Iron Sheep
First Post
The leader of the elite worg-riders is usually a more powerful goblin fighter. In my campaign, I had this character mounted on a winter wolf and he proved quite challenging for the party (they were around 7th-8th level at the time, if I recall).
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Worg-rider captain, Goblin Fighter 6
Small Humanoid (goblinoid)
Hit Dice: 6d10+18 (53 hp)
Initiative: +3
Speed: 15 ft.
AC: 23 (+1 size, +1 Dex, +2 large shield, +9 +1 full plate)
Base Attack/Grapple: +6/+3
Attack: +1 small lance +9 melee (1d6+4/x3, triple damage with mounted charge); or masterwork small long sword +8 melee (1d6+1/19-20, double damage with mounted charge); or mighty masterwork shortbow +11 ranged (1d6+1/x3)
Full Attack: +1 small lance +9/+4 melee (1d6+4/x3, triple damage with mounted charge); or masterwork small long sword +8/+3 melee (1d6+1/19-20, double damage with mounted charge); or mighty masterwork shortbow +11/+6 ranged (1d6+1/x3)
Space/Reach: 5 ft./5 ft.
Special Qualities: Darkvision 60 ft.
Saves: Fort +8, Ref +5, Will +1
Abilities: Str 13, Dex 16, Con 16, Int 10, Wis 9, Cha 10.
Skills: Intimidate +7, Move Silently +2, Ride +16.
Feats: Dodge, Mobility, Mounted Combat, Ride-by Attack, Spirited Charge, Weapon Focus (lance), Weapon Specialisation (lance).
Challenge Rating: 6
Alignment: LE
Possessions: +1 small lance, masterwork small long sword, masterwork mighty (Str 12) composite shortbow, large shield, +1 small full plate, potion of cure moderate wounds, 5 gp.
The worg-rider captain is usually one of the leaders of a goblin tribe: not usually the chief, but certainly one of his key lieutenants. Masters of mounted combat, they often ride the biggest, meanest and smartest worgs; and many times they ride a more powerful mount, such as a winter wolf.
Elite worg-riders speak goblin, common and worg.
Combat
Worg-rider captains are most effective when charging using ride-by attack with a lance: a typical blow will down most opponents they are likely to face, and a critical is devestating (quintupling the damage from the lance). They can also fire their shortbows from the saddle, but are at a disadvantage because they do not have the Mounted Archery feat. Only if they are dismounted will they resort to using their swords.
Once per round the worg-rider can attempt to negate a hit on their mount using the Mounted Combat feat. To do this they need to make a ride check higher than the attack roll against their mount.
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Worg-rider captain, Goblin Fighter 6
Small Humanoid (goblinoid)
Hit Dice: 6d10+18 (53 hp)
Initiative: +3
Speed: 15 ft.
AC: 23 (+1 size, +1 Dex, +2 large shield, +9 +1 full plate)
Base Attack/Grapple: +6/+3
Attack: +1 small lance +9 melee (1d6+4/x3, triple damage with mounted charge); or masterwork small long sword +8 melee (1d6+1/19-20, double damage with mounted charge); or mighty masterwork shortbow +11 ranged (1d6+1/x3)
Full Attack: +1 small lance +9/+4 melee (1d6+4/x3, triple damage with mounted charge); or masterwork small long sword +8/+3 melee (1d6+1/19-20, double damage with mounted charge); or mighty masterwork shortbow +11/+6 ranged (1d6+1/x3)
Space/Reach: 5 ft./5 ft.
Special Qualities: Darkvision 60 ft.
Saves: Fort +8, Ref +5, Will +1
Abilities: Str 13, Dex 16, Con 16, Int 10, Wis 9, Cha 10.
Skills: Intimidate +7, Move Silently +2, Ride +16.
Feats: Dodge, Mobility, Mounted Combat, Ride-by Attack, Spirited Charge, Weapon Focus (lance), Weapon Specialisation (lance).
Challenge Rating: 6
Alignment: LE
Possessions: +1 small lance, masterwork small long sword, masterwork mighty (Str 12) composite shortbow, large shield, +1 small full plate, potion of cure moderate wounds, 5 gp.
The worg-rider captain is usually one of the leaders of a goblin tribe: not usually the chief, but certainly one of his key lieutenants. Masters of mounted combat, they often ride the biggest, meanest and smartest worgs; and many times they ride a more powerful mount, such as a winter wolf.
Elite worg-riders speak goblin, common and worg.
Combat
Worg-rider captains are most effective when charging using ride-by attack with a lance: a typical blow will down most opponents they are likely to face, and a critical is devestating (quintupling the damage from the lance). They can also fire their shortbows from the saddle, but are at a disadvantage because they do not have the Mounted Archery feat. Only if they are dismounted will they resort to using their swords.
Once per round the worg-rider can attempt to negate a hit on their mount using the Mounted Combat feat. To do this they need to make a ride check higher than the attack roll against their mount.