Homebrew Swamp Goblin Species Details
Calling the dense, muddy undergrowth of Therenor’s swamps their home, Swamp Goblins are abundant in the dank, murky bogs of Grunlog. while such an environment may be challenging for smallfolk to navigate, These goblins have adapted long, muzzle like snouts and digging claws to scrape through the thick mud for tasty scraps of food.
Goblins of the swamp are particularly crafty. pulling from the materials around them, they build crude traps and tools to catch frogs, bugs, and rodents. swamp goblins will mark their territory with large idols, designed to scare away other goblins as they compete with one another for the best trapping grounds. Swamp goblins would place a number of booby traps; Hidden wasp nests and containers of slippery oils meant to deter any Often, towns are included in these territorial disputes, leading to goblins pilfered them for food and materials. Swamp towns burn incense throughout the night, the pleasant aroma supposedly offensive to sensitive swamp goblin noses.
In large numbers, Swamp Goblins may leave their fetid bogs and enter the endless expanse in search of much larger prey. Dozens of goblins excavating dirt and muck to create massive pit traps; spacious enough to contain even the largest of plains creatures. Swamp goblins packs occasionally dig into Halfling villages, subterranean farming communities with an extensive network of underground chambers just beneath the hills of the great expanse, while they work. Suddenly, a session of trapping turns into a full-blown raid, making goblins a serious threat to these communities. To prevent this, Halflings usually have a few residential swamp goblins that work in unison to mark the outskirts of the village, warding off intruders.
Back in Grunlog, swamp goblins might also find a place for themselves in smallfolk towns. They are excellent gatherers, and their keen noses have a wide array of uses. Some swamp goblins are tasked with finding rare medicinal herbs and alchemical ingredients for community magic users, while others help the militia track down criminals on the run.
Swamp Goblin Traits
Creature Type: Humanoid, You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.
Size: Small (about 3–4 feet tall)
Speed: 30 feet
Fey Ancestry
You have Advantage on saving throws you make to avoid or end the Charmed condition.
Darkvision
You have Darkvision with a range of 60 feet.
Claw
You have sharp claws that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Keen Smell
You have advantage on Wisdom (Perception) checks that rely on smell. Additionally, you have advantage on any checks related to locating people, places, or objects, provided you have become accustomed to their scent.
Construct Trap
Given you have ten minutes of preparation time, you can install a trap within a space. Choose a trap from the provided list below. Any creature which enters a trapped space triggers it. The DC for any checks or saving throws caused by this trait is equal to 8 + your proficiency bonus + Intelligence, Wisdom, or Charisma (choose the ability when you gain this trait)
Your traps are hidden, but can be spotted with a successful Perception check (DC = 8 + your proficiency bonus + your chosen ability modifier). Spotted traps can then be disarmed with a successful Sleight of Hand check (DC = 8 + your proficiency bonus + your chosen ability modifier).
Bug Trap: A clay Pot, woven basket, or paper bag is broken open, releasing a mass of biting bugs. A Swarm of Insects with 11 hit points appears in the space where the trap was activated, immediately making an attack against the creature which triggered the trap. (2d4 piercing damage). The swarm has a turn in the turn order — which is the turn it was summoned — and is hostile to all creatures, prioritizing the one which set off the trap. At the start of each of the swarms’ turns, it has a 50% chance of dispersing.
Grease Trap: You rig a door, floorboard, or wall to release a storage of oil and greases. Slick grease covers the ground in a 10-foot square centered on the location of the trap, turning it into difficult terrain for the next minute. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your chosen ability modifier) or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Puppet Trap: A freakish idol you’ve crafted out of bones and twigs springs forth, revealing itself. Creatures within a 15 foot cone originating from the idol and facing towards the trap activator must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your chosen ability modifier), or become frightened until the end of their next turn.
Traps break down and any creatures contained within them disperse if they are not triggered within 24 hours. You can set a number of traps equal to your proficiency bonus per long rest.