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REALLY Low Level Monsters
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<blockquote data-quote="keterys" data-source="post: 4345099" data-attributes="member: 43019"><p>Some people object to how tough creatures like goblins and kobolds can be at 1st level, or want something that's more of a step between a minion and a full fledged level 1 monster. These rules are for them.</p><p></p><p>The principle is very simple. Apply the rules for lowering level from the DM's Toolbox (DMG p174) to monsters of 1st or 2nd level until you make them 0th or -1st level. Assign them XP values of 75 and 50 respectively - this is technically a break from the standard xp progression. This is on purpose to compare more easily to the 25 XP Level 1 Minion and because the difference in hit points is a more noteworthy percentage of change than other level changes.</p><p></p><p>As a reminder, each level you decrease you decrease attacks and defenses by 1. For every 2 levels, you decrease damage by 1. Skills, ability checks, and initiative should be decreased by 1 at -1 level (and 1st if coming from 2nd, etc).</p><p></p><p>You also decrease hit points by an appropriate amount based on the role. Most 0th level monsters, should be Con Score + Role HP (Between 6 and 10), while -1st level monsters should be just Con Score. Multiply by 2 or 4 for elites or solos, if you choose to actually use them.</p><p></p><p>0th level monsters will now be referred to as 'Lesser' monsters, while -1st level monsters will be referred to as 'Minor' monsters.</p><p></p><p>This allows you to create an easier HP and XP progression between level 1 monsters and minions. For example, a Dire Rat is 100 XP and 38 hp, and a Giant Rat is 25 XP and 1 hp. A lesser dire rat is 75 XP and 28 hp, and a minor dire rat is 50 XP and 18 hp.</p><p></p><p>Let me know what you think. I really think this simple idea would be appreciated by an awful lot of people. To make it easier to grok, here are a whole bunch of examples applied to the Monster Manual:</p><p></p><p>Dire Rat, Goblin Blackblade, Goblin Warrior, Kobold Slinger, Kobold Skirmisher, Stirge</p><p></p><p>Lesser Dire Rat</p><p>Level 0 Brute</p><p>Medium natural beast</p><p>XP 75</p><p></p><p>Initiative +2</p><p>Senses Perception +5; low-light vision</p><p>HP 28; Bloodied 14</p><p>AC 14; Fortitude 14, Reflex 12, Will 10</p><p>Immune filth fever (see below)</p><p>Speed 6, climb 3</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Bite (standard; at-will) * Disease</p><p> +3 vs. AC; 1d6 + 2 damage, and the target contracts filth fever (see below).</p><p></p><p>Alignment Unaligned</p><p>Skill Stealth +7</p><p>Str 14 (+2) Dex 15 (+2) Wis 10 (+0)</p><p>Con 18 (+4) Int 3 (-4) Cha 6 (-2)</p><p></p><p></p><p>Minor Dire Rat</p><p>Level -1 Brute</p><p>Medium natural beast</p><p>XP 50</p><p></p><p>Initiative +1</p><p>Senses Perception +4; low-light vision</p><p>HP 18; Bloodied 9</p><p>AC 13; Fortitude 13, Reflex 11, Will 9</p><p>Immune filth fever (see below)</p><p>Speed 6, climb 3</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Bite (standard; at-will) * Disease</p><p> +2 vs. AC; 1d6 + 1 damage, and the target contracts filth fever (see below).</p><p></p><p>Alignment Unaligned</p><p>Skill Stealth +6</p><p>Str 14 (+1) Dex 15 (+1) Wis 10 (-1)</p><p>Con 18 (+3) Int 3 (-5) Cha 6 (-3)</p><p></p><p>. . .</p><p></p><p>Lesser Goblin Blackblade</p><p>Level 0 Lurker</p><p>Small natural humanoid</p><p>XP 75</p><p></p><p>Initiative +7</p><p>Senses Perception +1; low-light vision</p><p>HP 19; Bloodied 9</p><p>AC 15; Fortitude 11, Reflex 13, Will 10</p><p>Speed 6; see also goblin tactics</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Short Sword (standard; at-will) * Weapon</p><p> +4 vs. AC; 1d6 + 2 damage.