Blackdirge's Rat Bastardly Bad Guy Thread (Updated 10/8/06)

BLACKDIRGE

Adventurer
Hi all,

Many of you may be familiar with my suped-up monster thread or even my suped-up monster column over in the articles section, and while those were very fun to do, I find that I just don't have the time to do them any more. Since Blackdirge Publishing is taking up most of my spare time, I wanted to do a thread that's a little less in depth than my prior threads, thereby allowing me to update on a fairly regular basis. So here it is, the Blackdirge's Rat Bastardly Bad Guy thread.

In this thread I will give you fully statted villains from CR 5-25, with a short write-up on appearance and personality, followed by a round by round breakdown of combat tactics. I will use all kinds of WoTC classes, races and templates to create challenging bad guys for you to inflict upon your PCs.

Here is the basic format I will be using:

NPCs will be given the elite array for ability scores (15, 14, 13, 12, 10, 8).
NPCs will be presented in the new WoTC statblock format.
NPCs will be given equipment appropriate for their level from table 4-23 on page 127 of the DMG.

And here are the direct links to the monsters I have done so far.

1. Uzekiel: Male Tiefling Fighter 4/Wizard 4 (CR 8)
2. Kyrzka Blacktalon: Half-Fiend Kenku Rogue 5/Enchanter 5/Thrall of Pazuzu 10 (CR 23)
3. Captain Ivakk Redrain: Hobgoblin Fighter 5/Legionnairre 5 (CR 10)
4. Vink and Gez'Gog: Goblin Fighter 6 and Advanced Death Dog Mount (CR 6)
5. Jargal Blackbite "The Gnollmaster": Flind Expert4/Ranger 6 (CR 11)

Also, if you have a request, shoot me an email at blackdirge_monsters@hotmail.com, and if it's cool and inspiring, I'll do it up and put it in the thread.

Thanks

BD
 
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Here's the first baddie, a stinky tiefling mercenary. I have always liked the warmage class, and I love the idea of combining it with a few fighter levels, and the Practiced Spellcaster Feat.

BD

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Uzekiel (CR 8)
Male Tiefling Fighter 4/Wizard 4
LE Medium Outsider (Native)
Init +3; Senses darkvision 60 ft; Listen +0, Spot +0
Language Abyssal, Common, Draconic, Elven, Infernal
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AC 21, touch 14, flat-footed 18
(+3 Dex, +5 armor, +2 shield, +1 ring)
hp 52 (8 HD);
Resist cold 5, electricity 5, fire 5
Fort +7, Ref +6, Will +6
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Speed 30 ft. (6 squares)
Melee +1 rapier +11/+6 (1d6+5/18-20 x2)
Ranged spell +9 (touch)
Space 5 ft.; Reach 5 ft.
Base Atk +6; Grp +8
Atk Options Point Blank Shot, Precise Shot
Combat Gear potion of cure moderate wounds, potion of bull’s strength, potion of fox’s cunning, scroll of bull's strength, scroll of shield, scroll of scorching ray
Wizard Spells Commonly Prepared* (CL 8th)
2nd – blades of fire, melf’s acid arrow (DC 16), scorching ray (DC 16)
1st – fist of stone, hail of stone (DC 15), magic missile, true strike
0 – acid splash (DC 14), detect magic, ray of frost, read magic
*10% chance of spell failure
Spell-Like Abilities (CL 8th)
1/day – darkness
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Abilities Str 14, Dex 16, Con 12, Int 18, Wis 10, Cha 6
SQ armored mage (light), warmage edge
Feats Practiced Spellcaster, Point Blank Shot, Precise Shot, Scribe Scroll, Weapon Finesse, Weapon Focus (rapier), Weapon Specialization (rapier)
Skills Climb +9, Concentration +8, Intimidate +6, Jump +8, Knowledge (arcane) +11, Profession (mercenary) +12, Ride +9, Spellcraft +13
Possessions +1 rapier, +1 mithral chain shirt, +1 light mithral shield, ring of protection +1, cloak or resistance +1
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Description

Uzekiel is tall and regal, a dashing and impeccably clean figure always dressed in the best finery he can afford. His face is long and narrow, although still handsome, and he often sports a well-manicured goatee died a vibrant red. Uzekiel keeps his scalp neatly shaven, without a trace of stubble, although he often covers his bald pate with elaborate and ostentatious hats when not on the battlefield. When dressed for war, Uzekiel dons his red enameled breastplate, a conical visorless helm of the same bright color, and a small round shield bearing his personal emblem, a red eight-pointed star on a white field. In melee Uzekiel favors the rapier, and his own blade is gaudily decorated with a gold wire hilt and a platinum basket shaped like a conch shell.

