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<blockquote data-quote="dante58701" data-source="post: 3513282" data-attributes="member: 40336"><p><strong>This is far from complete, any suggestions?</strong></p><p></p><p>Goatmen</p><p></p><p>Warriors of the Hell, the goatmen once battled each other for the amusement of the Prime Evils. Now, they war against all who seek to stop their vile masters. The goatmen are broken into clans, the members of each with their own boon from their dark lords. These goat-headed humanoids are armed with curved blades, and half of them carry bows as well.</p><p></p><p></p><p>Goatman, Moon Clan</p><p>Medium Outsider (Evil, Lawful, Native)</p><p>Hit Dice: 2d8+2 (12 hp)</p><p>Initiative: +1 (+1 Dexterity)</p><p>Speed: 30 ft.</p><p>Armor Class: 12 (+1 Dexterity, +1 Natural), touch 11, flat-footed 11</p><p>Base Attack/Grapple: +2/+</p><p>Attack:</p><p>Full Attack:</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: -</p><p>Special Qualities: -</p><p>Saves: Fort +4, Ref +4, Will +4</p><p>Abilities: Str 14, Dex 12, Con 12, Int 11, Wis 12, Cha 13</p><p>Skills: Intimidate +5, Jump +6, Listen +5, Search +4</p><p>Feats: Weapon Focus (longbow)</p><p>Organization: Herd (1-12)</p><p>Challenge Rating: 1/2</p><p>Alignment: Lawful Evil</p><p></p><p></p><p>Goatman, Night Clan</p><p>Medium Outsider (Evil, Lawful, Native)</p><p>Hit Dice: 3d8+6 (21 hp)</p><p>Initiative: +1 (+1 Dexterity)</p><p>Speed: 30 ft.</p><p>Armor Class: 12 (+1 Dexterity, +1 Natural), touch 11, flat-footed 11</p><p>Base Attack/Grapple: +3/+</p><p>Attack:</p><p>Full Attack:</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: +2 first melee attack</p><p>Special Qualities: -</p><p>Saves: Fort +5, Ref +4, Will +4</p><p>Abilities: Str 14, Dex 12, Con 14, Int 12, Wis 12, Cha 13</p><p>Skills: Intimidate +7, Jump +7, Listen +6, Search +7, Spot +6</p><p>Feats: Point Blank Shot, Weapon Focus (longbow)</p><p>Organization: Herd (1-12)</p><p>Challenge Rating: 1</p><p>Alignment: Lawful Evil</p><p></p><p>Night Clan goatmen blend in with the darkness. Thus, Night Clan goatmen get a +2 attack bonus to their first attack in any melee.</p><p></p><p>Goatman, Blood Clan</p><p>Medium Outsider (Evil, Lawful, Native)</p><p>Hit Dice: 4d8+8 (28 hp)</p><p>Initiative: +1 (+1 Dexterity)</p><p>Speed: 30 ft.</p><p>Armor Class: 12 (+1 Dexterity, +1 Natural), touch 11, flat-footed 11</p><p>Base Attack/Grapple: +4/+</p><p>Attack:</p><p>Full Attack:</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: +2 melee damage to wounded foe</p><p>Special Qualities: -</p><p>Saves: Fort +6, Ref +5, Will +5</p><p>Abilities: Str 15, Dex 13, Con 14, Int 13, Wis 12, Cha 13</p><p>Skills: Intimidate +9, Jump +9, Listen +8, Search +8, Spot +8</p><p>Feats: Point Blank Shot, Weapon Focus (longbow)</p><p>Organization: Herd (1-12)</p><p>Challenge Rating: 2</p><p>Alignment: Lawful Evil</p><p></p><p>Blood Clan goatmen become fierce at first blood. They get a +2 damage bonus against any foe that has been wounded in this combat.</p><p></p><p>Goatman, Death Clan</p><p>Medium Outsider (Evil, Lawful, Native)</p><p>Hit Dice: 5d8+10 (35 hp)</p><p>Initiative: +1 (+1 Dexterity)</p><p>Speed: 30 ft.</p><p>Armor Class: 13 (+1 Dexterity, +2 Natural), touch 11, flat-footed 12</p><p>Base Attack/Grapple: +5/+</p><p>Attack:</p><p>Full Attack:</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: -</p><p>Special Qualities: +8 save vs. mind control</p><p>Saves: Fort +6, Ref +5, Will +5</p><p>Abilities: Str 16, Dex 13, Con 14, Int 13, Wis 12, Cha 13</p><p>Skills: Intimidate +10, Jump +10, Listen +9, Search +9, Spot +9, Survival +10</p><p>Feats: Point Blank Shot, Weapon Focus (longbow)</p><p>Organization: Herd (1-12)</p><p>Challenge Rating: 3</p><p>Alignment: Lawful Evil</p><p></p><p>Death Clan goatmen are killers through and through. Death clan receive a +8 racial saving throw bonus against mind-influencing effects.</p><p></p><p>Goatman, Hell Clan</p><p>Medium Outsider (Evil, Lawful, Native)</p><p>Hit Dice: 6d8+12 (42 hp)</p><p>Initiative: +2 (+2 Dexterity)</p><p>Speed: 30 ft.</p><p>Armor Class: 14 (+2 Dexterity, +2 Natural), touch 12, flat-footed 12</p><p>Base Attack/Grapple: +6/+</p><p>Attack:</p><p>Full Attack:</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Night and Blood special attacks</p><p>Special Qualities: Fire Resistance 5</p><p>Saves: Fort +5, Ref +4, Will +4</p><p>Abilities: Str 18, Dex 14, Con 14, Int 14, Wis 12, Cha 15</p><p>Skills: Intimidate +11, Jump +13, Listen +10, Search +11, Spot +10, Survival +10</p><p>Feats: Point Blank Shot, Power Attack, Weapon Focus (longbow)</p><p>Organization: Herd (1-12)</p><p>Challenge Rating: 4</p><p>Alignment: Lawful Evil</p><p></p><p>Hell Clan goatmen are the ultimate terror of their kind. They have the special attacks of the Night and Blood clans.</p></blockquote><p></p>
