From 1d4chan
A pair of hobgoblin soldiers. Be careful: it's likely there's more around.

Tougher than Goblins, smarter than Bugbears, they're the Lawful Evil to Goblin's Neutral and Bugbear's Chaotic. Usually considered militaristic and malevolent, but often overlooked as cannon fodder like their smaller Goblin cousins, Hobgoblins can prove to be interesting and formidable enemies to a group of player characters, and have the capacity to be pretty badass if you want them to be. Also have a love of slavery (though that’s not fucking unique). Physically, Hobgoblins are generally portrayed as being very large and strong, usually at least as tall as a human. They range from rust to amber in color and sometimes have blueish purple noses or ears. Their ears tend to be overlarge and they have either dog-like or extremely long noses. They also are the CEO of sex.

Hobgoblins vs Orcs[edit]

If you google something like "Dungeons and Dragons Hobgoblin", you'll get a lot of results where people are asking what the real difference is between Hobgoblins and Orcs. Aren't they just the same thing with a different name and drawn slightly differently and carrying different weapons? Well, not exactly.

The short but not especially helpful answer is, to quote the Daily Bestiary blog: "Orcs may have hordes, but Hobgoblins have armies."

The longer and more expositional answer is that way back at the dawn of Dungeons and Dragons, Gary Gygax wanted to have a distinct monster with distinct stats at every early Challenge Rating (1-7). This distinction has been grandfathered in all the way down to Pathfinder and 5th Edition, though the exact differences in stats has changed over the years, and it's usually combined with the flavor portrayal - Orcs being the tribal savages, Hobgoblins being the well-organized and relentless force. Rule Zero, of course, means you can choose to use both creatures, only one, or neither, as you feel like. If your campaign is likely to travel long distances and visit vastly different regions, it can be useful to have two creatures that fill a similar niche and yet are distinct in certain ways from each other. In addition, publishers sometimes give Hobgoblins the more exotic weapons, armor, and tactics, with Advanced Dungeons & Dragons portraying hobgoblins with an almost "oriental" cast (samurai armor for the 1e version, Mongolian clothes for the 2e), which is something that Pathfinder preserved.

For those of you who follow Tolkien, the traits of the Lord of the Rings Orcs were actually split between Dungeons and Dragons' Orcs and Hobgoblins. D&D Orcs are reminiscent of the cave-dwelling ambushers Bilbo met in the Misty Mountains or the hordes that Sauron used to attack Gondor, while D&D Hobgoblins are more like Saruman's Uruk-hai.

Perhaps to try and reinforce the split, unlike orcs, hobgoblins are usually not suggested to be capable of interbreeding with other races... at least, not since thouls stopped being a thing. But, the Kingdoms of Kalamar setting for 3rd edition decided to just say "fuck it" to that noise, introducing the Sil-karg, or Half-Hobgoblin, to go alongside the Half-Orc.

PC Stats[edit]

As it turns out, that natural lawfulness means that when you get down to it, hobgoblins are a pretty decent option for monster adventurers. After all, if they're not as murderously self-interested as standard Chaotic Evil monsters, then logically they can find common cause to adventure with humanoids for whatever reasons.

In fact, Hobgoblins have actually been playable in literally every single edition of D&D, from Basic through to 5th.


Basic D&D presented Hobgoblins as a PC race in the 10th of the Known World Gazetteers, which makes sense if you're aware that Gazetteer #10 was "The Orcs of Thar". Hobgoblins received the following traits:

Click "Expand" to see the statblock.
Hobgoblin Ability Modifiers: +1 Strength, -1 Dexterity
Note: Like all Humanoids from "The Orcs of Thar", a Hobgoblin has racial ability score caps of 18 in all scores bar Intelligence and Wisdom, which are capped at 16.
Note: Like all Humanoids from "The Orcs of Thar", a Hobgoblin determines its Charisma score for interacting with humans and demihumans by dividing its Charisma score by 3 (rounding down) and subtacting the result from 9.
Hobgoblin Natural Armor Class: 8
Can become Shamans (8th level) and Wokani (4th level).