Uzekiel’s fiendish heritage is not readily apparent until one gets within close proximity to the tiefling mercenary. To Uzekiel eternal chagrin, his most prominent ancestral feature is a lingering stench of dung that hangs thickly about him despite all attempts to remove it. In a futile attempt to mask his off-putting odor, Uzekiel wears copious amounts of perfumes and oils, but in reality even the most expensive and refined scents do nothing but mix with his natural aroma to create an even worse stink. Beyond his offensive natural fragrance, Uzekiel’s only other infernal feature is a patch of red scales on his back that run the length of his spine, easily hidden by everyday garments.

Personality

Uzekiel is a consummate mercenary, unscrupulous and willing to do just about anything if the pay is right. He does, however, have a twisted sense of honor, and will do his best to fulfill his duties and keep to the letter of his contract. Although a veteran of dozens of major battles, Uzekiel is a poor leader, harsh and often times outright cruel to his subordinates. For this reason he works best on his own, and often finds work as a bodyguard or occasionally as an assassin.

Uzekiel is very self-conscious about his appearance and especially about his embarrassing odor. He will become extremely irate if unflattering comments are made about the former, and downright murderous if any mention is made of the latter.

Tactics

Uzekiel’s high intelligence, spellcasting prowess, and experience upon the battlefield make him a challenging foe. He is organized, often well prepared, and is not prone to rash action or foolhardy decisions. He will make the best use of his spells and abilities, and will flee a fight at the first opportunity if his own death seems likely.

Here are the typical round-by-round tactics employed by Uzekiel. Remember, Uzekiel’s caster level is 8th thanks to the Practiced Spellcaster feat.

Prior to combat: If given sufficient time, drink potion of fox’s cunning to increase the DCs for attack spells. Cast fist of stone, gaining a +6 bonus to Strength for eventual melee, and shield to increase AC.

Round 1: Target a likely spellcaster with a potent ranged offensive spell, usually scorching ray or melf’s acid arrow.
Round 2: If the enemy has not reached melee range, target groups with area-effect spells, such as hail of stone.
Round 3: Assuming opponents have closed for melee, cast blades of fire as a swift action followed by fireburst to inflict fire damage on all enemies within 5 ft.
Round 4: Focus melee attacks on weakened foes (augmented with blades of fire and possibly fist of stone).
Round 5 and Beyond: Continue with melee attacks and short ranged damaging spells, focusing on one opponent at a time.

Retreat: If defeat seems likely, cast darkness to cover your retreat and flee.

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Here's a nasty NPC to confound your epic level PCs, a half-fiend kenku devotee of Pazuzu. I've had Kyzka on my hard drive for months, but never found a use for him. Maybe some of you rat bastardly DMs out there can ruin a player's day courtesy of Blackdirge. :]

