Pack Tactics. Advantage on attack roll if another pack member is within 5 ft. of the targeted opponent, provided the pack member is not incapacitated.
High Jump. Bablins can jump as high as 10 ft. up in the air. Must succeed a Dexterity (Acrobatics) check with 10. The jump height is decided by rolling 2d6 - 2 (eg: if the monster rolls 2 + 6 on a 2d6 roll, the jump height is [(2 + 6) - 2] = 6 ft.).
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Club. Melee Weapon Attack: + 7 to hit, reach 5 ft. one target, Hit: 6 (2d4 + 3) bludgeoning damage.
Spear. Melee or Ranged Weapon Attack: + 3 to hit, reach 5 ft. or range 20/60 ft., one target, Hit: 6 (1d8 + 0) piercing damage to make a two-handed melee attack, or 4 (1d6 + 1) piercing damage when used as a ranged attack.
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target, Hit: 4 (1d46 + 1) piercing damage.
Two-Handed Smash. Melee Weapon Attack: +8 to hit, reach 5 ft., one target, Hit: 8 (2d4 + 2) bludgeoning damage.
Stealth. If Bablins choose to stay hidden on treetops, it can only be seen when an opponent’s Wisdom (Perception) check is 12.
Climb Retreat. If there are no opponents within a distance of 10 ft. or more, a Bablin can climb to a higher elevation taking the Disengage or Hide action as a bonus action on each of its turns.
Description
Backstory: Bablins are a cross between Goblins and Baboons by way of sorcery. When Mind Flyers dominated the world, a group of Goblin minions from the Blackfoot Clan went rogue during a magic relic hunt. They were ultimately caught. To punish them with a life of ridicule, the entire Blackfoot Clan of Goblins was cursed with characteristics of Baboons. Since then, this new subrace of Goblinoids was formed and started to multiply. Blackfoot Clan is so named because of their clan's founding leader's feet were distinctively dark ash.
Appearance: They have facial features, hindquarters, and arms of a Baboon and a muscular body as fit as Goblins. Even though much weaker in strength to Goblins, they have the same martial skills. In addition, they also have the forest survival and treetop skills of Baboons, and are stronger than Baboons.
Oppressors: The Bablin’s worst oppressors are Goblins. Goblins see themselves as superior to Bablins, and consider Bablins to be hideous and a disgrace to the higher Goblin race. Whenever the Goblins sees Bablins, they cannot resist ridiculing or bullying them. Because of this reason, Bablins avoid working with Goblins or settling close to Goblin settlements. Surprisingly, their larger cousins the Hobgoblins and Bugbears do not bother oppressing Bablins as much as they do with Goblins. The Bablins give the Goblinoid race an advantage in thick forests, and therefore, Hobgoblins and Bugbears value the engagement of Bablins in their evil. This favouritism could also be one more motivation for the Goblins to constantly oppress the Bablins.
Class: Years of oppression and ridicule drove the Bablin race to the forests and treetops and gradually took to a life of Bandits. They are for hire offering their services for robberies and raids or to retrieve treasure and relics. They collect payment in either money, armour or portions of what they retrieve.
Alignment: Bablins are a neutral evil race. The evil Goblin influence and the rowdy Baboon influence makes the Bablins a race that creates chaos and annoyance wherever they may strike. They do not hesitate in murdering their victims either. Murder, however, is committed only as a means of self-preservation and survival.
Bonds: Bablins are tired of the life of oppression from Goblins. They constantly search for ways of breaking the curse that has come upon their race. They blindly follow any sorcerer who gives them hope of breaking the curse. This can also result in their loyalty being exploited.
Low Profile: Bablins do not make too much noise about their victories like the Goblins do. As a tactic to have the advantage of surprise to succeed in their life as bandits and, to avoid drawing attention to their settlements, their victory celebrations are simply sharing a meal together with the pack.
Pack Loyalty: Bablins work in packs in whatever they do. They look out for each other and camaraderie is key to their survival. This separates them from the usual Goblinoid trait of selfishness.
Worshipers of Maglubiyet: Bablins' other inherent beliefs are pretty much Goblinoid. Just as Goblins, they worship Maglubiyet the Lord of depths and Darkness. A common and constant prayer is to break them from the curse.
Strategic Settlements and Lairs: Bablins build their settlements in forests and on treetops. The grounds of their settlements are full of subtle alarms and traps to alert them of intruders. They also build underground tunnels that only creatures of their size can easily creep through. This combination of treetop travel and underground tunnels are ideal for their guerrilla attacks or fleeing.
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Posted Feb 2, 2019Hi fellow fantasy RPGamers, Please do let me know how you have used Bablins in your campaigns, and whether it is worth pursuing the evolution of this creature. I created this creature to break the monotony of Goblins by giving a creature that will be as evil and chaotic as the Goblins but would also fight with the Goblins. If there is anyone who is willing to send me a fantasy artists expression of the Bablins, it will be much appreciated. Cheers, DM Socraplato.