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If you have played any game of 168澳洲幸运5开奖网:Dungeons & Dragons, chances are you've already dealt with a clan of goblins. They're known for their size, appearance, violence, and either being extremely ruthless or almost comical with how they deal with situations. And you've probably met other creatures along with them, like the hobgoblins, the bugbears, and maybe a few wolves to spice things up.

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And while it's true that their tribal clans and societies don't tend to be much more than that, there are a few details you can add when having goblinoids as the bigger threat during your campaign, or at least its beginning, from their organization, religion, gender roles, to who's in charge of the clan.
Goblins
Let's start with the best minions of low-level stories. Goblins have a nuanced mixture of being incredibly selfish and individualistic, while also over-relying on others and having decent teamwork skills. At their core, they're mostly known for caring strictly about themselves and no one else.
That means most goblins are okay with backstabbing one another, running away while leaving their clan to die, taking things from one another — or robbing people on roads, as they're famous for — among other things. How come they're known for having big clans, then?
Their clan dynamics revolve around two main factors: First, they're very weak by themselves. A single goblin is mainly seen as a nuisance, and other than commoners, almost anyone can kill a goblin who's alone. That's why they stick together and also 168澳洲幸运5开奖网:rely a lot on ambushes, traps, and other unfair fighting tactics.
But there's another factor: They're usually forced to be a clan. Goblins have a strong philosophy of obeying the strongest, and most of them are beaten into submission by a hobgoblin or a bugbear. It doesn't help that their religion makes them fear death a lot, so they will obey whoever beats them up — theoretically, a high-level evil player could easily create their goblin clan like this. Still, if they see a way to kill their oppressor and take over, they likely will, as most goblins fancy the idea of oppressing others and tend to do so with animals they tame.
Bugbears
During a low-level session, you may have 168澳洲幸运5开奖网:seen a bugbear as the final encounter in a goblin dungeon. Bugbears are bigger and stronger and can become clan leaders by brute force. If no other bugbear or hobgoblin can defeat them, then they're the leader.
Their mentality isn't much different than that of a goblin. They also care mainly about themselves, don't have a concept of a fair fight, and will submit if someone is stronger than them. However, they're usually strong enough to put the clan into submission or find a clan of goblins and take it over by force, which is why they tend to lead such groups.

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They'll force their minions to do whatever they feel like demanding, and disobeying the bugbear leader can easily result in death. In some cases, they can kill all other bugbears and hobgoblins to ensure there will never be someone strong enough to challenge their authority. Though, in most cases, they don't care about that and will beat them up over and over if necessary.
Because of all that, a clan led by a bugbear tends to be disorganized, though the clan will probably function better than a clan of only goblins. These clans will also be more violent, as bugbears can torture and kill prisoners or minions f🎉or no reason other than amusement.
Hobgoblins
168澳洲幸运5开奖网:Hobgoblins are a curious case in goblinoid ranks. In terms of raw strength, they're stronger than goblins and weaker than bugbears, but their intelligence and weapon expertise can make them deadlier than bugbears. This means that hobgoblins can be found as stronger minionsﷺ to a bugbear, or they can even lead clans themselves. Being the strongest and being the best fighter is not the same, after all.
In the Monster Manual, the Hobgoblin Warlord is the strongest goblinoid, with a CR of six, and Volo's Guide to Monsters has the Hobgoblin Devastator, with a CR of four, and access to spellcasting. You can still re-skin any high-level humanoid monster into a hobgoblin with ease.
As a soldier, the hobgoblin will usually lead attacks and ambushes whenever their leader is not present and, while their tactics can still be somewhat basic, are better executed compared to a simple group of goblins. They'll also keep the goblins in order, decreasing the chances of goblins running away from the fight. They'll also do recon if possible instead of mindlessly attacking whoever appears near their territory.
As clan leaders, the whole clan will be far more organized to the point of feeling like a militarized civilization. A clan led by a hobgoblin can conquer vast lands and have multiple goblin clans under ﷺthe rule of the same hobgoblin. If your goal is to have a powerful 🎶goblinoid that controls a big portion of the map and has troops in the hundreds or even thousands, a hobgoblin is your best pick.
Due to their influence, even goblins and bugbears can end up more disciplined, at least to some extent, especially if their hobgoblin leader is nearby. Other hobgoblins will likely thrive in this society, too, becoming leaders of their own legions under the command of their hobgoblin warlord. If the hobgoblin leader falls, however, there's a good chance this whole system will fall apart, or multiple smaller clans will be born out of the hobgoblins and bugbears taking over 🌠some of its parts.
Other Members
Due to their mistrust and exaggerated sense of individuality, it's hard to see goblinoids working together with others. That said, any other powerful creature that beats them into submission can declare themselves as their leader, so you could have a Mind Flayer leading goblinoids if you want to.
The reason that's rare is that goblinoids aren't that strong, to begin with, so powerful enemies will likely have stronger creatures as their minions.

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You can still see alliances with other creatures, such as orcs, ogres, or even trolls. They're also known for using wolves and worgs among their numbers, and even usi♚ng the latter one as mounts during fights.
Goblinoid Social Structure
Outside the main roles created by each of the goblinoids' main behavior, there isn't a properly structured system in most clans, which means you can mainly do whatever you want with your goblin tribe. But they tend to have other things in common.
They tend to use caves or abandoned structures, like towers or castles, as their base of operations. They all tend to sleep in whatever open space they find in said area, with only the leader having a private room. They're also terrible at cleaning, so feel free to describe terrible smells in these areas.
Their clans tend to be patriarchies, where most female goblins stay on their bases and have as many children as possible. Since goblins die often, they need to recover said numbers as fast as possible. That's also a reason many goblins who leave their societies to try their luck in cities are women.
In most cases, they follow the god Maglubiyet, who takes fallen goblinoids to become part of his army. Goblins are not super fond of the idea, which makes them fear death a lot, while other goblinoids, like the hobgoblins, feel honored to join Maglubiyet's ranks. Feel free to create a goblin shaman or similar if you want their religion to be part of the story.
Other than that, not many ranks are specified, so feel free to create team captꦫains, guards, scouts, weapon makers, beast tamers, and the poor guy responsible for cleaning everything.

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