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Kyrzka Blacktalon (CR 23)
Half-Fiend Kenku Rogue 5/Enchanter 5/Thrall of Pazuzu 10
CE Medium Outsider (Native)
Init +6 (+10 while flying); Senses darkvision 60 ft., low-light vision 60 ft., Listen +15, Spot +15
Languages Abyssal, Auran, Common, Dwarven
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AC 30, touch 29, flatfooted 30; Uncanny Dodge
(+6 Dex, +1 natural, +8 bracers, +3 ring, +2 force shield)
hp 138 (20 HD); DR 10/magic
Immune poison
Resist acid 10, cold 10, electricity 10, fire 10, evasion; SR 30
Fort +7, Ref +18, Will +8
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Speed 30 ft. (6 square), fly 80 ft. (perfect)
Melee +2 keen shortsword +20/+15/+10 (1d6+4/17-20 x2) and bite +13 (1d6+1)
Melee rod of withering +19/+15/+9 (1d4 Con and 1d4 Str damage) and bite +13 (1d6+1)
Melee 2 claws +18 (1d4+2) and bite +13 melee (1d6+1)
Ranged +3 unholy shock composite shortbow [+2 Str bonus] +21/+16/+11 (1d6+5 plus 1d6 electricity plus 2d6 unholy/x3)
Ranged +3 unholy shock composite shortbow [+2 Str bonus] +19/+19/+14/+9 (1d6+5 plus 1d6 electricity plus 2d6 unholy/x3)
Space 5 ft.; Reach 5 ft.
Base Atk +12; Grapple +14
Atk Options Flyby Attack, Hover, Point Blank Shot, Precise Shot, Rapid Shot, sneak attack +3d6
Special Actions breath of Pazuzu, charm avian 5/day, dominate avian, smite good 1/day (+20 to damage), speak with avian, swarmform 3/day
Combat Gear potion of cure serious wounds (2), potion of invisibility, scrolls of charm person, dominate person, hold monster, and touch of idiocy
Enchanter Spells Commonly Memorized (CL 9th)
5th – dominate person (DC 19), hold monster (DC 19)
4th – confusion (DC 18), crushing despair (DC 18), stoneskin
3rd – dispel magic, fireball (DC 16), hold person (2) (DC 17), protection from energy, suggestion (DC 17)
2nd – cat’s grace, invisibility, mirror image, scorching ray (DC 15), Tasha’s hideous laughter (DC 16), touch of idiocy (DC 16)
1st – charm person (2), (DC 15), magic missile, protection from good, shield, true strike
0 – daze (DC 14), detect magic, read magic, resistance
Spell-Like Abilities (CL 20th)
3/day – darkness, poison (DC 17), unholy aura
1/day – blasphemy, contagion (DC 16), desecrate, destruction (DC 20), horrid wilting (DC 21), summon monster IX, unhallow, unholy blight (DC 17)
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Abilities Str 14, Dex 22, Con 14, Int 17, Wis 10, Cha 16
SQ great ally, improved flight, mimicry, swarm mastery, temptation, trapfinding, trap sense +1
Feats Craft Magic Arms & Armor*, Hover, Persuasive, Point Blank Shot, Precise Shot, Rapid Shot, Scribe Scroll*, Thrall to Demon (Pazuzu), Weapon Finesse
Skills Bluff +21, Concentration +10, Diplomacy +23, Gather Information +10, Hide +16, Intimidate +22, Knowledge (arcana) +8, Knowledge (the planes) +8, Listen +15, Move Silently +16, Sense Motive +15, Spellcraft +12, Spot +15, Tumble +14
Possessions +3 unholy shock composite shortbow [+2 Str bonus), +2 keen shortsword, bracers of armor +8, ring of protection +3, ring of force shield, rod of withering
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Breath of Pazuzu (Su): Three times per day Kyrzka may exhale up to three fiendish locust swarms. The locust swarms persist for 13 rounds or until slain. At least one square of the swarm’s space must be adjacent to Kyrzka’s space. Kyrzka can create a swarm so that it occupies the space of creatures (including himself). These swarms never distract, damage, or otherwise harm Kyrzka.

Alternately, Kyrzka can breath a 30 ft cloud of acidic gas in lieu of the locust swarms. This caught in the cone take 10d6 points of acid damage. A successful Reflex saving throw (DC 22) halves this damage.
Charm Avian (Sp): Five times per day, Kyrzka can use charm monster as a spell like ability, although he can only target creatures with a natural fly speed.
Dominate Avian (Sp): Kyrzka can replace two daily uses of her charm avian spell-like ability with dominate avian. This ability functions as dominate person, but can only be used to target creatures with a natural fly speed.
Great Ally (Ex): Kyrzka works exceptionally well with his allies. When successfully aided on a skill check or attack roll by an ally, or when aiding another, Kyrzka applies or gains a +3 bonus on his check or attack roll. In addition, Kyrzka gains a +4 on attack rolls against an opponent flanked by an ally.
Improved Flight (Ex): Kyrzka is incredibly agile and quick in the air, and receives a +4 insight bonus to initiative checks while flying.
Mimicry (Ex): Kyrzka can perfectly mimic familiar sounds voices and accents. To duplicate a specific individuals voice, Kyrzka makes a Bluff check; a listener familiar with the voice being imitated must succeed on an opposed Sense Motive check to discern that the voice isn’t genuine.
Smite Good (Su): Once per day Kyrzka can make a normal melee attack to deal 20 points of extra damage against a good foe.
Speak with Avian (Sp): Kyrzka can communicate with any creature that has a natural fly speed as if with the tongues spell.
Swarmform (Su): Three times per day Kyrzka can assume the form of a locust swarm as a standard action. This ability functions similarly to a druid’s wild shape ability, save that only one form can be assumed, and Kyrzka can maintain the swarmform for only 10 minutes.
Swarm Mastery (Su): Kyrzka has an unholy bond with creatures of the swarm subtype. He never becomes distracted by swarms or takes any damage from them. Additionally, any swarm he summons or conjures gains the fiendish creature template.
Temptation (Ex): Kyrzka gains a +2 profane bonus on any Bluff, Diplomacy, or Intimidate check made in an attempt to convince a creature to perform an action contrary to its nature. In addition, when Kyrzka uses a spell or spell-like ability from the Enchantment school, he adds a +1 to the DC to resist the spells effect and +2 to penetrate any spell resistance.

