Homebrew Cave Goblin Species Details

Cave Goblins were small goblinoids that many considered little more than a nuisance. They had flat faces, broad noses, pointed ears, and large, sharp fangs. Their foreheads sloped back, and their eyes varied in color from red to yellow. Their skin color is white and pale; usually, all members of the same tribe shared the same colored skin, though they also came in shades of white. Goblins were typically dressed in dark leathers soiled by poor hygiene and colored in a similar range of tones to their skin. Goblins usually stood between 3'4" and 3'8" and weighed about 40 to 55 pounds on average. Cave Goblins bred extremely rapidly compared with many other races, accounting for their large population. Cave Goblins was an elusive and nimble race, which enabled them to slip away from danger more easily than most. In combat, goblins often used this advantage to sneak up on enemies and deal them a blow from hiding and then slip away before they could be retaliated against. When they had superior numbers in battle, goblins would attempt to flank lone combatants. Goblins, like other goblinoids, had a commonly short temper. Leaders among the race often came to power through betrayal or aggression, rather than by more peaceful means, or as clerics of the goblin gods. As such members of the race were more easily provoked than individuals of most other races and often took sadistic pleasure in exacting revenge once crossed. Goblins who turned away from evil often found it difficult to overcome this short fuse and had a sense of greed that made it difficult for them to act altruistically. Those that did often made use of their ill-gained talents as rogues or fighters. Though goblins had a poor reputation overall, not all goblins were dim-witted or evil. Some goblins have risen to become heroes, gaining enough renown to be accepted into the civilized world of other, more commonly good, races. Those goblins seeking this path may have found it difficult to overcome their temper and greed, as well as the cultural influence of their brethren, but those who did often found it could be more rewarding, in the long run at least, to serve good rather than to serve evil. Many goblins who left for life among other races were females, driven away by the rigidly structured role of motherhood they were expected to play. Other expatriated goblins would try to recreate the circumstances of their culture, preying on the weaknesses of others in non-goblin communities. Being bullied by bigger, stronger creatures has taught goblins to exploit what few advantages they have: sheer numbers and malicious ingenuity. The concept of a fair fight was meaningless in their society. They favored ambushes, overwhelming odds, dirty tricks, and any other edge they could devise. Goblins preferred to fight battles where the odds were in their favor and often fled or surrendered when outmatched. Goblins were not known for being valued in their lives. Goblin society was tribal by nature. Goblin leaders were generally the strongest, and sometimes the smartest, around. Goblins had little concept of privacy, living and sleeping in large common areas; only the leaders lived separately in their own private chambers. As such, goblin lairs were often stinking or soiled, though easily defended when under assault. Many such lairs were layered with simple traps for such purposes.

Cave Goblin Traits

Life without sunlight has bleached their skin a pasty white and their eyes are solid black, while their teeth large.

Nimble Climber

 Cave Goblins suffer no movement penalties while climbing up vertical surfaces. They may climb upside down at half speed. 

Sunlight Sensitivity

While in sunlight, the cave Goblin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Darkvision

 You can see in dim light within 70 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey

Claws

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Bite

Ranged Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Following a bite from a cave Goblin, the bitten individual must make a DC10 CON save or become infected with Cave Canker

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