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<blockquote data-quote="the Jester" data-source="post: 4296333" data-attributes="member: 1210"><p><strong>EDIT: Because there's an official version of these guys in 4e, unless someone specifically asks me to, I won't be updating them to MM3 standards.</strong></p><p></p><p><span style="font-size: 12px"><strong>NORKER WARRIOR--- Level 2 Soldier</strong></span></p><p>Medium natural humanoid (goblinoid)--- XP 125</p><p>---</p><p>Initiative +5; Senses Perception +1; low-light vision</p><p>HP 39; Bloodied 19</p><p>AC 18; Fortitude 15; Reflex 14; Will 10</p><p>Speed 6</p><p>---</p><p><strong>[Melee basic] Club</strong> (standard; at will) <strong>Weapon:</strong> +9 vs. AC; 1d6+3 damage.</p><p></p><p><strong>[Melee] Norker Bite </strong>(minor; at will): Only when it hits its target with a melee attack; +9 vs. AC; 1d6+3 damage.</p><p></p><p><strong>Norker Tactics</strong> (free; at will): When it shifts, the norker may shift one extra square if it ends adjacent to an enemy. </p><p>---</p><p>Alignment any; Languages Common, Goblin</p><p>Str 16; Dex 14; Wis 11</p><p>Con 15; Int 10; Cha 9</p><p>---</p><p>Equipment hide armor, shield, club</p><p></p><p></p><p><span style="font-size: 12px"><strong>NORKER SLINGER--- Level 2 Artillery</strong></span></p><p>Medium natural humanoid (goblinoid)--- XP 125</p><p>---</p><p>Initiative +5; Senses Perception +1, low-light vision</p><p>HP 33; Bloodied 16</p><p>AC 14; Fortitude 14; Reflex 16; Will 11</p><p>Speed 6</p><p>---</p><p><strong>[Ranged basic] Sling</strong> (standard; reload minor) <strong>Weapon:</strong> Range 10/20; +10 vs. AC; 1d6+4 damage (1d6+7 if the target is adjacent to a norker).</p><p><strong></strong></p><p><strong>[Melee basic] Bite</strong> (standard; at will): +8 vs. AC; 1d6+1 damage. </p><p>---</p><p>Alignment any; Languages Common, Goblin</p><p>Str 12; Dex 18; Wis 11</p><p>Con 15; Int 10; Cha 9</p><p>---</p><p>Equipment hide armor, club, sling</p><p></p><p></p><p></p><p><span style="font-size: 12px"><strong>NORKER WITCH DOCTOR--- Level 3 Controller</strong></span></p><p>Medium natural humanoid (goblinoid)--- XP 150</p><p>---</p><p>Initiative +2; Senses Perception +1; low-light vision</p><p>Howl of Doom (Fear) aura 10; all norkers in the howl gain +2 on attack rolls.</p><p>HP 47; Bloodied 23</p><p>AC 17; Fortitude 15; Reflex 15; Will 17</p><p>Speed 6</p><p>---<strong></strong></p><p><strong>[Melee basic] Staff of Woe </strong>(standard; at will) <strong>Psychic, Weapon:</strong> +7 vs. Will; 1d10+4 psychic damage and target is pushed 3 squares.</p><p></p><p><strong>[Area] Mortal Terror</strong> (standard, recharge 6) <strong>Fear, Psychic: </strong>Burst 3 within 8; +5 vs. Will; Hit: 3d8+3 psychic damage and target is pushed 3 squares; Miss: half damage and target is pushed 1 square.</p><p>---</p><p>Alignment Evil; Languages Common, Goblin</p><p>Str 12; Dex 14; Wis 11</p><p>Con 15; Int 10; Cha 19</p><p>---</p><p>Equipment hide armor, club, sling</p><p></p><p></p><p><span style="font-size: 12px"><strong>NORKER RUSHER--- Level 5 Soldier</strong></span></p><p>Medium natural humanoid (goblinoid)--- XP 200</p><p>---</p><p>Initiative +6; Senses Perception +4; low-light vision</p><p>HP 63; Bloodied 31</p><p>AC 21; Fortitude 18; Reflex 17; Will 16</p><p>Speed 6</p><p>---</p><p><strong>[Melee basic] Club</strong> (standard; at will) <strong>Weapon:</strong> +12 vs. melee; 1d8+5 damage.</p><p></p><p><strong>[Melee] Norker Bite</strong> (minor; at will): Only when it hits its target with a melee attack; +12 vs. AC; 1d6+4 damage.</p><p></p><p><strong>[Melee] Norker Charge</strong> (standard; encounter) <strong>Weapon:</strong> The norker moves up to its speed and attacks. +13 vs. melee; 3d8+4 damage and target is pushed one square.