Hobgoblin's's level XP Required Hobgoblin's hit dice
0 0 d8+1
1 1,200 2d8+2
2 2,400 3d8+3
3 4,800 -
4 9,600 4d8+4
5 19,000 5d8+5
6 38,000 6d8+5
7 76,000 -
8 150,000 7d8+5
9 300,000 +2 Hit Points
Subsequent 240,000 +2 Hit Points


In AD&D, hobgoblins were naturally added in the Complete Book of Humanoids, along with most other savage humanoids like orcs, goblins, gnolls and ogres.

Click "Expand" to see the statblock.
Ability Modifiers: -1 Charisma
Ability Mins/Maxs: STR 6/18, DEX 6/18, CON 5/18, INT 3/18, WIS 3/18, CHA 3/14
Available Classes: Fighter (11), Cleric (9), Shaman (7), Witch Doctor (7), Thief (12)
Natural Armor Class: 10
Hit Dice: By class
Infravision 60 feet
40% chance to detect new construction, sloping passages, and shifting walls when within underground complexes (roll 1d10; the hobgoblin senses these features on a 1-4).
Dwarves receive a +1 bonus to attack rolls vs. hobgoblins.
Weapon Proficiencies: Long Composite Bow, Morning Star, Scimtar, Spear, Whip, Pole Arms
Nonweapon Proficiencies: Armorer, Blacksmithing, Bowyer/Fletcher, Brewing, Chanting, Close-Quarter Fighting, Direction Sense, Fire-Building, Hiding, Intimidation, Looting, Religion, Weaponsmithing, Wild Fighting

3rd Edition[edit]

Hobgoblin PC stats were actually all over the place in 3rd edition! First appearing in the Monster Manual as an NPC, they got their first full PC stat block in Forgotten Realms: Races of Faerun, and were reprinted a few times after that, remaining identical in every printing:

Click "Expand" to see the statblock.
+2 Dexterity, +2 Constitution
Base land speed 30 feet
Darkvision 60 feet
+4 racial bonus on Move Silently
Favored Class: Fighter
Level Adjustment: +1

You may wonder just why it is that they get a +1 LA rating? Well, the truth is it's because WotC dramatically undervalued class levels and overvalued ability score bonuses.

In Eberron Hobgoblins were one of the great empires of the past and have a sovereign, recognized nation plus a history of mercenary work. While not exactly respected in most of Eberron, including one in an adventuring party is perfectly plausible.

Kingdoms of Kalamar[edit]

Hobgoblins got a major promotion as one of the core playable races in Kingdoms of Kalamar. Unfortunately, as KoK was written for 3.0 by a bunch of hacks who somehow thought that 3e would take all the "warriors dominate at low levels" elements of Advanced Dungeons & Dragons and turn this into flat-out Fighter supremacy instead of doubling down on Linear Warriors, Quadratic Wizards, their stats are generally regarded as being really crap.

The Tellene Hobgoblin first appeared as PC option in the KoK Player's Guide, where they were largely identical to the 3.0 hobgoblin... save for the fact they got a new +2 racial bonus to Listen & Spot checks, and that they escaped the +1 Level Adjustment by suffering a -2 penalty to all three mental stats.

Tellene Hobgobs subsequently got their own racial splatbook which offered up five different subraces to play as... are they any better than the original? Well...