</p><p>Combat Advantage</p><p> The goblin blackblade deals an extra 1d6 damage against any target it has combat advantage against.</p><p>Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)</p><p> The goblin shifts 1 square.</p><p>Sneaky</p><p>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.</p><p></p><p>Alignment Evil</p><p>Languages Common, Goblin</p><p>Skills Stealth +10, Thievery +10</p><p>Str 14 (+2) Dex 17 (+3) Wis 12 (+1)</p><p>Con 13 (+1) Int 8 (-1) Cha 8 (-1)</p><p></p><p></p><p>Minor Goblin Blackblade</p><p>Level -1 Lurker</p><p>Small natural humanoid</p><p>XP 50</p><p></p><p>Initiative +6</p><p>Senses Perception +0; low-light vision</p><p>HP 13; Bloodied 6</p><p>AC 14; Fortitude 10, Reflex 12, Will 9</p><p>Speed 6; see also goblin tactics</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Short Sword (standard; at-will) * Weapon</p><p> +3 vs. AC; 1d6 + 1 damage.</p><p>Combat Advantage</p><p> The goblin blackblade deals an extra 1d6 damage against any target it has combat advantage against.</p><p>Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)</p><p> The goblin shifts 1 square.</p><p>Sneaky</p><p>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.</p><p></p><p>Alignment Evil</p><p>Languages Common, Goblin</p><p>Skills Stealth +9, Thievery +9</p><p>Str 14 (+1) Dex 17 (+2) Wis 12 (+0)</p><p>Con 13 (+0) Int 8 (-2) Cha 8 (-2)</p><p></p><p></p><p>Lesser Goblin Warrior</p><p>Level 0 Skirmisher</p><p>Small natural humanoid</p><p>XP 75</p><p></p><p>Initiative +5</p><p>Senses Perception +1; low-light vision</p><p>HP 21; Bloodied 10</p><p>AC 16; Fortitude 12, Reflex 14, Will 11</p><p>Speed 6; see also mobile ranged attack and goblin tactics</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Spear (standard; at-will) * Weapon</p><p> +5 vs. AC; 1d8 + 2 damage.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> Javelin (standard; at-will) * Weapon</p><p> Ranged 10/20; +5 vs. AC; 1d6 + 2 damage.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> Mobile Ranged Attack (standard; at-will)</p><p>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.</p><p>Great Position</p><p>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.</p><p>Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)</p><p> The goblin shifts 1 square.</p><p></p><p>Languages Common, Goblin</p><p>Skills Stealth +10, Thievery +10</p><p>Str 14 (+2) Dex 17 (+3) Wis 12 (+1)</p><p>Con 13 (+1) Int 8 (-1) Cha 8 (-1)</p><p></p><p></p><p>Minor Goblin Warrior</p><p>Level -1 Skirmisher</p><p>Small natural humanoid</p><p>XP 50</p><p></p><p>Initiative +4</p><p>Senses Perception +0; low-light vision</p><p>HP 13; Bloodied 6</p><p>AC 15; Fortitude 11, Reflex 13, Will 10</p><p>Speed 6; see also mobile ranged attack and goblin tactics</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Spear (standard; at-will) * Weapon</p><p> +4 vs. AC; 1d8 + 1 damage.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> Javelin (standard; at-will) * Weapon</p><p> Ranged 10/20; +4 vs. AC; 1d6 + 1 damage.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> Mobile Ranged Attack (standard; at-will)</p><p>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.</p><p>Great Position</p><p>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.</p><p>Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)</p><p> The goblin shifts 1 square.</p><p></p><p>Languages Common, Goblin</p><p>Skills Stealth +9, Thievery +9</p><p>Str 14 (+1) Dex 17 (+2) Wis 12 (+0)</p><p>Con 13 (+0) Int 8 (-2) Cha 8 (-2)</p><p></p><p>. . .</p><p></p><p>Lesser Kobold Slinger</p><p>Level 0 Artillery</p><p>Small natural humanoid</p><p>XP 75</p><p></p><p>Initiative +3</p><p>Senses Perception +1; darkvision</p><p>HP 18; Bloodied 9</p><p>AC 12; Fortitude 11, Reflex 13, Will 11; see also trap sense</p><p>Speed 6</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Dagger (standard; at-will) * Weapon</p><p> +4 vs. AC; 1d4 + 3 damage.