lunes, 7 de junio de 2010

Goblins


Goblin Cutter
Level 1 Minion
Small natural humanoid XP 25
Initiative +3 Senses
Perception +1; low-light vision

HP 1; a missed attack never damages a minion.
AC 16; Fortitude 12, Refl ex 14, Will 11
Speed 6; see also goblin tactics
m Short Sword (standard; at-will) ✦ Weapon
+5 vs. AC; 4 damage (5 damage if the goblin cutter has combat
advantage against the target).
Goblin Tactics (immediate reaction, when missed by a melee
attack; at-will)
The goblin shifts 1 square.

Alignment Evil Languages Common, Goblin
Skills Stealth +5, Thievery +5
Str 14 (+2) Dex 17 (+3) Wis 12 (+1)
Con 13 (+1) Int 8 (–1) Cha 8 (–1)
Equipment leather armor, short sword

Goblin Cutter Tactics
Goblin cutters—like all goblins—don’t fight fair. They gang up
on a single enemy and quickly take advantage of goblin tactics
to achieve flanking positions. If it dawns on them that they’re
losing the battle, they flee, hoping to live to fight another day.


Goblin Blackblade
Level 1 Lurker
Small natural humanoid XP 100
Initiative +7 Senses
Perception +1; low-light vision

HP 25; Bloodied 12
AC 16; Fortitude 12, Refl ex 14, Will 11
Speed 6; see also goblin tactics
m Short Sword (standard; at-will) ✦ Weapon
+5 vs. AC; 1d6 + 2 damage.
Combat Advantage
The goblin blackblade deals an extra 1d6 damage against any
target it has combat advantage against.
Goblin Tactics (immediate reaction, when missed by a melee
attack; at-will)
The goblin shifts 1 square.
Sneaky
When shifting, a goblin blackblade can move into a space
occupied by an ally of its level or lower. The ally shifts into the
blackblade’s previous space as a free action.

Alignment Evil Languages Common, Goblin
Skills Stealth +10, Thievery +10
Str 14 (+2) Dex 17 (+3) Wis 12 (+1)
Con 13 (+1) Int 8 (–1) Cha 8 (–1)
Equipment leather armor, short sword

Goblin Blackblade Tactics
Goblin blackblades have more stomach for melee than most
goblins, preferring to flank a single enemy to gain combat
advantage. When bloodied, they use their sneaky power to
trade places with fresher goblins.


Goblin Warrior
Level 1 Skirmisher
Small natural humanoid XP 100
Initiative +5 Senses
Perception +1; low-light vision

HP 29; Bloodied 14
AC 17; Fortitude 13, Refl ex 15, Will 12
Speed 6; see also mobile ranged attack and goblin tactics
m Spear (standard; at-will) ✦ Weapon
+6 vs. AC; 1d8 + 2 damage.
R Javelin (standard; at-will) ✦ Weapon
Ranged 10/20; +6 vs. AC; 1d6 + 2 damage.
R Mobile Ranged Attack (standard; at-will)
The goblin warrior can move up to half its speed; at any point
during that movement, it makes one ranged attack without
provoking an opportunity attack.
Great Position
If, on its turn, the goblin warrior ends its move at least 4 squares
away from its starting point, it deals an extra 1d6 damage on its
ranged attacks until the start of its next turn.
Goblin Tactics (immediate reaction, when missed by a melee
attack; at-will)
The goblin shifts 1 square.

Alignment Evil Languages Common, Goblin
Skills Stealth +10, Thievery +10
Str 14 (+2) Dex 17 (+3) Wis 12 (+1)
Con 13 (+1) Int 8 (–1) Cha 8 (–1)
Equipment leather armor, spear, 5 javelins in sheaf

Goblin Warrior Tactics
Goblin warriors would rather fight at range, using great position to
deal more damage with their javelins. In melee combat, they use
goblin tactics to maneuver into flanking positions. Once bloodied
(or once they’ve seen several of their comrades cut down),
warriors tend to flee and leave allies to fend for themselves.

Goblin Sharpshooter
Level 2 Artillery
Small natural humanoid XP 125
Initiative +5 Senses
Perception +2; low-light vision

HP 31; Bloodied 15
AC 16; Fortitude 12, Refl ex 14, Will 11
Speed 6; see also goblin tactics
m Short Sword (standard; at-will) ✦ Weapon
+6 vs. AC; 1d6 + 2 damage.
r Hand Crossbow (standard; at-will) ✦ Weapon
Ranged 10/20; +9 vs. AC; 1d6 + 4 damage.
Sniper
When a goblin sharpshooter makes a ranged attack from hiding
and misses, it is still considered to be hiding.
Combat Advantage
The goblin sharpshooter deals an extra 1d6 damage against any
target it has combat advantage against.
Goblin Tactics (immediate reaction, when missed by a melee
attack; at-will)
The goblin shifts 1 square.

Alignment Evil Languages Common, Goblin
Skills Stealth +12, Thievery +12
Str 14 (+3) Dex 18 (+5) Wis 13 (+2)
Con 13 (+2) Int 8 (+0) Cha 8 (+0)
Equipment leather armor, short sword, hand crossbow with 20
bolts

Goblin Sharpshooter Tactics
Sharpshooters prefer hit-and-run tactics—if an enemy swings
at a goblin and misses, the goblin usually skitters away to start
its next turn at a safe distance.