Click "Expand" to see the statblock.
+2 Dexterity, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma
Medium Size
Base speed 30 feet
Darkvision 60 feet
+2 racial bonus to Listen and Spot checks.
Racial Weapon Proficiency: Proficient in the use of Short Sword, Halfspear, Longsword, Dagger, Crossbow, and Javelin.
Racial Armor Proficiency: Proficient in the use of Light Armor and Medium Armor.
Favored Class: Fighter
Click "Expand" to see the statblock.
+2 Dexterity, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma
Medium Size
Base speed 30 feet
Darkvision 60 feet
+2 racial bonus to Listen and Spot checks.
+4 racial bonus to Hide checks.
Favored Class: Fighter
Click "Expand" to see the statblock.
+2 Dexterity, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma
Medium Size
Base speed 30 feet
Darkvision 60 feet
+2 racial bonus to Appraise checks dealing with armor, weapons, and raw metals.
+4 racial bonus to Hide checks.
Favored Class: Fighter
Click "Expand" to see the statblock.
+2 Dexterity, +2 Constitution, -2 Strength, -2 Intelligence
Medium Size
Base speed 30 feet
Darkvision 120 feet
+2 racial bonus to Survival checks in Desert environments.
Energy Efficient: A Dazlak requires only half the amount of food and water to survive that a human does, and can operate for 48 continuous hours without penalty
Favored Class: Fighter
Click "Expand" to see the statblock.
+2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence
Medium Size
Base speed 30 feet
Low-light Vision
+2 racial bonus to Listen, Spot and Search checks.
+2 racial bonus to Survival checks made to deal with the weather.
Favored Class: Fighter

Tellene is also home to the Half-Hobgoblin, who is at least competing with the Half-Orc for "crappiest racial stats of 3e".

4th Edition[edit]

Hobgoblins appeared in 4e's 1st Monster Manual, alongside many other iconic monstrous races. They weren't particularly exciting when they did, but they were functional and certainly not as badly off as in some editions:

Click "Expand" to see the statblock.
Ability Scores: +2 Constitution, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Low-Light
Skill Bonuses: +2 Athletics, +2 History
Battle Ready: +2 bonus to Initiative checks
Racial Power - Hobgoblin Resilience: Once per encounter, as an immediate reaction to being affected by an effect that a save can end, you can make a save to end that effect.

4th edition would later present them as a Winning Races article in Dragon Magazine #419. In this version, their ability modifiers were +2 Con and +2 to Cha or Int, they gained the Phalanx Soldier racial trait (+1 to AC if you are wielding a shield and standing adjacent to a shield-wielding ally), and Hobgoblin Resilience was replaced with Hobgoblin Discipline (1/encounter, as a free action, immediately end an ongoing save-ends effect at the start of your turn).

5th Edition[edit]

Nasty mid-level monsters. Low hitpoints, but good armor for monsters and have a faux-sneak attack that deals a shitload of extra damage when they focus-fire on a single target, which they will get off because your brain-dead party couldn't focus-fire on the squishy-but-deadly guys if their lives literally depended on it, right? Volo's Guide to Monsters added brutal monk/cops that can turn invisible and powerful blaster wizards that get faux-evoker powers and can apply that faux-sneak attack to all of their spells. Even the AoEs.

Added as a playable race in in Volo's Guide to Monsters, along with both the other goblinoids. Mockingly described on /tg/ as being all wizards, since Int bonuses are scarce and getting additional weapons and armor is a lot better for classes that don't already get them, but a Con bonus is welcome in any class.

Click "Expand" to see the statblock.
Ability Score Increase: +2 Constitution, +1 Intelligence
Size: Medium
Speed: 30 feet
Darkvision 60 feet
Martial Training: You are Proficient in two martial weapons of your choice and light armor.
Saving Face: Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.
Languages: You can speak, read, and write Common and Goblin.


The Folk of the Feywild Unearthed Arcana article, which would later be published in Mordekainen's Monsters of the Multiverse, saw a drastic rewrite for the Hobgoblins, and this one was considerably...lighter compared to the original writeup, turning them more fey-like but also making them less of an auto-take. This also makes Hobgoblins add more uses to the oft-ignored Help action.

Part of this is that they represent the original lore about them being originally Fey who were subjugated into soldiers. This also makes more of an effort to tie in the magic of reciprocity, that is the spirit of giving and receiving.

Click "Expand" to see the statblock.
Ability Score Increase: +2 to one stat and +1 to a second or +1 to three different stats.
Size: Medium
Speed: 30 feet
Darkvision 60 feet
Fey Ancestry: You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Fey Gift: You can use this trait to take the Help action as a bonus action, and you can do so a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. Starting at 3rd level, choose one of the options below each time you take the Help action, whether as a bonus action or an action:
  • Hospitality: You and the target of your Help action each gain a number of temporary hit points equal to 1d6 plus your proficiency bonus.
  • Passage: You and the target of your Help action each increase your walking speeds by 10 feet until the start of your next turn.
  • Spite: Until the start of your next turn, the first time you or the target of your Help action hits a creature with an attack roll, that creature has disadvantage on the next attack roll that it makes within the next minute.
Fortune from the Many: If you miss with an attack roll or fail an ability check or a saving throw, you can draw on your bonds of reciprocity to gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses you finish a long rest.