</p><p></p><p><strong>Norker Tactics</strong> (free; at will): When it shifts, the norker may shift one extra square if it ends adjacent to an enemy. </p><p>---</p><p>Alignment any; Languages Common, Goblin</p><p>Str 18; Dex 15; Wis 14</p><p>Con 15; Int 10; Cha 8</p><p>---</p><p>Equipment hide armor, shield, club</p><p></p><p></p><p><span style="font-size: 12px"><strong>NORKER ARCHER--- Level 5 Artillery</strong></span></p><p>Medium natural humanoid (goblinoid)--- XP 200</p><p>---</p><p>Initiative +7; Senses Perception +4; low-light vision</p><p>HP 48; Bloodied 24</p><p>AC 17; Fortitude 17; Reflex 19; Will 17</p><p>Speed 6</p><p>---</p><p><strong>[Melee basic] Bite</strong> (standard; at will): +10 vs. AC; 1d6+2 damage.</p><p></p><p><strong>[Ranged basic] Longbow</strong> (standard; at will) <strong>Weapon:</strong> Range 20/40, +13 vs. AC; 1d10+4 damage (1d10+7 if target is adjacent to a norker).</p><p></p><p><strong>[Ranged] Vicious Shot</strong> (standard; encounter) <strong>Weapon:</strong> Only when the norker ends its turn closer to the target than it began it; range 10; +12 vs. AC; 3d8+4 damage and target is dazed (save ends).</p><p><strong></strong></p><p><strong>[Ranged] Followup Shot</strong> (immediate reaction; when an enemy in range takes damage from another norker; encounter) <strong>Weapon:</strong> Range 5; targets the enemy that triggered the power; +12 vs. AC; 2d8+4 damage.</p><p>---</p><p>Alignment any; Languages Common, Goblin</p><p>Str 15; Dex 20; Wis 15</p><p>Con 12; Int 9; Cha 8</p><p>---</p><p>Equipment hide armor, shield, longbow, 20 arrows</p><p></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"><strong>NORKER BULLY--- Level 10 Brute</strong></span></p><p>Medium natural humanoid (goblinoid)--- XP 2000</p><p>---</p><p>Initiative +8; Senses Perception +7; low-light vision</p><p>HP 128; Bloodied 64</p><p>AC 22; Fortitude 25; Reflex 21; Will 20</p><p>Speed 6</p><p>---</p><p><strong>[Melee basic] Greatclub</strong> (standard; at will) <strong>Weapon:</strong> +13 vs. AC; 2d4+7 damage.</p><p><strong></strong></p><p><strong>[Melee] Norker Bite</strong> (minor; at will): Only when it hits its target with a melee attack; +13 vs. AC; 1d6+7 damage.</p><p><strong></strong></p><p><strong>[Melee] Great Smash</strong> (standard; at will) <strong>Weapon:</strong> Requires greatclub; +13 vs. AC; 2d4+7 damage and followup attack: +11 vs. Fortitude; Hit: target is knocked prone; Miss: target is dazed until the beginning of the norker bully’s next turn.</p><p></p><p><strong>Norker Tactics</strong> (free; at will): When it shifts, the norker may shift one extra square if it ends adjacent to an enemy. </p><p>---</p><p>Alignment any; Languages Common, Goblin</p><p>Skills Athletics, Intimidate</p><p>Str 24; Dex 16; Wis 14</p><p>Con 18; Int 6; Cha 11</p><p>---</p><p>Equipment bone armor, shield, greatclub</p></blockquote><p></p>
[QUOTE="the Jester, post: 4296333, member: 1210"] [B]EDIT: Because there's an official version of these guys in 4e, unless someone specifically asks me to, I won't be updating them to MM3 standards.[/B] [SIZE=3][B]NORKER WARRIOR--- Level 2 Soldier[/B][/SIZE] Medium natural humanoid (goblinoid)--- XP 125 --- Initiative +5; Senses Perception +1; low-light vision HP 39; Bloodied 19 AC 18; Fortitude 15; Reflex 14; Will 10 Speed 6 --- [B][Melee basic] Club[/B] (standard; at will) [B]Weapon:[/B] +9 vs. AC; 1d6+3 damage. [b][Melee] Norker Bite [/b](minor; at will): Only when it hits its target with a melee attack; +9 vs. AC; 1d6+3 damage. [B]Norker Tactics[/B] (free; at will): When it shifts, the norker may shift one extra square if it ends adjacent to an enemy. --- Alignment any; Languages Common, Goblin Str 16; Dex 14; Wis 11 Con 15; Int 10; Cha 9 --- Equipment hide armor, shield, club [SIZE=3][B]NORKER SLINGER--- Level 2 Artillery[/B][/SIZE] Medium natural humanoid (goblinoid)--- XP 125 --- Initiative +5; Senses Perception +1, low-light vision HP 33; Bloodied 16 AC 14; Fortitude 14; Reflex 16; Will 11 Speed 6 --- [B][Ranged basic] Sling[/B] (standard; reload minor) [B]Weapon:[/B] Range 10/20; +10 vs. AC; 1d6+4 damage (1d6+7 if the