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> Sling (standard; at-will) * Weapon</p><p> Ranged 10/20; +5 vs. AC; 1d6 + 3 damage; see also special shot.</p><p>Special Shot</p><p>The kobold slinger can fire special ammunition from its sling. It typically carries 3 rounds of special shot, chosen from the types listed below. A special shot that hits deals normal damage and has an additional effect depending on its type:</p><p> Stinkpot: The target takes a -2 penalty to attack rolls (save ends).</p><p> Firepot (Fire): The target takes ongoing 2 fire damage (save ends).</p><p> Gluepot: The target is immobilized (save ends).</p><p>Shift (minor; at-will)</p><p> The kobold shifts 1 square.</p><p>Trap Sense</p><p> The kobold gains a +2 bonus to all defenses against traps.</p><p></p><p>Alignment Evil</p><p>Languages common, Draconic</p><p>Skills Acrobatics +8, Stealth +10, Thievery +10</p><p>Str 9 (-1) Dex 17 (+3) Wis 12 (+1)</p><p>Con 12 (+1) Int 9 (-1) Cha 10 (+0)</p><p></p><p></p><p>Minor Kobold Slinger</p><p>Level -1 Artillery</p><p>Small natural humanoid</p><p>XP 50</p><p></p><p>Initiative +2</p><p>Senses Perception +0; darkvision</p><p>HP 12; Bloodied 6</p><p>AC 11; Fortitude 10, Reflex 12, Will 10; see also trap sense</p><p>Speed 6</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Dagger (standard; at-will) * Weapon</p><p> +3 vs. AC; 1d4 + 2 damage.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> Sling (standard; at-will) * Weapon</p><p> Ranged 10/20; +4 vs. AC; 1d6 + 2 damage; see also special shot.</p><p>Special Shot</p><p>The kobold slinger can fire special ammunition from its sling. It typically carries 3 rounds of special shot, chosen from the types listed below. A special shot that hits deals normal damage and has an additional effect depending on its type:</p><p> Stinkpot: The target takes a -2 penalty to attack rolls (save ends).</p><p> Firepot (Fire): The target takes ongoing 2 fire damage (save ends).</p><p> Gluepot: The target is immobilized (save ends).</p><p>Shift (minor; at-will)</p><p> The kobold shifts 1 square.</p><p>Trap Sense</p><p> The kobold gains a +2 bonus to all defenses against traps.</p><p></p><p>Alignment Evil</p><p>Languages common, Draconic</p><p>Skills Acrobatics +7, Stealth +9, Thievery +9</p><p>Str 9 (-2) Dex 17 (+2) Wis 12 (+0)</p><p>Con 12 (+0) Int 9 (-2) Cha 10 (-1)</p><p></p><p></p><p>Lesser Kobold Skirmisher</p><p>Level 0 Skirmisher</p><p>Small natural humanoid</p><p>XP 75</p><p></p><p>Initiative +5</p><p>Senses Perception +0; darkvision</p><p>HP 19; Bloodied 9</p><p>AC 14; Fortitude 10, Reflex 13, Will 12; see also trap sense</p><p>Speed 6</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Spear (standard; at-will) * Weapon</p><p> +5 vs. AC; 1d8 damage; see also mob attack.</p><p>Combat Advantage</p><p>The kobold skirmisher deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against.</p><p>Mob Attack</p><p> The kobold skirmisher gains a +1 bonus to attack rolls per kobold ally adjacent to the target.</p><p>Shift (minor; at-will)</p><p> The kobold shifts 1 square.</p><p>Trap Sense</p><p> The kobold gains a +2 bonus to all defenses against traps.</p><p></p><p>Alignment Evil</p><p>Languages common, Draconic</p><p>Skills Acrobatics +7, Stealth +9, Thievery +9</p><p>Str 8 (-1) Dex 16 (+3) Wis 10 (+0)</p><p>Con 11 (+0) Int 6 (-2) Cha 15 (+2)</p><p></p><p></p><p>Minor Kobold Skirmisher</p><p>Level -1 Skirmisher</p><p>Small natural humanoid</p><p>XP 50</p><p></p><p>Initiative +4</p><p>Senses Perception +0; darkvision</p><p>HP 11; Bloodied 5</p><p>AC 13; Fortitude 9, Reflex 12, Will 11; see also trap sense</p><p>Speed 6</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Spear (standard; at-will) * Weapon</p><p> +4 vs. AC; 1d6 damage; see also mob attack.</p><p>Combat Advantage</p><p>The kobold skirmisher deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against.