Appearance

Kyrzka Blacktalon is exceedingly large for a kenku, standing well over six feet in height, although he still retains the relatively slight build that is the kenku norm. His feathers are a uniform matte black, dull and unreflective in even the brightest illumination, and exude a black wispy smoke when he is angered or aroused. The fiendish kenku’s wings are the most obvious feature setting him apart from his kenku brethren, and a telltale sign of his abyssal ancestry. Kyrzka’s head and face also differ greatly from the standard kenku model, with a sharp hatchet-like beak and the bald, scaly skin of a carrion bird, certainly a direct link to his vrock father.

Kyrzka wears little beyond a black silk kilt, and a harness for weapons and equipment, always choosing lightweight materials whenever possible. In battle, Kyrzka relies upon his ornate shortbow, a compact recurve carved from the horns of a cornugon devil and strung with bebilith webbing. In addition to his bow, the fiendish kenku carries a short stabbing sword, its brutally sharp blade forged in the shape of a feather, and a stout iron rod. Kyrzka forsakes all other adornment save for a pair of mithral bracers and a plain platinum ring.

Personality

Kyrzka’s devotion to Pazuzu, and his attempts to emulate his patron’s suave persona, has created an interesting mix of brutal and seductive evil. Unlike most half-fiends who are simply murderous brutes, Kyrzka will attempt to get what he desires through diplomacy and intimidation, and what he desires is the most expedient moral corruption of everyone he encounters.

Like his patron Pazuzu, Kyrzka is not satisfied with simply snuffing the life from good-aligned beings, considering such gaudy directness to be the height of incivility. Instead, he will often attempt to render aid to good aligned creatures, offering his services in return for a later favor. In this way, he operates exactly as his vile patron, although on a smaller scale, tempting mortals when they are at their most desperate. The favor, when redeemed, will always be of subtly evil nature, leading his victims down the slippery slope of corruption.

Kyrzka is, however, prone to the murderous rampages common to all chaotic evil creatures, and will indulge his baser side when thwarted or seriously threatened.

Tactics

Kyrzka commands a bewildering array of powers and abilities, and can present a serious challenge to even well-prepared adventurers. The fiendish kenku prefers to fight in areas where he can use his superior aerial maneuverability, and relies heavily on ranged attacks, avoiding melee whenever possible.

Prior to Combat: If given sufficient time, Kyrzka will cast the following spells in this order: unholy aura, stoneskin, mirror image, protection from energy (fire).

Round 1: If surprised or given no preparation time, take a move action straight up (80 ft.) and hover, then cast unholy aura. If given preparation time, take a move action straight up (80 ft.) and hover, then cast dominate person on the likeliest target (fighter or rogue), if the target fails the saving throw, direct dominated target to attack his allies.
Round 2: Stay out of melee range, taking a move action if necessary. Summon a bebilith with summon monster IX to occupy land bound opponents.
Round 3: Stay out of melee range, taking a move action if necessary. Target a likely spellcaster with either destruction or horrid wilting.
Round 4: Stay out of melee range, taking a move action if necessary. Target groups with area-effect spells. Use blasphemy if the targets appear to be much weaker, unholy blight or confusion for tougher foes.
Round 5: Stay out of melee range, taking a move action if necessary. Use breath of Pazuzu to summon 3 fiendish locust swarms to harry any foes that succeed at closing for melee and to provide cover against ranged attacks.
Round 6: Stay out of melee range, taking a move action if necessary. Open fire with shortbow using rapid shot, target obviously wounded foes with all four attacks.
Round 7 and Beyond: Stay out of melee range; continue to snipe at wounded foes with shortbow. Use locust swarms or charm spells to deal with enemies that get too close.

