Deep Dive - The Xvart

Deep Dive - The Xvart

The Xvart, pronounced “zvart” according to Ay pronunseeAYshun gyd by Frank Mentzer in Dragon #93 (Jan. 1985), are small creatures no taller than three feet. They have blue skin, gleaming orange eyes, and a receding hairline that friars in a monastery would be jealous of. While some might assume these creatures are just smurfs, but evil, they were created by Cricky Hitchcock and inspired by the Svarts found in the Weirdstone of Brisigamen (1960) by Alan Garner. Unfortunately for the Xvarts, they rarely get anything nice written about them. Instead, they are thought of as cruel munchkins who want nothing more than to kill all creatures who would look down on them, both figuratively and literally.

1e - Xvart

Frequency: Uncommon
No. Appearing: 40-400
Armor Class: 7
Move: 6”
Hit Dice: 1-1
% in Lair: 40%
Treasure Type: K
No. of Attacks: 1
Damage/Attack: 2-5 or by weapon type
Special Attacks: Nil
Special Defenses: Nil
Magic Resistance: Standard
Intelligence: Average
Alignment: Chaotic evil
Size: S (3’ high)
Psionic Ability: Nil
Level/XP Value: 1/5 +1 per hit point; Leaders 1/20 +2 per hit point

White Dwarf #9, Oct. 1978 Games Workshop

The Xvart first shows up as the Svart in White Dwarf #9 (Oct. 1978) in the trove of deliciously bizarre monsters known as the Fiend Factory, we then encounter actual Xvarts in Fiend Folio (1981). The first thing you'll probably notice about these goblin-kobold things is that they are blue. When we say blue, we mean blue from head to toe and not because they are sad. Although the picture found in the sourcebook is black and white, close your eyes and imagine a fierce blue creature the size of a goblin. They have blazing orange eyes, a nice contrast to the blueness.

They are called mediaries between goblins and kobolds, though we are unsure if that refers to their station in dungeon hierarchies or if they provide diplomatic messages between the two factions. We are especially unsure as they like to attack kobolds when they see them, so it seems weird that kobolds would trust them to relay important information to goblins. Luckily for goblins and kobolds, Xvarts can put aside their differences, work with the other factions, and happily attack humans and hobbits… er, we mean halflings.

Fiend Folio, 1981 TSR Inc.

Speaking of hobbits, in White Dwarf #9, where they first show up, we get to see a very dark side of such pleasant creatures. Apparently, hobbits will stage combats between Xvarts and kobolds. We aren’t sure if this means that hobbits capture them and then force the kobolds and Xvarts to fight to the death like they are gladiators or if the hobbits simply trick each group into attacking each other. This sort of information isn’t expanded on in Fiend Folio, probably because of all the legal trouble TSR had with Tolkien’s estate.

When you inevitably get surrounded by a large group of Xvarts, since they travel in groups of up to 400, here's what you'll discover about our little blue friends. One in every twenty Xvarts will be carrying a net. Nets may not seem terrifying, but being trapped in one and pummeled by fifty Xvarts isn't conducive to a longer lifespan. For every one hundred Xvarts, there will be a boss Xvart. Being the boss means you're taller, more muscular, and healthier than your little kin. The masses of Xvarts only get swords, but the big boss could wield a mace, flail, or another much cooler-looking weapon. This doesn't mean that Xvarts only hit things with weapons. A select few, around five out of every hundred, will have the ability to cast spells of up to 2nd-level.

Be alert when stumbling across an underground cavern or an outcropping in the deep forest because that's where Xvarts live. If you're lucky enough to stumble across an Xvart lair, you'll find at least one Xvart shaman. Also, a big boss and two lieutenants, and rats. Lots of rats. Xvarts keep rats as pets, which seems quite fitting. In fact, wererats will sometimes work alongside Xvarts, though not for very long.

It hurts us to say not everyone loved the Xvart. In Dragon #55 (Nov. 1981), Ed Greenwood says that the Xvart is a waste of time and they are clogging up the underground from other creatures. Though, Xvarts aren’t alone in that criticism since he also lumps in the kenku, hook horror, grimlock, gibberling, mite, and others. Whether you think caverns and deep places beneath the earth are too overcrowded is a personal choice, but one shouldn’t throw rocks at the poor Xvart, they are just trying to survive in a cold and cruel world.