Keith Baker later introduced further hobgoblin subraces in Exploring Eberron, mostly for the Dhakaani culture of ancient goblinoids reemerging in secret after locking themselves away from the Age of Dust deep beneath the Earth, Fallout style. They are specifically known as the Dhakaani ghaal’dar (mighty folk), and are the leadership caste of their society. They also have different subraces for different specializations:

Click "Expand" to see the statblock.
Ability Score Increase: Your Constitution score increases by 2.
Age: Ghaal’dar mature at the same rate as humans and have lifespans similar to theirs.
Size: Ghaal’dar are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Darkvision: You can see in dim light within 60 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 gray.
Discipline: You have advantage on saving throws against being charmed.
Languages: You can speak, read, and write Common and Goblin.
Subrace: Within the Dhakaani caste system, young ghaal’dar are trained to fulfill one of two roles. Guides are diplomats and scholars, while soldiers are devoted to war. Choose a subrace for your ghaal’dar character.
Guide: As a guide, possibly a duur’kala bard, you’ve been trained to lead your people.
Ability Score Increase: Either your Intelligence or Charisma score increases by 1 (your choice).
Lead By Example: If you fail an ability check or saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can’t use it again until you finish a short or long rest.
The Guiding Arts: You have proficiency in two of the following skills of your choice: History, Medicine, Performance, or Persuasion.
Soldier: As a soldier, you’ve drilled in the art of war since childhood. Ability Score Increase.
Ability Score Increase: Either your Dexterity or Strength score increases by 1 (your choice).
Strength in Unity: If you miss with an attack roll or fail a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (Maximum bonus of +5). Once you use this trait, you can’t use it again until you finish a short or long rest.
The Arts of War: You have proficiency in two of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.

3rd Party Settings[edit]

World of Farland

On the other hand, if you want a more expected sort of hobgoblin PC race, take a look at the World of Farland, which gives us this statblock: the biggest difference is that Farlandish hobgoblins are literally bred for either of two military castes, and have subraces reflecting this.

Click "Expand" to see the statblock.
Ability Score Increase: +2 Constitution
Size: Medium
Speed: 30 feet
Darkvision 60 feet
Born to War: You are Proficient in all Martial type weapons.
Tactical Mind: You have Advantage on Intelligence checks relating to battle tactics and strategy.
Subrace: Choose either the Cavalry-Bred or Legion-Bred subrace.

Cavalry-Bred hobgoblins are bred as beastmasters and, obviously, cavalry.

Ability Score Increase: +1 Dexterity
Hard to Kill: You have Advantage on Death Saving Throws.
Beast Trainer: You have Proficiency in Handle Animal, and when you are mounted, you gain Advantage on the next attack you make after your mount is struck by an attack.

Legion-Bred hobgoblins are the rank-and-file warriors of the hobgoblin legions.

Ability Score Increase: +1 Strength
Martial Advantage: Once per short rest, if you hit an enemy that is also within 5 feet of a non-incapacitated ally of yours, you can deal +2d6 damage.
Stern: You have Proficiency in Intimidation.


On the world of Golarion, hobgoblins are the result of an ancient attempt at fleshcrafting ordinary goblins into bigger, stronger and smarter forms that could then be used as expendable soldiers to defeat the elves. The elves managed to stop their creators before they could install controls, but not in time to keep them from hating elves instinctively or from seeking to conquer and destroy. Nice going, pointy-ears. Since they hate elves, they hate arcane magic and even Sorcerers are unheard of among them. They make up for this with Alchemists, Ja Noi allies, the occasional devil worshiping shaman Cleric and engineers (the kind that makes mundane siege engines and fortifications rather than steampunk).

