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Summoning Difficulty: +1

Humanoid Frog, Atavistically Evil, Long Sticky Tongue

Good At: Being Amphibious (+2), Marsh Fighting (+2)

Bad At: Complex Thinking (-2), Resisting Blunt Trauma (-2)

Hits: [1]  

Up to ten (10) boggards will form a mob. Add one (1) hit box per boggard. +1 while attacking and defending for every three (3) boggards remaining.


Summoning Difficulty: +9

Insane Aberrant Dwarves, Darklands Faction, Experimental Pharmacologists and Poisoners

Good At: Sneaky (+2), Roguish (+3), Arcane (+1)

Bad At: Cooperating (-2), Being Liked Or Trusted By Others (-2)

Hits: [1][1]  

Derro are thought to be a myth even by most of the few people who have heard rumors of them. They are strange small humanoids who are addicted to a strange fungus that addles their thoughts and fills them with a kind of mania. Rabidly xenophobic, Derro are sneaky and dangerous foes that use strange mind-affecting drugs and poisons.


Up to five (5) derro will form a mob. Add two (2) hit boxes per derro. +1 while attacking and defending for every three (3) derro remaining.

Darkvision: Because I have Darkvision I can see perfectly in total darkness.

Immune To Mind-Affecting: Because I am affected by a persistent mental condition, I am immune to other forms of insanity and Mind-Affecting effects.

Ghost Sound: Becuase I'm a derro, I can make illusory sounds up to two zones away at will and I can justify create advantage actions when illusory sounds are relevant.

Derro Darkness: Because I am a derro, as an action I have the ability to add the situational Aspect Darkness to my zone or an adjacent zone. This effect provides active Good (+3) defense to notice attempts and targeted abilites. This Aspect lasts for four exchanges, though it can be overcome and removed by a character with Arcane, Divine, or Primal of +3 or higher opposed by a Superb (+5) difficulty. Thanks to my Darkvision, I am not affected by this.

Vulnerability To Sunlight (+1): Because I am vulnerable to bright light, I suffer -1 to all 4dF resolutions while exposed to sunlight or other intense light. If exposed to sunlight for more than an hour, my [1] stress box is considered to be checked at all times; I recover from this after being in darkness for at least an hour.

Summoning Difficulty: +1

Tiny Blue Fey, Vermin Empathy

Good At: Controlling Vermin (+3), Going Unnoticed (+2), Functioning Underground (+1)

Bad At: Physical Tasks (-3), Being Taken Seriously (-3)

Hits: [1]  

Up to ten (10) mites will form a mob. Add one (1) hit box per mite. +1 while creating advantage and overcoming for every three (3) mites remaining.


Summoning Difficulty: +3

Reptilian Humanoid, Cave Dweller

Good At: Pack Attack (+2), Caves & Underground (+2)

Bad At: Above Ground (-1), Easily impressed and frightened by bright Flashy magics.

Hits: [1]  

Up to ten (10) troglodytes will form a mob. Add one (1) hit box per troglodyte. +1 while attacking and overcoming for every three (3) troglodytes remaining.



Considered nothing more than murderous pests by most, goblins dwell on the fringes of other societies, scavenging amongst their waste and building their society in squalor. Though weak on their own, goblins often gather in huge numbers to overwhelm their enemies.

Summoning Difficulty: +2

Foul Beast, Cruel and Vicious

Good At: Biting and Gnashing (+3), Fighting Real Dogs (+1)

Bad At: Remembering I Have A Rider (-2), Not Shying Away From Flames And Loud Noises (-2)

Hits: [1][1][1][1]  

Up to three (3) Goblin Dogs will form a mob. Add four (4) hit boxes per Goblin Dog. +1 attack and create advantage for each additional Goblin Dog remaining.

These vicious creatures are mean and nasty, particularly when fighting as a pack, but they are afraid of fire and loud noises.

Goblin Dog

Summoning Difficulty: +7

More Deadly Than You Think, Dogslicer!

Good At: Melee Combat (+3), Raids (+1)

Bad At: Knowing When To Run (-2)

Stress [1][2][3]

Mild (2)

Moderate (4)

Do not treat as a mob.

These buggers put up a fight and die hard. When they are close to death, roll 4dF and apply their Bad At Knowing When To Run Away modifier against a difficulty of Average (+1). If they succeed they run away, if they fail they fight to the death. Grrrr.

Elite Goblin

Summoning Difficulty: +0

Scatterbrained, Out Of Control

Good At: Undisciplined Attack (+2)

Bad At: Making Sense (-2)

Treat up to ten (10) Excited Goblins as a mob; add +1 hit box and +1 to attack for every two Excited Goblins remaining

Excited Goblin

Summoning Difficulty: +6

Vicious But Lazy, Nauseating Breath

Good At: Slithering and Sneaking (+2), Biting (+2), Sickening Belch (+2)

Bad At: No Arms (-4)

Stress [1][2][3]

Mild (2)

Do not treat as a mob.

Goblin Snake

Summoning Difficulty: +4

Fire Fire!, Ha Ha Only Kidding...RUN!!!!

Good At: Burning Brand (+2), Lighting Things On Fire (+2)

Bad At: Being Brave (-2), Avoiding Self-immolation (-2)

Hits: [1][1][1]  

Up to three (3) Pyromaniac Goblins will form a mob. Add three (3) hit boxes per goblin. +1 to attack and create advantage for every two (2) Pyromaniac Goblins remaining

Goblin Pyro

Summoning Difficulty: +3

Sneaky When They Want To Be, Surprise!

Good At: Stealth (+2), Attacking From Surprise (+2)

Bad At: Stand Up Fights (-2)

Hits: [1][1]  

Up to five (5) Sneaky Goblins will form a mob. Add two (2) hit boxes per goblin. +1 to attack and create advantage for every two (2) goblins remaining

A pack of these attacking together from hiding can be nasty, otherwise they tend to flee at the first sign of trouble.

Sneaky Goblin

Summoning Difficulty: +1

Trusted Lieutenants, Compound Short Bows

Good At: Shooting Bows (+3), Being Patient (+1)

Bad At: Melee (-2), Shooting On The Move (-2)

Hits: [1][1]  

Up to five (5) Goblin Snipers will form a mob. Add two (2) hit boxes per goblin. +1 to attack and create advantage for every two (2) goblins remaining

Goblin Archer

Summoning Difficulty: +1

Filth Covered Blighters, Vicious

Good At: Throwing Poo (+3), Functioning In Sewers (+1)

Bad At: Avoiding Being Smelled (-2), Bright Light! (-2)

Hits: [1][1]  

Up to five (5) Sewer Goblins will form a mob. Add two (2) hit boxes per goblin. +1 to attack and create advantage for every two (2) goblins remaining

Sewer Goblin

Summoning Difficulty: +2

Sugar Fiends!, Extra Quick

Good At: Evading Capture (+2), Scampering (+2)

Bad At: Being Quiet (-2), Avoiding The Lure Of Sweets! (-2)

Hits: [1][1][1]  

Up to three (3) Sweet-toothed Goblins will form a mob. Add three (3) hit boxes per goblin. +1 to overcome and defend for every two (2) Sweet-toothed Goblins remaining

Happy Goblin

   Sweet-toothed Goblins are sugar fiends! They aren't really very tough but they are hard to come to grips with...they keep slipping loose like a greased pig in pursuit of more tasty sweets!