</p><p>Mob Attack</p><p> The kobold skirmisher gains a +1 bonus to attack rolls per kobold ally adjacent to the target.</p><p>Shift (minor; at-will)</p><p> The kobold shifts 1 square.</p><p>Trap Sense</p><p> The kobold gains a +2 bonus to all defenses against traps.</p><p></p><p>Alignment Evil</p><p>Languages common, Draconic</p><p>Skills Acrobatics +6, Stealth +8, Thievery +8</p><p>Str 8 (-2) Dex 16 (+2) Wis 10 (-1)</p><p>Con 11 (-1) Int 6 (-3) Cha 15 (+1)</p><p></p><p>. . .</p><p></p><p>Lesser Stirge</p><p>Level 0 Lurker</p><p>Small natural beast</p><p>XP 75</p><p></p><p>Intiative +7</p><p>Senses Perception +0; darkvision</p><p>HP 16; Bloodied 8</p><p>AC 14; Fortitude 11, Reflex 12, Will 9; see also bite</p><p>Speed 2, fly 6 (hover)</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Bite (standard; at-will)</p><p> +5 vs. AC; 1d4 damage, an the target is grabbed (until escape) and takes ongoing 5 damage until it escapes. An attached stirge doesn't make attack rolls while grabbing a target and gains a +5 bonus to its AC and Reflex defenses.</p><p></p><p>Alignment Unaligned</p><p>Skills Stealth +8</p><p>Str 8 (-1) Dex 16 (+3) Wis 10 (+0)</p><p>Con 10 (+0) Int 1 (-5) Cha 4 (-3)</p><p></p><p></p><p>Minor Stirge</p><p>Level -1 Lurker</p><p>Small natural beast</p><p>XP 50</p><p></p><p>Intiative +6</p><p>Senses Perception -1; darkvision</p><p>HP 10; Bloodied 5</p><p>AC 13; Fortitude 10, Reflex 11, Will 8; see also bite</p><p>Speed 2, fly 6 (hover)</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Bite (standard; at-will)</p><p> +4 vs. AC; 1d4 damage, an the target is grabbed (until escape) and takes ongoing 4 damage until it escapes. An attached stirge doesn't make attack rolls while grabbing a target and gains a +5 bonus to its AC and Reflex defenses.</p><p></p><p>Alignment Unaligned</p><p>Skills Stealth +7</p><p>Str 8 (-2) Dex 16 (+2) Wis 10 (-1)</p><p>Con 10 (-1) Int 1 (-6) Cha 4 (-4)</p></blockquote><p></p>
[QUOTE="keterys, post: 4345099, member: 43019"] Some people object to how tough creatures like goblins and kobolds can be at 1st level, or want something that's more of a step between a minion and a full fledged level 1 monster. These rules are for them. The principle is very simple. Apply the rules for lowering level from the DM's Toolbox (DMG p174) to monsters of 1st or 2nd level until you make them 0th or -1st level. Assign them XP values of 75 and 50 respectively - this is technically a break from the standard xp progression. This is on purpose to compare more easily to the 25 XP Level 1 Minion and because the difference in hit points is a more noteworthy percentage of change than other level changes. As a reminder, each level you decrease you decrease attacks and defenses by 1. For every 2 levels, you decrease damage by 1. Skills, ability checks, and initiative should be decreased by 1 at -1 level (and 1st if coming from 2nd, etc). You also decrease hit points by an appropriate amount based on the role. Most 0th level monsters, should be Con Score + Role HP (Between 6 and 10), while -1st level monsters should be just Con Score. Multiply by 2 or 4 for elites or solos, if you choose to actually use them. 0th level monsters will now be referred to as 'Lesser' monsters, while -1st level monsters will be referred to as 'Minor' monsters. This allows you to create an easier HP and XP progression between level 1 monsters and minions. For example, a Dire Rat is 100 XP and 38 hp, and a Giant Rat is 25 XP and 1 hp. A lesser dire rat is 75 XP and 28 hp, and a minor dire rat is 50 XP and 18 hp. Let me know what you think. I really think this simple idea would be appreciated by an awful lot of people. To make it easier to grok, here are a whole bunch of examples applied to the Monster Manual: Dire Rat, Goblin Blackblade, Goblin Warrior, Kobold Slinger, Kobold