Golarion hobgoblins are most notable because they're supposed to be completely hairless... but, as Paizo began using them more frequently, hobgoblins with hair became increasingly common in their artwork. Rather than admit that this was just a result of different artists ignoring that lore, Paizo retconned that Golarion hobgobs are hairless... but scalp humanoid foes they defeat and make wigs out of their hair, which they wear as symbols of prowess and honor.

Their stats are unchanged from 3E, except they lose level adjustment and, per Pathfinder's changes to the skill system, their move silently bonus is now a bonus to Stealth. They have options to trade away this bonus for a few things, and one thing to trade their darkvision for, but in the end the only reason to bother with playing one is they alone have the perfect ability scores for a Kineticist.


Warhammer Fantasy[edit]

The Hobgoblins of Warhammer Fantasy are backstabbing, selfish, and treasonous to the point even normal goblins seem chill compared to them. So much so that they evolved a bony plate in their back to ward off backstabbing. Their culture is vaguely Mongol Horde inspired: riding giant wolves and living in nomadic caravans along the Eastern Steppes where they regularly torment Grand Cathay. Their leader, Hobgobla Khan, was the reason the Cathayan Great Bastion was built. Hobgoblins are loathed by the other Greenskins for siding with their Chaos Dwarf Masters in the Greenskin Slave Rebellion of Zharr-Naggrund, which is why you never see the little buggers beyond the Dark Lands.

Now in Age of Sigmar, the Hobgoblins (renamed Hobgrots) follow the swamp-dwelling sub-faction of the Orruks Warclans called the Kruleboyz, Orcs that are more Mork than Gork in thinking. Hobgrots are bigger than the usual grots (goblins), and even though they do follow the Kruelboyz, they are more of a middle-man in a selfish tripartite symbiosis between the Kruleboyz, themselves and a mysterious clan of Chaos Duardin. They fight using crude sulphuric stick grenades that they pocketed from their stunty overlords. Tribes of Hobgrots are fiercely protective of each other, so most Kruleboyz don't bully them as much as other grots, and they may form small empires in wastelands.

Being made into a playable race in Age of Sigmar Roleplay has introduced a more opportunistic angle to the Hobgrots. While just as greedy as any normal goblin, the Hobgrots are more enterprising and especially capable bargainers. They seemingly have a better grasp of commerce, enough so that they have a compulsion to trade up their goods for more valuable treasures.


The MGE Hobgoblin... because, when your goblin looks like a horned loli, what's easier than just slapping tits on it, naming it hobgoblin, and calling it a day?
LamiaMonstergirl.pngThis article or section is about Monstergirls (or a monster that is frequently depicted as a Monstergirl), something that /tg/ widely considers to be the purest form of awesome. Expect PROMOTIONS! and /d/elight in equal measure, often with drawfaggotry or writefaggotry to match.

Because hobgoblins are not readily distinguished from goblins in the eyes of most people, the idea of a hobgoblin monstergirl is an uncommon one at best. Perhaps the most believable depiction of a hobgoblin MG would be as a race of goblinoid amazons; curvy female goblinoids who use force to secure what they want, be it land, wealth, or a human boytoy.

For what it's worth, there is one D&D adventure where a sexy female hobgoblin appears; Red Hand of Doom features Wyrmlord Ulwai Stormcaller, a female hobgoblin stormsinger whose rare blue eyes and uncanny good looks have attracted much torment for her throughout her life, as other hobgoblins have accused her of being half-human, or even half-elven. The same description also calls her a masterful liar even though she has no ranks in bluff and her art is pretty far from sexy, so take the description with some skepticism.

In the Monster Girl Encyclopedia, hobgoblins are portrayed as ditzy, dim-witted, clumsy oppai loli variants of the common goblin; despite being even dumber than their flat-chested sisters, goblins adore and revere them, seeing their huge breasts as a sign of great power and potential. Perhaps because hobgoblin mamono are even more ridiculously super-strong than the goblins are themselves; they may not have much going for them, but if they hit you, then you stay hit. Or else it's because the common goblins are smart enough to realize that breasts are a huge advantage in terms of having fun whilst having sex.