2e - Xvart

Climate/Terrain: Temperate or Arctic/Land
Frequency:
Uncommon
Organization: Tribal
Activity Cycle: Any
Diet: Omnivore
Intelligence: Average (8-10)
Treasure: K
Alignment: Chaotic Evil
No. Appearing: 40-400
Armor Class: 7
Movement: 6
Hit Dice: 1-1
THAC0: 20
No. of Attacks: 1
Damage/Attack: 2-5 or by weapon type
Special Attacks: Nil
Special Defenses: Nil
Magic Resistance: Nil
Size: S (3’ tall)
Morale: Average (8-10)
XP Value: 15/Leaders 35

Monstrous Compendium: Fiend Folio Appendix, 1992 TSR Inc.

Appearing in the Monstrous Compendium: Fiend Folio Appendix (1992), the Xvart embraces their evil smurf persona. They are brutal, cruel creatures falling between goblins and kobolds on the spectrum of mean-spirited creatures. You'd be angry all the time, too, if you were only three feet tall and constantly reminded that most other creatures are bigger and stronger than you. Speaking of kobolds, they aren't big fans of Xvarts since the latter enjoy bossing them around whenever they have the chance - though we do get clarifications that Xvarts do indeed lead diplomatic missions between goblins and kobolds. Of course, if there were just a few less kobolds, the Xvarts would happily destroy all kobolds that they could find.

If you are human, good news. Xvarts hate you. Wait, that’s not the good news. The good news is that Xvarts won’t attack you unless they severely outnumber you which… isn’t that hard since Xvarts like to wander in groups of 40 to 400. We aren’t the best at math, but we are pretty sure any number between 40 to 400 is way more than the 4 you have in your adventuring group.

Before you hunt down and try to kill the first group of wannabe smurfs your hero can find, understand it's hard to be short, blue, and misunderstood. In those dark lairs, the Xvarts live a hard, communal life, but at least there are four hundred of your closest friends to share all your stuff with. Your giant family includes Xvarts from infancy to the old age of 50 years old. The males go out, hunt small animals, and raid local farms when they crave veggies. Females remain in the Xvart compound, raising the young, and we can only assume they are doing everything else, including maintaining the plethora of traps set around the lair. Once the kids reach seven years of age, they get a cake, a couple of presents if they're lucky, and a plateful of adult responsibilities.

In Dragon #141 (January 1989), all our dreams come true when the article Hey, Wanna Be A Kobold?, written by Joesph Clay, provides all the necessary information you need to play as a goblin, kobold, or Xvart. Xvarts often become fighters, shamans, magic-users, thieves, assassins, or thief-acrobats - which rules out classes like cleric or druid. Most of your abilities are the same abilities you would gain as a kobold, like infravision which allows you to see in the dark. The only main difference is that you are blue.

3e/3.5e - Xvart

Small Humanoid
Hit Dice: 1d8+3 (7 hp)
Initiative: +1 (Dex)
Speed: 20 ft.
Armor Class: 14 (+1 size, +1 Dex, +1 shield)
Attacks: Short sword +0 melee; or dagger +2 ranged; or net +2 ranged
Damage: Short sword 1d6-1; dagger 1d3-1; net entangle
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Darkvision 60 ft., speak with animals
Saves: Fort +0, Ref +3, Will +0
Abilities: Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8
Skills: Hide +2 +4 size, Move Silently +2 +2 racial, Spot +2
Feats: Toughness
Climate/Terrain: Any forest and underground
Organization: Gang (4-9), band (10-100, plus 1 leader of 4th to 6th level and 1 3rd level net using sergeant per 20 adults), or tribe (40-400, plus 1 leader of 6th to 8th level, 1-2 lieutenants of 4th to 5th level, 1-4 clerics of 1st to 5th level, 1 3rd level net using sergeantper 20 adults, and 3-30 giant rat guards)
Challenge Rating: 1/4
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class

Living Greyhawk Journal #1, Sept. 2000 Paizo Inc.

The Xvart first appears in Living Greyhawk Journal #1 (Sept. 2000) before appearing in Dragon #339 (Jan. 2006), where they are updated to 3.5e. Unfortunately, the Xvart never gets to appear in a sourcebook this edition. What information is provided is fairly standard for these blue-skinned goblin creatures. They are brutal and cruel and love to kill halflings and humans. Luckily if you are a human, you only have to watch out if the Xvarts have a numerical advantage. If you’re a halfling, no such luck as they just can’t stand you… we get it.