Retreat: If targets are unaffected by spells, or possess sufficient magic to ward against ranged attacks, or if you take 65 or more points of damage, assume swarm form and flee.

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None-Core Rules:

Kenku - Monster Manual III
Thrall of Pazuzu - Dragon Magazine #329
 
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Wow, I have a bunch of stuff just collecting dust on my hard drive. Here is an elite hobgoblin war captain who has taken ranks in a prestige class I created some time ago called the legionnaire. The PRC is based on the classic Roman legionnaire, which I think fits well with hobgoblins. For tactics, I included a round by round account of how a unit of hobgoblins might operate, rather than the standard single NPC.


Also, I attached a word document containing the legionnaire PRC, if any of you would like to have a look at it.

BD

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Captain Ivakk Redrain (CR 10)
Male Hobgoblin Fighter 5/Legionnairre 5
LE Medium Humanoid
Init +0; Senses darkvision 60 ft; Listen +0, Spot +0
Language Common, Goblin, Orc
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AC 20, touch 10, flat-footed 20
(+7 armor, +3 shield)
hp 103 (10 HD)
Resist disciplined +3
Fort +8, Ref +2, Will +4
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Speed 20 ft. (4 squares)
Melee +1 shortsword +16/+11 (1d6+7/19-20 x2)
Ranged masterwork javelin +11 (1d6+4/x2)
Space 5 ft.; Reach 5 ft.
Base Atk +10; Grp +14
Atk Options Cleave, Far Shot, Point Blank Shot, Power Attack, strike the long arm +2d6, shield wall
Combat Gear potion of cure moderate wounds, potion of protection from arrows, potion of shield of faith (+2) (2)
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Abilities Str 18, Dex 10, Con 16, Int 12, Wis 10, Cha 14
SQ disciplined, improved pack mule, pack mule, tireless feet
Feats Endurance, Cleave, Far Shot, Iron Will, Point Blank Shot, Power Attack, Weapon Focus (shortsword), Weapon Specialization (shortsword)
Skills Climb +8*, Craft (armorer) +7, Craft (weaponsmith) +7, Jump +8*, Intimidate +10, Profession (soldier) +6
*-2 armor check penalty
Possessions +1 shortsword, 3 masterwork javelins, 6 darts, +2 breastplate, +1 heavy steel shield, ring of sustenance, gauntlets of ogre power
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Disciplined (Ex): Ivakk has been trained to the highest standards, and has endured mental conditioning that incorporates the most rigorous discipline. Focused and resilient, the hobgoblin captain is better at resisting mental attacks than most warriors, and applies a +3 resistance bonus on Will saves made to resist mind affecting spell and effects.
Pack Mule (Ex): Ivakk is an expert at carrying heavy loads, combining his own natural endurance with valuable experience gained on campaign. Ivakk's Strength score is considered to be 22 for the purpose of carrying capacity. In addition, because of his familiarity with wearing heavy armor, Ivakk reduces that armor check penalty of any medium or heavy armor he wears by -2.
Shield Wall (Ex): Accustomed to fighting in tight formations with his fellow soldiers, Ivakk gains additional protection from his shield and the shields of those surrounding him. Whenever directly adjacent to an ally with a heavy steel, wooden, or tower shield, Ivakk gains a +2 circumstance bonus to AC and a +1 circumstance bonus to Reflex saving throws for each such ally.
Strike the Long Arm (Ex): Ivakk is skilled at combating undisciplined and wildly aggressive opponents. His training with short stabbing weapons in conjunction with a large shield provides him with a significant advantage when facing opponents with large unwieldy weapons, or those unprotected by a shield. Ivakk deals an additional 2d6 points of damage whenever he scores a hit against a foe wielding a two-handed melee weapon, or a one-handed melee weapon without a shield. Strike the long arm has no effect on creatures using natural weapons, or against opponent immune to critical hits or sneak attacks.
Tireless Feet (Ex): Ivakk can walk or march for 13 hours in a day before needing to make a forced march. In addition, Ivakk may hustle for up to three hours between sleep cycles before taking any non-lethal damage.