See Also[edit]

Dungeons & Dragons 1st Edition Races
Basic Set: Dwarf - Elf - Hobbit - Human
Creature Crucible 1: Brownie - Centaur - Dryad - Faun - Hsiao
Leprechaun - Pixie - Pooka - Redcap - Sidhe
Sprite - Treant - Wood Imp - Wooddrake
Creature Crucible 2: Faenare - Gnome - Gremlin - Harpy
Nagpa - Pegataur - Sphinx - Tabi
Creature Crucible 3: Kna - Kopru - Merrow - Nixie
Sea Giant - Shark-kin - Triton
Dragon Magazine: Cayma - Gatorman - Lupin - N'djatwa
Phanaton - Rakasta - Shazak - Wallara
Hollow World: Beastman - Brute-Man - Hutaakan
Krugel Orc - Kubitt - Malpheggi Lizard Man
Known World: Bugbear - Goblin - Gnoll
Hobgoblin - Kobold - Ogre - Troll
Dungeons & Dragons 2nd Edition Races
Core: Dwarf - Elf - Gnome - Half-Elf - Half-Orc - Halfling - Human
Dark Sun: Aarakocra - Half-Giant - Mul - Pterran - Thri-kreen
Dragonlance: Draconian - Irda - Kender - Minotaur
Mystara: Aranea - Ee'ar - Enduk - Lizardfolk (Cayma - Gurrash - Shazak)
Lupin - Manscorpion - Phanaton - Rakasta - Tortle - Wallara
Oriental Adventures: Korobokuru - Hengeyokai - Spirit Folk
Planescape: Aasimar - Bariaur - Genasi - Githyanki - Githzerai - Modron - Tiefling
Spelljammer: Dracon - Giff - Grommam - Hadozee - Hurwaeti - Rastipede - Scro - Xixchil
Ravenloft: Broken One - Flesh Golem - Half-Vistani - Therianthrope
Book of X:
Alaghi - Beastman - Bugbear - Bullywug - Centaur - Duergar
Fremlin - Firbolg - Flind - Gnoll - Goblin - Half-Ogre - Hobgoblin
Kobold - Mongrelfolk - Ogre - Ogre Mage - Orc - Pixie
Satyr - Saurial - Svirfneblin - Swanmay - Voadkyn - Wemic
Dragon Magazine: Half-Dryad - Half-Satyr - Uldra - Xvart
Dungeons & Dragons 4th Edition Races
Player's Handbook 1: Dragonborn - Dwarf - Eladrin - Elf
Half-Elf - Halfling - Human - Tiefling
Player's Handbook 2: Deva - Gnome - Goliath - Half-Orc - Shifter
Player's Handbook 3: Githzerai - Minotaur - Shardmind - Wilden
Monster Manual 1: Bugbear - Doppelganger - Githyanki
Goblin - Hobgoblin - Kobold - Orc
Monster Manual 2: Bullywug - Duergar - Kenku
Dragon Magazine: Gnoll - Shadar-kai
Heroes of Shadow: Revenant - Shade - Vryloka
Heroes of the Feywild Hamadryad - Pixie - Satyr
Eberron's Player's Guide: Changeling - Kalashtar - Warforged
The Manual of the Planes: Bladeling
Dark Sun Campaign Setting: Mul - Thri-kreen
Forgotten Realms Player's Guide: Drow - Genasi
Dungeons & Dragons 5th Edition Races
Player's Handbook: Dragonborn - Drow - Dwarf - Elf - Gnome
Half-Elf - Half-Orc - Halfling - Human - Tiefling
Dungeon Master's Guide: Aasimar - Eladrin
Elemental Evil Player's Guide: Aarakocra - Genasi - Goliath - Svirfneblin
Sword Coast Adventurer's Guide: Duergar - Ghostwise Halfling - Svirfneblin - Tiefling Variants
Mordenkainen's Tome of Foes: Baatific Tieflings - Duergar - Eladrin - Githyanki
Githzerai - Sea Elf - Shadar-kai - Svirfneblin