Xvarts can often be found making deals with goblins and kobolds. While you might think they look a bit like a goblin, at least one with blue skin, orange eyes, and thin black hair, they are unrelated to goblins. They do speak goblin, though, but smarter Xvarts will also be able to speak draconic, probably because they mediate between kobolds and goblins. In addition, once per day, Xvarts can talk with bats or rats for 1 minute as if they were using the speak with animals spells. This helps keep all the rat and bat minions they keep in line.

A new piece of interesting information is that while Xvarts often fight with many other creatures, they do not fight or war amongst themselves. Instead, when their tribe gets too large or they find another group of Xvarts, they don’t fight for each other’s territory. Rather, they join up and attack other nearby creatures or move to greener (bluer?) pastures. This type of camaraderie is amazing, as we can’t think of another monster group that won’t fight amongst themselves. Instead, Xvarts stick together to kill a group of humans or halflings, sharing in the spoils of war. We’re starting to see a trend here; Xvarts really don’t like these two races.

We will leave with Xvarts worshiping the god Raxivort, probably because this god has told them they would dominate and rule the world, along with their rat and bat comrades. We’ve always known that the meek would inherit the earth. We just didn’t realize they’d be so blue.

4e - Xivort Slasher

Level 1 Skirmisher
Small fey humanoid / XP 100
Initiative +4 / Senses Perception +1, darkvision
HP 26; Bloodied 13
AC 15; Fortitude 12, Reflex 13, Will 13
Speed 5
Short Sword (weapon) At-Will Attack: Melee 1 (one creature); +6 vs. AC Hit: 1d6 + 5 damage.
Dagger (weapon) At-Will Attack: Ranged 5/10 (one creature); +6 vs. AC Hit: 1d4 + 3 damage.
Cunning Step At-Will Trigger: An enemy adjacent to the slasher is hit by an attack. Effect (Free Action): The slasher shifts 1 square.
Shadow Step (teleportation) At-Will Trigger: An enemy adjacent to the slasher hits it. Effect (Immediate Reaction): The slasher teleports to another square adjacent to the triggering enemy.
Alignment Evil / Languages Common, Elven
Skills Bluff +5, Stealth +7
Str 13 (+1) Dex 14 (+2) Wis 12 (+1) Con 10 (+0) Int 10 (+0) Cha 11 (+0)
Equipment leather armor, short sword, 4 daggers

Dragon #339, Jan. 2006 WotC / Monster Manual 3, 2010 WotC

The Xvarts get a name change in Monster Manual 3 (2010) to the Xivort, though we aren’t sure if this means you are supposed to pronounce it differently. In addition to a fancy new name, the Xivorts actually get some compelling lore that separates them from goblins and kobolds. Xivorts are twisted gnomes captured by fomorians and tortured and corrupted through magic, which probably explains why Xivorts have such a strong hatred for any creature taller than them.

Since Xivorts were once gnomes but captured by fomorians, they technically originate in the Feydark, the Underdark of the Feywild ruled by the fomorians. When they escaped their giant captors, thanks partly to a cabal of hags, they fled to the Shadowfell, where they slowly started drifting to different planes. Some have returned to the Feywild, while others have drifted into the Material Plane, and others have burrowed into the Shadowdark, the Underdark of the Shadowfell.

This source material also turns the relationship between Xivorts and gnomes and halflings on their head. Evil gnomes and halflings will hire Xivorts as useful spies and minions, sending them against their larger enemies. Xivorts are quite excited by this new role as it means they get to kill larger creatures than them, and they especially enjoy cutting down goliaths, half-orcs, and giants.

The Monster Manual 3 features four Xivorts to launch at your unsuspecting players with the Slasher, Darter, Net Caster, and Shadow Caller. The Slasher fights because they love hurting others. Inflicting pain with its short sword, the Slasher can move in and out of harm's way when an enemy takes damage. On the other hand, the Darter is an expert in throwing darts and staying out of combat. It specializes in suppressing its enemies, dipping its darts in poison, and bringing down larger creatures so its allies can kill them.

A Net Caster takes immense pleasure when you are restrained by its net, probably because it's watching you get stomped by all its friends. It takes part in combat by slowing down its enemies, tying them up, and letting its allies get in there and cut such large creatures low. The last Xivort is the Shadow Caster, who had to sell a part of their soul to the Shadowfell to access this magic, so you can be damn well sure they'll be using it on you whenever they can. They focus on striking fear in their enemies and then using that fear against them, bringing them mental anguish that will only stop when the Xivorts have won, and all taller creatures are destroyed.

