Hobgoblins/Boggarts would be granted a +2 bonus to Charisma and a +1 bonus to Intelligence, or something along those lines.
Boggarts are social, intelligent creatures. They're not war-like, as that's a change that Hobgoblins got during Maglubiyet's Conquest, but they are law-oriented and "tough-love" focused. They have some kind of society that is commonly considered civilized, quite probably a republic with some kind of "Council of Elders" to represent the people. Although they wouldn't be nearly as war-focused as Hobgoblins, they would still have fairly disciplined and organized guards that could also serve as armies if they needed to. They wouldn't be "inter-racial territorial" (territorial when it comes to members of the same race) like Gremlins are, but they would be territorial when it comes to other races, not wanting to share the land that they've claimed with other races, especially Seelie races like Fairies, Satyrs, and Centaurs. Boggart settlements would be seen as a fairly civilized place to live inside of the Feywild, but they would be wary of outsiders and most hospitable to Boggarts and other non-Maglubiyet-following Goblinoids.
(As a side-note, Boggarts actually existed in previous editions of D&D, but they were a kind of young form of a Will-o'-Wisp, back when they were weird fey creatures. As there is no official Boggart in D&D 5e, that leaves the name open to be used in the future. The closest thing is a boggle, which I would explain is a distant cousin of Gremlins from way back before Maglubiyet conquered the Goblinoids.)
Finally, Bugaboos. This name is also fairly close to their goblinoid equivalent (Bugbear), like how Gremlin is similar to Goblin, and this is due to how fairy tales were warped by language barriers between European countries in the Middle Ages. Boggart, Boggle, Bugaboo, Bogeyman, and Bugbear all share similar etymological roots, and are linked in the folklore through this. There isn't really an etymologically similar name for Hobgoblins, which is why I just defaulted to Boggarts, as it's a cool name that isn't already in use in D&D 5e, and for those that do know a bit about Boggarts, it would make sense to connect them in some way to Goblins.
Bugaboo Racial Stats coming soon
Again, flavor text in the spoiler below:
Close relatives to Boggarts and Gremlins, Bugaboos are either native Bugbear-ancestors that avoided Maglubiyet's Conquest and stayed in their natural habitat, or they are Bugbears that escaped the Maglubiyet-dominated goblinoid society and made their way back to the Feywild, where they reverted back to their natural state. Bugaboos are hairy, long-limbed ape-like humanoids with monstrous faces and teeth and are both adept at staying undetected by even largely-populated settlements and masters of scaring away lone travelers that wander into their territory.
On some worlds, Bugaboos have been capable of going undetected for centuries, being granted terrifying names and engendering horrific tales of monsters that punish the unwary. They've been called many different names in the past; such as boogiemen, sasquatch, "things-that-go-bump-in-the-night", and similar names meant to give some explanation to the unseen.
Bugaboos tend to live in tribes that travel throughout heavily forested areas, foraging for food, doing everything they can to avoid detection, and being led by the strongest warrior that the tribe has, who takes on the status of War Chief. This paranoia is motivated by the Bugaboos' long-held fear of being caught by servants of Maglubiyet, the ancient enemy that has always sought to eliminate their existence. They are masters at hiding, hunting, and creating weapons from the resources provided by the lands they dwell in.
(I will finish this tomorrow. Sorry that it's taken so long and was posted while incomplete, I just didn't want to lose my progress so far.)
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Your names are definitely better than having to say "Hobgoblin of the Feywild" every time someone asks your character's race. I hope WotC, if the race (I don't want to write it out again) make it past UA, comes up with an easier name similar to yours. Though, either way, I won't be using them in most of my campaigns, since in my homebrew world goblinoids have a vastly different origin.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.