Volo's Guide to Monsters: Aasimar - Bugbear - Firbolg - Goblin - Goliath - Hobgoblin - Kenku
Kobold - Lizardfolk - Orc - Tabaxi - Triton - Yuan-Ti Pureblood
Eberron: Rising from the Last War: Bugbear - Changeling - Goblin - Hobgoblin - Shifter - Warforged
Guildmaster's Guide to Ravnica: Centaur - Elf - Goblin - Human
Loxodon - Minotaur - Simic Hybrid - Vedalken
Mythic Odysseys of Theros: Human - Centaur - Leonin - Minotaur - Satyr - Triton
Unearthed Arcana: Minotaur - Revenant
Plane Shift: Amonkhet: Aven - Khenra - Minotaur - Naga
Plane Shift: Innistrad: Human
Plane Shift: Ixalan: Goblin - Human - Merfolk - Orc - Siren - Vampire
Plane Shift: Kaladesh: Aetherborn - Dwarf - Elf - Human - Vedalken
Plane Shift: Zendikar: Elf - Goblin - Human - Kor - Merfolk - Vampire
One Grung Above: Grung
TRAVELERS OF THE MULTIVERSE: Astral Elf, Autognome, Giff, Hadozee, Plasmoid, Thri-kreen
The Races of Pathfinder
Player's Handbook: Dwarf - Elf - Gnome - Half-Elf - Half-Orc - Halfling - Human
Race Guide:
Aasimar - Catfolk - Changeling - Dhampir - Duergar
Drow - Fetchling - Gillman - Goblin - Grippli - Hobgoblin
Ifrit - Kitsune - Kobold - Merfolk - Nagaji - Orc - Oread
Ratfolk - Samsaran - Strix - Suli - Svirfneblin - Sylph
Tengu - Tiefling - Undine - Vanara - Vishkanya - Wayang
Bestiaries: Android - Astomoi - Caligni - Deep One Hybrid - Gathlain
Gnoll - Kasatha - Munavri - Naiad - Orang-Pendak
Reptoid - Rougarou - Shabti - Trox - Yaddithian
Adventure Paths: Being of Ib - Kuru
Inner Sea Races: Ghoran - Monkey Goblin - Lashunta - Skinwalker
Syrinx - Triaxian - Wyrwood - Wyvaran
Ultimate Wilderness: Vine Leshy
Blood of the Sea: Adaro - Cecaelia - Grindylow - Locathah - Sahuagin - Triton
Planar Adventures: Aphorite - Duskwalker - Ganzi
The Races of Starfinder
Core Races: Android - Human - Kasatha - Lashunta - Shirren - Vesk - Ysoki
Legacy Races: Dwarf - Elf - Gnome - Half-Elf - Half-Orc - Halfling
Expanded Races: Aasimar - Amrantah - Anassanoi - Astrazoan - Bantrid - Barathu - Bolida - Borai - Brakim - Brenneri
Cephalume - Contemplative - Copaxi - Damai - Dessamar - Dirindi - Draelik - Dragonkin - Dromada
Drow - Elebrian - Embri - Endiffian - Espraksa - Ferran - Formian - Ghibrani - Ghoran - Goblin - Gosclaw
Gray - Haan - Hanakan - Hobgoblin - Hortus - Ifrit - Ijtikri - Ikeshti - Ilthisarian - Izalguun - Kalo - Kanabo
Kayal - Khizar - Kiirinta - Kish - Maraquoi - Morlamaw - Neskinti - Nuar - Orc - Oread - Osharu - Pahtra
Phentomite - Quorlu - Ramiyel - Raxilite - Reptoid - Ryphorian - Sarcesian - Sazaron - Screedreep
Scyphozoan - Selamid - Seprevoi - Shakalta - Shatori - Shimreen - Shobhad - Skittermander - Spathinae
SRO - Stellifera - Strix - Suli - Svartalfar - Sylph - Telia - Tiefling - Trinir - Trox - Undine - Uplifted Bear
Urog - Varculak - Verthani - Vilderaro - Vlaka - Witchwyrd - Woioko - Wrikreechee