[QUOTE="dante58701, post: 3513282, member: 40336"] [b]This is far from complete, any suggestions?[/b] Goatmen Warriors of the Hell, the goatmen once battled each other for the amusement of the Prime Evils. Now, they war against all who seek to stop their vile masters. The goatmen are broken into clans, the members of each with their own boon from their dark lords. These goat-headed humanoids are armed with curved blades, and half of them carry bows as well. Goatman, Moon Clan Medium Outsider (Evil, Lawful, Native) Hit Dice: 2d8+2 (12 hp) Initiative: +1 (+1 Dexterity) Speed: 30 ft. Armor Class: 12 (+1 Dexterity, +1 Natural), touch 11, flat-footed 11 Base Attack/Grapple: +2/+ Attack: Full Attack: Space/Reach: 5 ft./5 ft. Special Attacks: - Special Qualities: - Saves: Fort +4, Ref +4, Will +4 Abilities: Str 14, Dex 12, Con 12, Int 11, Wis 12, Cha 13 Skills: Intimidate +5, Jump +6, Listen +5, Search +4 Feats: Weapon Focus (longbow) Organization: Herd (1-12) Challenge Rating: 1/2 Alignment: Lawful Evil Goatman, Night Clan Medium Outsider (Evil, Lawful, Native) Hit Dice: 3d8+6 (21 hp) Initiative: +1 (+1 Dexterity) Speed: 30 ft. Armor Class: 12 (+1 Dexterity, +1 Natural), touch 11, flat-footed 11 Base Attack/Grapple: +3/+ Attack: Full Attack: Space/Reach: 5 ft./5 ft. Special Attacks: +2 first melee attack Special Qualities: - Saves: Fort +5, Ref +4, Will +4 Abilities: Str 14, Dex 12, Con 14, Int 12, Wis 12, Cha 13 Skills: Intimidate +7, Jump +7, Listen +6, Search +7, Spot +6 Feats: Point Blank Shot, Weapon Focus (longbow) Organization: Herd (1-12) Challenge Rating: 1 Alignment: Lawful Evil Night Clan goatmen blend in with the darkness. Thus, Night Clan goatmen get a +2 attack bonus to their first attack in any melee. Goatman, Blood Clan Medium Outsider (Evil, Lawful, Native) Hit Dice: 4d8+8 (28 hp) Initiative: +1 (+1 Dexterity) Speed: 30 ft. Armor Class: 12 (+1 Dexterity, +1 Natural), touch 11, flat-footed 11 Base Attack/Grapple: +4/+ Attack: Full Attack: Space/Reach: 5 ft./5 ft. Special Attacks: +2 melee damage to wounded foe Special Qualities: - Saves: Fort +6, Ref +5, Will +5 Abilities: Str 15, Dex 13, Con 14, Int 13, Wis 12, Cha 13 Skills: Intimidate +9, Jump +9, Listen +8, Search +8, Spot +8 Feats: Point Blank Shot, Weapon Focus (longbow) Organization: Herd (1-12) Challenge Rating: 2 Alignment: Lawful Evil Blood Clan goatmen become fierce at first blood. They get a +2 damage bonus against any foe that has been wounded in this combat. Goatman, Death Clan Medium Outsider (Evil, Lawful, Native) Hit Dice: 5d8+10 (35 hp) Initiative: +1 (+1 Dexterity) Speed: 30 ft. Armor Class: 13 (+1 Dexterity, +2 Natural), touch 11, flat-footed 12 Base Attack/Grapple: +5/+ Attack: Full Attack: Space/Reach: 5 ft./5 ft. Special Attacks: - Special Qualities: +8 save vs. mind control Saves: Fort +6, Ref +5, Will +5 Abilities: Str 16, Dex 13, Con 14, Int 13, Wis 12, Cha 13 Skills: Intimidate +10, Jump +10, Listen +9, Search +9, Spot +9, Survival +10 Feats: Point Blank Shot, Weapon Focus (longbow) Organization: Herd (1-12) Challenge Rating: 3 Alignment: Lawful Evil Death Clan goatmen are killers through and through. Death clan receive a +8 racial saving throw bonus against mind-influencing effects. Goatman, Hell Clan Medium Outsider (Evil, Lawful, Native) Hit Dice: 6d8+12 (42 hp) Initiative: +2 (+2 Dexterity) Speed: 30 ft. Armor Class: 14 (+2 Dexterity, +2 Natural), touch 12, flat-footed 12 Base Attack/Grapple: +6/+ Attack: Full Attack: Space/Reach: 5 ft./5 ft. Special Attacks: Night and Blood special attacks Special Qualities: Fire Resistance 5 Saves: Fort +5, Ref +4, Will +4 Abilities: Str 18, Dex 14, Con 14, Int 14, Wis 12, Cha 15 Skills: Intimidate +11, Jump +13, Listen +10, Search +11, Spot +10, Survival +10 Feats: Point Blank Shot, Power Attack, Weapon Focus (longbow) Organization: Herd (1-12) Challenge Rating: 4 Alignment: Lawful Evil Hell Clan goatmen are the ultimate terror of their kind. They have the special attacks of the Night and Blood clans. [/QUOTE]
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