Description

Ivakk Redrain is an imposing hobgoblin; a battered veteran clad in well-used panoply and sporting more scars than can easily be counted. Ivakk is shorter than most hobgoblins, standing just less than six feet in height, but he is powerfully built with wide shoulders and thickly muscled limbs. Like many mature male hobgoblins, Ivakk has a vivid blue nose, which stands out starkly against the burnt umber of his skin. His bright yellow eyes are deep-set, beneath a heavy brow, creased from a lifetime of scowling, and his wide mouth is cast in a perpetual frown.

As a professional soldier, and a respected war leader, Ivakk’s keeps his equipment in the best shape he can afford. His normal kit consists of a blackened steel breastplate, a pair of steel greaves, also blackened, and a large rectangular shield bearing the sigil of his tribe, a red cloud raining blood. Ivakk’s weapons are of the highest quality, although they are simple in design and noticeably unadorned. The hobgoblin war captain carries a short double-edged sword, suitable for slashing or thrusting, three barbed javelins, and a brace of six darts kept in a makeshift quiver on the inside of his shield.

Personality

Ivakk is a capable leader, and his success in leading his fellows into battle has gained him many accolades from his chieftain. Although he can be a brutal taskmaster, Ivakk does recognize the value of positive reinforcement, and will encourage the hobgoblins he commands with praise, when it is deserved, and the very real promise of promotion and a greater share of the spoils. However, Ivakk has no tolerance for insubordination, and will make a quick, and often times lethal example of upstart young males who think themselves his match.

Ivakk lives for the campaign, he understands no other life than the daily grind of military life. The structure offered by the hobgoblin war machine suits him well, and he views the rigid social structure of his people as far superior to the petty freedoms valued by lesser races, such as humans and elves. Unlike most hobgoblins, which despise elves over just about everything, Ivakk carries an abiding hatred for dwarves. This animosity stems from a battle fought nearly a decade ago, where a young and even brash Ivakk saw his first battlefield command disappear beneath the bloody axes of a hardened group of dwarven mercenaries. Ivakk will attack dwarves whenever the opportunity arises, and has been known to take prisoners for extended sessions of brutal torture.

Tactics

Ivakk currently leads an elite force of hobgoblin legionnaires called the Red Reapers. The Red Reapers are renowned for their ability to move quickly over long distances, and every member of the company has the Endurance feat. The Red Reapers currently consist of Ivakk himself, 1 lieutenant (Fighter 5/Legionnaire 5), 2 sergeants (Fighter 4), and 12 elite warriors (fighter 2). All of the Red Reapers are armored in matching breastplate, greaves, and heavy shield, and all carry a shortsword as their primary melee weapon, with javelins and darts for ranged encounters.

Ivakk is well versed in military tactics, and he and his Red Reapers can cope with just about anything their enemies can throw at them. Below is the typical round by round tactics Ivakk might utilize against small groups of powerful foes, such as adventurers.

Prior to Combat: Ivakk will drink two potions in the following order: potion of shield of faith, potion of protection from arrows. He will then order the Red Reapers to form ranks, with half the hobgoblins locking shields, while the rest ready ranged weapons from behind the shield wall.

Round 1: Ivakk orders the second rank to open fire with javelins, while the first rank takes a standard action to assume total defense.

Round 2: If the enemy has not closed for melee, Ivakk orders the second rank to continue the javelin barrage while the first rank remains on total defense and provides cover for the second rank. In addition, Ivakk and his lieutenant will ready an action to hurl their javelins at wizards or clerics in an attempt to disrupt spellcasting.

Round 3: Assuming the enemy has closed for melee, Ivakk will order his hobgoblin to form two wedges, each one consisting one of 6 elite warriors led by a sergeant at the head of the wedge. Ivakk will order the wedges to engage strong enemy melee combatants while he and his lieutenant attempt to close with spellcasters.

Round 4 and Beyond: Ivakk and his lieutenant will continue to harass enemy spellcasters, or bolster the efforts of the rank and file if the enemy spellcasters have been neutralized. If his men are having trouble hitting the foe in melee, Ivakk will order them to use swarm tactics, dragging down powerful foes with multiple grapple attempts.