target is adjacent to a norker). [B] [Melee basic] Bite[/B] (standard; at will): +8 vs. AC; 1d6+1 damage. --- Alignment any; Languages Common, Goblin Str 12; Dex 18; Wis 11 Con 15; Int 10; Cha 9 --- Equipment hide armor, club, sling [SIZE=3][B]NORKER WITCH DOCTOR--- Level 3 Controller[/B][/SIZE] Medium natural humanoid (goblinoid)--- XP 150 --- Initiative +2; Senses Perception +1; low-light vision Howl of Doom (Fear) aura 10; all norkers in the howl gain +2 on attack rolls. HP 47; Bloodied 23 AC 17; Fortitude 15; Reflex 15; Will 17 Speed 6 ---[B] [Melee basic] Staff of Woe [/B](standard; at will) [B]Psychic, Weapon:[/B] +7 vs. Will; 1d10+4 psychic damage and target is pushed 3 squares. [B][Area] Mortal Terror[/B] (standard, recharge 6) [B]Fear, Psychic: [/B]Burst 3 within 8; +5 vs. Will; Hit: 3d8+3 psychic damage and target is pushed 3 squares; Miss: half damage and target is pushed 1 square. --- Alignment Evil; Languages Common, Goblin Str 12; Dex 14; Wis 11 Con 15; Int 10; Cha 19 --- Equipment hide armor, club, sling [SIZE=3][B]NORKER RUSHER--- Level 5 Soldier[/B][/SIZE] Medium natural humanoid (goblinoid)--- XP 200 --- Initiative +6; Senses Perception +4; low-light vision HP 63; Bloodied 31 AC 21; Fortitude 18; Reflex 17; Will 16 Speed 6 --- [B][Melee basic] Club[/B] (standard; at will) [B]Weapon:[/B] +12 vs. melee; 1d8+5 damage. [B][Melee] Norker Bite[/B] (minor; at will): Only when it hits its target with a melee attack; +12 vs. AC; 1d6+4 damage. [B][Melee] Norker Charge[/B] (standard; encounter) [B]Weapon:[/B] The norker moves up to its speed and attacks. +13 vs. melee; 3d8+4 damage and target is pushed one square. [B]Norker Tactics[/B] (free; at will): When it shifts, the norker may shift one extra square if it ends adjacent to an enemy. --- Alignment any; Languages Common, Goblin Str 18; Dex 15; Wis 14 Con 15; Int 10; Cha 8 --- Equipment hide armor, shield, club [SIZE=3][B]NORKER ARCHER--- Level 5 Artillery[/B][/SIZE] Medium natural humanoid (goblinoid)--- XP 200 --- Initiative +7; Senses Perception +4; low-light vision HP 48; Bloodied 24 AC 17; Fortitude 17; Reflex 19; Will 17 Speed 6 --- [B][Melee basic] Bite[/B] (standard; at will): +10 vs. AC; 1d6+2 damage. [B][Ranged basic] Longbow[/B] (standard; at will) [B]Weapon:[/B] Range 20/40, +13 vs. AC; 1d10+4 damage (1d10+7 if target is adjacent to a norker). [B][Ranged] Vicious Shot[/B] (standard; encounter) [B]Weapon:[/B] Only when the norker ends its turn closer to the target than it began it; range 10; +12 vs. AC; 3d8+4 damage and target is dazed (save ends). [B] [Ranged] Followup Shot[/B] (immediate reaction; when an enemy in range takes damage from another norker; encounter) [B]Weapon:[/B] Range 5; targets the enemy that triggered the power; +12 vs. AC; 2d8+4 damage. --- Alignment any; Languages Common, Goblin Str 15; Dex 20; Wis 15 Con 12; Int 9; Cha 8 --- Equipment hide armor, shield, longbow, 20 arrows [SIZE=3] [B]NORKER BULLY--- Level 10 Brute[/B][/SIZE] Medium natural humanoid (goblinoid)--- XP 2000 --- Initiative +8; Senses Perception +7; low-light vision HP 128; Bloodied 64 AC 22; Fortitude 25; Reflex 21; Will 20 Speed 6 --- [B][Melee basic] Greatclub[/B] (standard; at will) [B]Weapon:[/B] +13 vs. AC; 2d4+7 damage. [B] [Melee] Norker Bite[/B] (minor; at will): Only when it hits its target with a melee attack; +13 vs. AC; 1d6+7 damage. [B] [Melee] Great Smash[/B] (standard; at will) [B]Weapon:[/B] Requires greatclub; +13 vs. AC; 2d4+7 damage and followup attack: +11 vs. Fortitude; Hit: target is knocked prone; Miss: target is dazed until the beginning of the norker bully’s next turn. [B]Norker Tactics[/B] (free; at will): When it shifts, the norker may shift one extra square if it ends adjacent to an enemy. --- Alignment any; Languages Common, Goblin Skills Athletics, Intimidate Str 24; Dex 16; Wis 14 Con 18; Int 6; Cha 11 --- Equipment bone armor, shield, greatclub [/QUOTE]
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