Skirmisher, Stirge Lesser Dire Rat Level 0 Brute Medium natural beast XP 75 Initiative +2 Senses Perception +5; low-light vision HP 28; Bloodied 14 AC 14; Fortitude 14, Reflex 12, Will 10 Immune filth fever (see below) Speed 6, climb 3 :bmelee: Bite (standard; at-will) * Disease +3 vs. AC; 1d6 + 2 damage, and the target contracts filth fever (see below). Alignment Unaligned Skill Stealth +7 Str 14 (+2) Dex 15 (+2) Wis 10 (+0) Con 18 (+4) Int 3 (-4) Cha 6 (-2) Minor Dire Rat Level -1 Brute Medium natural beast XP 50 Initiative +1 Senses Perception +4; low-light vision HP 18; Bloodied 9 AC 13; Fortitude 13, Reflex 11, Will 9 Immune filth fever (see below) Speed 6, climb 3 :bmelee: Bite (standard; at-will) * Disease +2 vs. AC; 1d6 + 1 damage, and the target contracts filth fever (see below). Alignment Unaligned Skill Stealth +6 Str 14 (+1) Dex 15 (+1) Wis 10 (-1) Con 18 (+3) Int 3 (-5) Cha 6 (-3) . . . Lesser Goblin Blackblade Level 0 Lurker Small natural humanoid XP 75 Initiative +7 Senses Perception +1; low-light vision HP 19; Bloodied 9 AC 15; Fortitude 11, Reflex 13, Will 10 Speed 6; see also goblin tactics :bmelee: Short Sword (standard; at-will) * Weapon +4 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) Minor Goblin Blackblade Level -1 Lurker Small natural humanoid XP 50 Initiative +6 Senses Perception +0; low-light vision HP 13; Bloodied 6 AC 14; Fortitude 10, Reflex 12, Will 9 Speed 6; see also goblin tactics :bmelee: Short Sword (standard; at-will) * Weapon +3 vs. AC; 1d6 + 1 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 +9, Thievery +9 Str 14 (+1) Dex 17 (+2) Wis 12 (+0) Con 13 (+0) Int 8 (-2) Cha 8 (-2) Lesser Goblin Warrior Level 0 Skirmisher Small natural humanoid XP 75 Initiative +5 Senses Perception +1; low-light vision HP 21; Bloodied 10 AC 16; Fortitude 12, Reflex 14, Will 11 Speed 6; see also mobile ranged attack and goblin tactics :bmelee: Spear (standard; at-will) * Weapon +5 vs. AC; 1d8 + 2 damage. :ranged: Javelin (standard; at-will) * Weapon Ranged 10/20; +5 vs. AC; 1d6 + 2 damage. :ranged: 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. 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) Minor Goblin Warrior Level -1 Skirmisher Small natural humanoid XP 50 Initiative +4 Senses Perception +0; low-light vision HP 13; Bloodied 6 AC 15; Fortitude 11, Reflex 13, Will 10 Speed 6; see also mobile ranged attack and goblin tactics :bmelee: Spear (standard; at-will) * Weapon +4 vs. AC; 1d8 + 1 damage. :ranged: Javelin (standard; at-will) * Weapon Ranged 10/20; +4 vs. AC; 1d6 + 1 damage. :ranged: 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. Languages Common, Goblin Skills Stealth +9, Thievery +9 Str 14 (+1) Dex 17 (+2) Wis 12 (+0) Con 13 (+0) Int 8 (-2) Cha 8 (-2) . . . Lesser Kobold Slinger Level 0 Artillery Small natural humanoid XP 75 Initiative +3 Senses Perception +1; darkvision HP 18; Bloodied 9 AC 12; Fortitude 11, Reflex 13, Will 11; see also trap sense Speed 6 :bmelee: Dagger (standard; at-will) * Weapon +4 vs. AC; 1d4 + 3 damage. :ranged: Sling (standard; at-will) * Weapon Ranged 10/20; +5 vs. AC; 1d6 + 3 damage; see also special shot. Special Shot The kobold slinger can fire special ammunition from its sling. It typically carries 3 rounds of special shot, chosen from the types listed below. A special shot that hits deals normal damage and has an additional effect depending on its type: Stinkpot: The target takes a -2 penalty to attack rolls (save ends). Firepot (Fire): The target takes ongoing 2 fire damage (save ends). Gluepot: The target is immobilized (save ends). Shift (minor; at-will) The kobold shifts 1 square. Trap Sense The kobold gains a +2 bonus to all defenses against traps. Alignment Evil Languages common, Draconic Skills Acrobatics +8, Stealth +10, Thievery +10 Str 9 (-1) Dex 17 (+3) Wis 12 (+1) Con 12 (+1) Int 9 (-1) Cha 10 (+0) Minor