Retreat: If Ivakk loses half his men, or is himself seriously wounded, he will call for a fighting retreat. On the first round of the retreat Ivakk and half of his remaining warriors will take the withdraw action while the other half continue to fight. On the second round, Ivakk and the first group to withdraw will take a standard move away from the enemy and hurl javelins while the second group withdraws. Ivakk will repeat this process, with half of his men withdrawing while the others cover with ranged attacks, until they escape or are forced to make a final stand. Ivakk will not surrender, and will fight to the death if escape is impossible.
 

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I like the prestige class, though I'm not sure why you didn't simply give it a Good Will save. I also think that the armour bonus should be restricted to medium, which is what the footsoldiers of the legions wore (at best) - mounted troops were different.
 

Quartz said:
I like the prestige class, though I'm not sure why you didn't simply give it a Good Will save. I also think that the armour bonus should be restricted to medium, which is what the footsoldiers of the legions wore (at best) - mounted troops were different.

A fair point regarding the Will save, but personally, I think that two good saves plus the warrior's attack progression is a bit much, but ymmv. As for armor, well I would consider the lorica segmentata, the standard armor for the roman legionnaire, to be on par with banded mail (a heavy armor). Now, certainly, other roman soldiers, especially auxillries were more commonly outfitted with lorica hamata (chainmail) or lorica squamata (scale mail), but the heavy infantry (the legionnaire) was issued the heavier armor.

Thanks for reading

BD
 

Knightfall1972 said:
This a great thread idea. (Even if I don't like the new NPC format.) Nice start BLACKDIRGE. - KF72

Thanks. The new stat format seems to be a love it or hate it affair. Personally, I like it. It seems to make running encounters with complex monsters and NPCs a bit easier.

BD
 

BLACKDIRGE said:
Thanks. The new stat format seems to be a love it or hate it affair. Personally, I like it. It seems to make running encounters with complex monsters and NPCs a bit easier.

BD

I don't "mind" the format for NPCs, but I hate it for monsters. I will not buy Monster Manual IV. :mad:
 

Update time.

I have a twofer for you this time. Vink is an elite goblin mercenary that rides an advanced death dog into combat. I know goblins normally ride worgs or wolves, but I thought a fully armored goblin astride a death dog was just too cool an image to pass up. So here it is.

BD

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Vink (CR 6)
Male Goblin Fighter 6
NE Small Humanoid
Init +3; Senses darkvision 60 ft; Listen +0, Spot +0
Language Common, Goblin, Orc
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AC 22, touch 14, flat-footed 19
(+1 size, +3 Dex, +6 armor, +2 shield)
hp 45 (6 HD)
Fort +7, Ref +6, Will +3
Speed 30 ft. (6 squares)
Melee masterwork battleaxe +11/+6 (1d6+4/x3) or
Melee masterwork lance (charging) +13 (3d6+6/x2)
Ranged masterwork composite shortbow [+2 Str] +11/+6 (1d4+2/x3)
Space 5 ft.; Reach 5 ft.
Base Atk +6; Grp +8
Atk Options Mounted Archery, Mounted Combat, Point Blank Shot, Ride By Attack, Spirited Charge
Combat Gear potion of bull’s strength, potion of cat’s grace, potion of cure moderate wounds (2)
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Abilities Str 14, Dex 16, Con 13, Int 12, Wis 10, Cha 6
Feats Mounted Archery, Mounted Combat, Point Blank Shot, Ride By Attack, Spirited Charge, Weapon Focus (battleaxe), Weapon Specialization (battleaxe)
Skills Climb +1*, Handle Animal +7, Hide +3*, Intimidate +1, Jump +1*, Move Silently +3*, Ride +18
*-4 armor check penalty
Possessions masterwork battleaxe, masterwork composite shortbow [Str +2] with 50 arrows, masterwork lance, +1 breastplate, +1 heavy wooden shield, cloak of resistance +1, exotic military saddle

Vink is an elite goblin mercenary. He is a mounted skirmisher who works well with his death-dog mount and companion, Gez’Gog.

Appearance

Vink is a stoutly built goblin, nearing the upper limits in both height and weight for his race. His skin is a swarthy yellow, darkening to mustard brown around his eyes and mouth. Vink wears his hair in a greasy topknot, and has managed to grow a scraggly beard of the same sickly brown that covers his scalp. Like most goblins, Vink is not overly concerned with hygiene, and the sour stench of sweat and dirt hang about him in a cloying reek.