The Xivorts are heavily featured in the adventure Rats in the Undercellar, found in Dungeon #217 (Aug. 2013). It's chock full of adventure, betrayal, rats, and, of course, Xivorts causing all sorts of mayhem for others. Perhaps the players can make allies of the Xivorts, or they’ll have to face the wrath of these blue-skinned gnomes who have a real chip on their shoulder about their height.

5e - Xvart

Small Humanoid (Xvart), Chaotic Evil
Armor Class 13 (leather armor)
Hit Points 7 (2d6)
Speed 30 ft.
Str 8 (-1) Dex 14 (+2) Con 10 (+0) Int 8 (-1) Wis 7 (-2) Cha 7 (-2)
Skills Stealth +4
Senses Darkvision 30 ft., passive Perception 8
Languages Abyssal
Challenge 1/8 (25 XP)
Low Cunning. The xvart can take the Disengage action as a bonus action on each of its turns.
Overbearing Pack. The xvart has advantage on Strength (Athletics) checks to shove a creature if at least one of the xvart’s allies is within 5 feet of the target and the ally isn’t incapacitated.
Raxivort’s Tongue. The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Volo’s Guide to Monsters, 2016 WotC

The Xvart appears in Volo’s Guide to Monsters (2016) and is updated in Mordenkainen Presents: Monsters of the Multiverse (2022), though most information for the Xvart gets removed. They are still blue, mean, and short, but now they are divinely created to be blue, mean, and short. You see, they are the spawns of Raxivort, exact duplicates of the demigod, though not as powerful. Raxivort has created these creatures as a means to escape its enemies, allowing Xvarts to be targeted instead.

Every past, current, and future Xvart is a creation of Raxivort since the creatures do not have a physical means to reproduce, which is OK with them since they'd rather spend their time up to no good. Raxivort was in the service of Graz'zt the Dark Prince, employed by this evil god as treasurer. Keeping track of all that money for hundreds of years drove Raxivort mad with greed. Like any good accountant of an evil organization, Raxivort ripped off his boss, an actual Demon Prince, and fled to the planes. Once safely away, Raxivort found the Infinity Spindle amongst the treasure he had stolen. An item of immense power, the crystalline shard was from the early days of the multiverse and could transform Raxivort into a demi-god.

Every god needs a home, and Raxivort created his on the top layer of Pandemonium. Naming his new comfort zone the Black Sewers, Raxivort could barely get his affairs into order before the wrath of his former employer came knocking on his door. As any good demon would do, Graz'zt essentially put out a hit on Raxivort. No reward was offered, but Graz'zt told everyone that Raxivort had the spindle, what it could do, and that maybe somebody who wasn’t Raxivort should have it. It should be no surprise how many creatures want to become a god themselves, and Raxivort has found himself running for his life.

Raxivort needed a plan. Figuring that being blue with orange eyes made him stand out in a crowd, he decided to remedy that problem by creating thousands upon thousands of duplicates of himself throughout the various worlds and planes he traveled to. Called Xvarts, these creatures look identical to Raxivort in appearance, and any magic used to track him down fails, instead pointing towards the nearest Xvart. To this day, Raxivort wanders the planes, spawning more and more Xvarts to keep himself safe.

Xvarts aren't the most intelligent creatures, but they worship their creator without fail. They are the living embodiment of Raxivort, meaning they covet others' shiny things, are jealous of those stronger than them, and have the unfortunate self-awareness to know how broken they are. When things are going poorly, Xvarts assume Raxivort is mad at them. How do they go about remedying this? Through kidnapping, of course! The victim is then dragged down into the Xvart's dark lairs and sacrificed to their god.

An exceptionally ambitious Xvart can become a warlock if willing to go above and beyond. If an Xvarts steals an item of great value, Raxivort will appear to claim it for his own, usually as a 9-foot-tall Xvart. The Xvart can then request Raxivort imbue him with magic powers to become Raxivort's personal treasure hunter. If Raxivort feels the Xvart is up to the task, he will be granted the creature the spellcasting ability of a warlock. Such Xvarts are respected and feared by others of their kind. They spend their days with their pet rats and bodyguards, searching for treasures lest their god becomes angry.


Small, blue, and increasingly angrier as time passes, the Xvart could be a twisted gnome, the cousins of goblins, or simply the doppelganger of their cowardly god. The only joy these small blue creatures find in life is torturing and killing creatures that would dare to be taller than them. We aren’t sure that Xvarts have many redeeming qualities, but if we had to pick one, we’d have to say that at least they hate halflings too.

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Header Art: Volo’s Guide to Monsters (2016) by Wizards of the Coast

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