Burrowrog


Size/Catagory: Small Humanoid (Goblinoid)
Stats:

Mind: 20
Body: 8
Magic: 14 for dust blowing, 20 everything else

Number of Attacks: 1
Damage/Attack: By weapon
Special Attacks: None
Special Defenses: None
Special Abilites: Infravision
Magic Resistence: Nil


Climate/Terrain: Dry, sandy climates. Found in the northern/mid-territories of Azure Steppe, just beneath the Gorge.
Frequency: Uncommon
Organization: Solitary
Activity Cycle: Nocturnal
Intelligence: Feral
Language: Grunts and clicks.
Alignment: Neutral

Description:
Burrowrog are large creatures that have been known to grow up to 12 feet in length and weigh up to 500 lbs. They are stocky beasts that burrow underground and usually live there to stay warm. They are oddly reptilian, but look like large mammals with heavy plating on the body. They have a large horn on the tip of their nose for burrowing. They have small, dark eyes and large nostrils. They have a keen sense of smell and work off vibrations to catch their prey, which consist of other reptiles, bugs and small mammals.


Combat:
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 is meaningless in their society. They favor ambushes, over-whelming odds, dirty tricks and any other edge they can devise.

Goblins have a poor grasp of strategy and are cowardly by nature, tending to flee the field if a battle turns against them. With proper supervision, though, they can implement reasonably complex plans, and in such circumstances their numbers can be a deadly advantage.

They can use any sort of weapon, preferring those that take little training, like spears and maces.

Habitat/Society:
Goblins are tribal. Their leaders are generally the biggest, strongest and sometimes even the smartest around. They have almost no concept of privacy, living and sleeping in large common areas; only the leaders live separately. Goblins survive by raiding and stealing, sneaking into lairs, villages and even towns by night to take what they can. They are not above waylaying travelers on the road or in forest and stripping them of all possessions, up to and including the clothes on their backs. Goblins sometimes capture slaves to perform hard labor in the tribe's lair or camp.

These creatures live wherever they can, from dank caves to dismal ruins and their lairs are always smelly and filthy due to an utter lack of sanitation. Goblins often settle near civilized areas to raid for food, livestock, tools, weapons and supplies. Once a tribe as despoiled a locale, it simply packs up and moves on to the next conventient area. Hobgoblins and bugbears are sometimes found in the company of goblin tribes, usually as bullying leaders. Some goblin tribes form alliances with worgs, which carry them into combat.

Goblin bands and tribes have noncombatant young equal to the adults.

The chief goblin deity is Maglubiyet, who urges his worshipers to expand their numbers and overwhelm their competitors.

Ecology:
Goblins live only 50 years or so. They do not need to eat much but will kill just for the pleasure of it. They eat any creature from rats and snakes to humans. In lean times they will eat carrion. Goblins usually spoil their habitat, driving game from it and depleting the area of all resources. They are decent miners, able to note new or unusual construction in an underground 25% of the time, and any habitat will soon be expanded by a maze-like network of tunnels.
The Creature Collection