Vink will never be encountered without his weapons and armor, and he keeps the tools of his trade in good order. His battleaxe and lance are of the highest quality and are crafted to fit his small frame. Both weapons are obviously not of goblin manufacture, and were, in fact, seized as the spoils of war from a slain halfling paladin. Vink’s bow, however, is a typical goblin recurve, although it is of much higher quality than commonly found with goblins. The goblin mercenary’s armor and shield are without doubt his most prized possessions. The breastplate, payment from a hobgoblin warlord, is specially crafted for mounted warriors, featuring long tassets to cover the vulnerable thigh and upper knee. Vink’s shield is constructed of oak and rimmed with steel. It bears a large brass boss and the goblin’s own personal sigil, a black two-headed hound on a red field. Both armor and shield are enchanted, and provide Vink with superior protection.

Personality

Vink is a professional mercenary, and despite his savage inclinations, he is actually quite trustworthy, especially if fairly compensated for his time and effort. But, only a fool would completely trust a goblin, and Vink has the full compliment of unsavory goblin personality traits. He is paranoid, violent, and carries the standard goblin hatred for most civilized races. Vink can, however, put aside or repress his antisocial tendencies if the prospect of money and treasure is sincerely offered.

Vink has but one true ally in all the world, his grotesque mount, a death dog named Gez’Gog. It is unclear how Vink and Gez’Gog established their relationship, but all who have encountered the two can attest that both rider and mount are inseparable, each relying on the other in a fashion uncommon among evil creatures.

Tactics

Vink relies heavily upon his mobility in combat. He will try to avoid situations that restrict his movement or force him to engage in protracted melee confrontations against powerful opponents.

Prior to Combat: Vink will always try to open combat at range, and will typically move out to the edge of the first range increment for his bow. He will consume his potion of cat’s grace to increase his effectiveness in ranged combat.

Round 1: Vink will open combat by targeting likely spellcasters with his bow. If he cannot immediately discern which targets are spellcasters, he will ready an action and wait for spells to be cast.

Round 2: Vink will stay at the edge of one range increment for his bow for as long as possible. If his targets have limited mobility, he will take a full attack action, or if his foes have greater than average speed, he will fire one shot and then take a full move with Gez’Gog to stay at range.

Round 3 and Beyond: Vink will repeat the actions listed above in round 2 until he is either forced into melee, or believes his foes to be far weaker than himself. Vink will open melee combat by charging with his lance, usually targeting the strongest looking melee opponent for this attack. He will use his Ride by Attack feat to avoid a return stroke from his target. Vink will continue to use his Spirited Charge and Ride by Attack feats with his lance until he has either slain or scattered his enemies. If forced into close combat where he is unable to charge, Vink will draw his axe and urge Gez’Gog to join him in melee, using Mounted Combat to keep his mount from harm.

Retreat: Vink will flee combat if either he or Gez’Gog lose more than 50% of their starting hit points. He will push Gez’Gog to a full run (quadruple movement) and take the –8 penalty to fire his bow at any pursuers.


Gez’Gog (CR 3)
Male Advanced Elite Death Dog
NE Medium Magical Beast
Init +3; Senses darkvision 60 ft, low-light vision, scent; Listen +6, Spot +6
Language Common
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AC 20, touch 13, flat-footed 17
(+3 Dex, +3 natural, +4 barding)
hp 32 (3 HD)
Fort +7, Ref +6, Will +2
Speed 50 ft. (10 squares)
Melee 2 bites +8 (1d8+4 plus disease)
Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp +7
Atk Options trip
Special Actions disease
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Abilities Str 19, Dex 17, Con 18, Int 6, Wis 12, Cha 8
Feats Improved Natural Attack (bite), Weapon Focus (bite)
Skills Hide +5, Listen +6, Move Silently +5, Spot +6
Possessions masterwork light chain barding
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Trip (Ex): When Gez’Gog hits with a bite attack he can attempt to trip the opponent (+4 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip Gez’Gog.
Disease (Ex): Filth fever—bite, Fortitude DC 15, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con.

Vink’s constant companion and battle partner is an especially large and intelligent death dog named Gez'Gog. The beast is loyal to Vink, and will do his best to protect his master in combat.

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Non-Core Rules:

Death Dog - Fiend Folio
 
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