Goblin Hexer
Level 3 Controller (Leader)
Small natural humanoid XP 150
Initiative +3 Senses
Perception +2; low-light vision

HP 46; Bloodied 23
AC 17; Fortitude 14, Refl ex 15, Will 16; see also lead from the rear
Speed 6; see also goblin tactics
m Hexer Rod (standard; at-will) ✦ Weapon
+7 vs. AC; 1d6 + 1 damage.
R Blinding Hex (standard; at-will)
Ranged 10; +7 vs. Fortitude; 2d6 + 1 damage, and the target is
blinded (save ends).
R Stinging Hex (standard; recharge ⚄ ⚅ )
Ranged 10; +7 vs. Will; the target takes 3d6 + 1 damage if it
moves during its turn (save ends).
A Vexing Cloud (standard; sustain minor; encounter) ✦ Zone
Area burst 3 within 10; automatic hit; all enemies within
the zone take a –2 penalty to attack rolls. The zone grants
concealment to the goblin hexer and its allies. The goblin hexer
can sustain the zone as a minor action, moving it up to 5 squares.
R Incite Bravery (immediate reaction, when an ally uses goblin
tactics; at-will)
Range 10; the targeted ally can shift 2 more squares and make
an attack.
Goblin Tactics (immediate reaction, when missed by a melee
attack; at-will)
The goblin shifts 1 square.
Lead from the Rear (immediate interrupt, when targeted by a
ranged attack; at-will)
The goblin hexer can change the attack’s target to an adjacent
ally of its level or lower.

Alignment Evil Languages Common, Goblin
Skills Stealth +10, Thievery +10
Str 10 (+1) Dex 15 (+3) Wis 13 (+2)
Con 14 (+3) Int 9 (+0) Cha 18 (+5)
Equipment leather robes, hexer rod

Goblin Hexer Tactics
The goblin hexer uses lead from the rear to turn nearby allies
into meat shields while it casts vexing cloud around itself
and its closest allies and enemies. It then targets an enemy
defender with stinging hex and uses its blinding hex on foes
making ranged attacks. When another goblin within 10
squares uses goblin tactics, the goblin hexer uses incite bravery
to allow that goblin to make a free attack.


Goblin Skullcleaver
Level 3 Brute
Small natural humanoid XP 150
Initiative +3
Senses Perception +2; low-light vision

HP 53; Bloodied 26; see also bloodied rage
AC 16; Fortitude 15, Refl ex 14, Will 12
Speed 5; see also goblin tactics
mBattleaxe (standard; at-will) ✦ Weapon
+6 vs. AC; 1d10 + 5 damage, or 2d10 + 5 while bloodied.
Bloodied Rage (while bloodied)
The goblin skullcleaver loses the ability to use goblin tactics and
can do nothing but attack the nearest enemy, charging when
possible.
Goblin Tactics (immediate reaction, when missed by a melee
attack; at-will)
The goblin shifts 1 square.

Alignment Evil Languages Common, Goblin
Skills Stealth +9, Thievery +9
Str 18 (+5) Dex 14 (+3) Wis 13 (+2)
Con 13 (+2) Int 8 (+0) Cha 8 (+0)
Equipment chainmail, battleaxe

Goblin Skullcleaver Tactics
Uncharacteristically brave, goblin skullcleavers charge boldly
(perhaps foolishly) into melee and use goblin tactics to move
into flanking positions. When bloodied, they fly into a savage
rage, attacking without concern for their own wellbeing.


Goblin Underboss
Level 4 Elite Controller (Leader)
Small natural humanoid XP 350
Initiative +4
Senses Perception +8; low-light vision

HP 110; Bloodied 55
AC 18; Fortitude 17, Refl ex 15, Will 16; see also survival instinct
Speed 5; see also superior goblin tactics
mShort Sword (standard; at-will) ✦ Weapon
+9 vs. AC; 1d6 + 4 damage. Miss: An adjacent ally makes a free
basic attack.
Superior Goblin Tactics (immediate reaction, when missed by a
melee attack; at-will)
The goblin underboss and up to two allies within its line of sight
shift 1 square.
Survival Instinct
The goblin underboss gains a +3 bonus to defenses while
bloodied.

Alignment Evil Languages Common, Goblin
Skills Stealth +10, Thievery +10
Str 18 (+6) Dex 14 (+4) Wis 13 (+3)
Con 15 (+4) Int 11 (+2) Cha 16 (+5)
Equipment chainmail, short sword

Goblin Underboss Tactics
The goblin underboss tries to stay adjacent to one or more
allies and uses superior goblin tactics to move its allies into
advantageous positions.


Goblin Lore
A character knows the following information with a successful
Nature check.
DC 15: Goblins are cowardly and tend to retreat or surrender
when outmatched. They are fond of taking slaves and
often become slaves themselves.
DC 20: Goblins sleep, eat, and spend leisure time in
shared living areas. Only a leader has private chambers. A
goblin lair is stinking and soiled, though easily defensible
and often riddled with simple traps designed to snare or kill
intruders.

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