Kobold Slinger Level -1 Artillery Small natural humanoid XP 50 Initiative +2 Senses Perception +0; darkvision HP 12; Bloodied 6 AC 11; Fortitude 10, Reflex 12, Will 10; see also trap sense Speed 6 :bmelee: Dagger (standard; at-will) * Weapon +3 vs. AC; 1d4 + 2 damage. :ranged: Sling (standard; at-will) * Weapon Ranged 10/20; +4 vs. AC; 1d6 + 2 damage; see also special shot. Special Shot The kobold slinger can fire special ammunition from its sling. It typically carries 3 rounds of special shot, chosen from the types listed below. A special shot that hits deals normal damage and has an additional effect depending on its type: Stinkpot: The target takes a -2 penalty to attack rolls (save ends). Firepot (Fire): The target takes ongoing 2 fire damage (save ends). Gluepot: The target is immobilized (save ends). Shift (minor; at-will) The kobold shifts 1 square. Trap Sense The kobold gains a +2 bonus to all defenses against traps. Alignment Evil Languages common, Draconic Skills Acrobatics +7, Stealth +9, Thievery +9 Str 9 (-2) Dex 17 (+2) Wis 12 (+0) Con 12 (+0) Int 9 (-2) Cha 10 (-1) Lesser Kobold Skirmisher Level 0 Skirmisher Small natural humanoid XP 75 Initiative +5 Senses Perception +0; darkvision HP 19; Bloodied 9 AC 14; Fortitude 10, Reflex 13, Will 12; see also trap sense Speed 6 :bmelee: Spear (standard; at-will) * Weapon +5 vs. AC; 1d8 damage; see also mob attack. Combat Advantage The kobold skirmisher deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against. Mob Attack The kobold skirmisher gains a +1 bonus to attack rolls per kobold ally adjacent to the target. Shift (minor; at-will) The kobold shifts 1 square. Trap Sense The kobold gains a +2 bonus to all defenses against traps. Alignment Evil Languages common, Draconic Skills Acrobatics +7, Stealth +9, Thievery +9 Str 8 (-1) Dex 16 (+3) Wis 10 (+0) Con 11 (+0) Int 6 (-2) Cha 15 (+2) Minor Kobold Skirmisher Level -1 Skirmisher Small natural humanoid XP 50 Initiative +4 Senses Perception +0; darkvision HP 11; Bloodied 5 AC 13; Fortitude 9, Reflex 12, Will 11; see also trap sense Speed 6 :bmelee: Spear (standard; at-will) * Weapon +4 vs. AC; 1d6 damage; see also mob attack. Combat Advantage The kobold skirmisher deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against. Mob Attack The kobold skirmisher gains a +1 bonus to attack rolls per kobold ally adjacent to the target. Shift (minor; at-will) The kobold shifts 1 square. Trap Sense The kobold gains a +2 bonus to all defenses against traps. Alignment Evil Languages common, Draconic Skills Acrobatics +6, Stealth +8, Thievery +8 Str 8 (-2) Dex 16 (+2) Wis 10 (-1) Con 11 (-1) Int 6 (-3) Cha 15 (+1) . . . Lesser Stirge Level 0 Lurker Small natural beast XP 75 Intiative +7 Senses Perception +0; darkvision HP 16; Bloodied 8 AC 14; Fortitude 11, Reflex 12, Will 9; see also bite Speed 2, fly 6 (hover) :bmelee: Bite (standard; at-will) +5 vs. AC; 1d4 damage, an the target is grabbed (until escape) and takes ongoing 5 damage until it escapes. An attached stirge doesn't make attack rolls while grabbing a target and gains a +5 bonus to its AC and Reflex defenses. Alignment Unaligned Skills Stealth +8 Str 8 (-1) Dex 16 (+3) Wis 10 (+0) Con 10 (+0) Int 1 (-5) Cha 4 (-3) Minor Stirge Level -1 Lurker Small natural beast XP 50 Intiative +6 Senses Perception -1; darkvision HP 10; Bloodied 5 AC 13; Fortitude 10, Reflex 11, Will 8; see also bite Speed 2, fly 6 (hover) :bmelee: Bite (standard; at-will) +4 vs. AC; 1d4 damage, an the target is grabbed (until escape) and takes ongoing 4 damage until it escapes. An attached stirge doesn't make attack rolls while grabbing a target and gains a +5 bonus to its AC and Reflex defenses. Alignment Unaligned Skills Stealth +7 Str 8 (-2) Dex 16 (+2) Wis 10 (-1) Con 10 (-1) Int 1 (-6) Cha 4 (-4) [/QUOTE]
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