Suped-up Monsters and NPCs: Mountaindell and more (updated 04/22/04)

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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ConnorSB said:
How exactly did you do the menu thing? I can't for the life of me figure it out, and I really want to "menuize" my thread.

Let's see if I can get the tags to appear correctly.

I do the following to create a bullet list:

{LIST}
{*}{URL=(pastelinklocationhere)}Name of Monster{/URL}
{*}{URL=(pastelinklocationhere)}Name of Monster{/URL}
{/LIST}

But with [ and ] replacing { and } (I can't get the code to display correctly as it should be written).

The (pastelinklocationionhere) I fill in by copying the link location from the counter at the top right of each post to the thread: the "#23" link at the top right of this post. The link location I get for the post you just made is "http://www.enworld.org/forums/showpost.php?p=1422514&postcount=22".

If you start a reply to the first post in this thread, you should see all the tags in the quoted stuff.

You can also get a list to appear by clicking on the little list button at the top of the advanced reply message box.

I hope this explanation helps.

Corran
 


Kar Nathagna

Kar Nathagna was created as an example for Morrus' Create an Adventuring Party thread. A modified version was used in Morrus' game, so if any of Morrus' players are reading this, you should probably stop here.

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Kar Nathagna, Swordwraith Orc Ranger 3/Fighter 2/Order of the Bow Initiate 5
Medium Undead (Augmented Humanoid, Orc)
Hit Dice: 10d12 (70 hp)
Initiative: +4
Speed: 30 ft.
AC: 23 (+4 Dex, +7 chain shirt, +1 deflection, +1 natural), touch 15, flatfooted 19
Base Attack/Grapple: +10/+12
Attack: +1 flaming mighty composite longbow +17 ranged (1d8+2/x3 and 1d6 fire, plus 3d8+1 if within 30 ft.); or masterwork greataxe +13 melee (1d12+3/x3 and 1 Str)
Full Attack: +1 flaming mighty composite longbow +17/+12 ranged (1d8+2/x3 and 1d6 fire); or +1 flaming mighty composite longbow +15/+15/+10 ranged (1d8+2/x3 and 1d6 fire); or masterwork greataxe +13/+8 melee (1d12+3/x3 and 1 Str)
Space/Reach: 5 ft./5 ft.
Special Attacks: Close combat shot, favoured enemy (human), ranged precision +3d8, strength damage
Special Qualities: Damage reduction 10/magic and slashing, darkvision 60 ft., turn resistance +2, undead traits, wild empathy +3
Saves: Fort +5, Ref +9, Will +8
Abilities: Str 14, Dex 19, Con --, Int 10, Wis 12, Cha 11
Skills: Craft (bowmaking) +5, Hide +7, Knowledge (religion) +2, Listen +3, Move Silently +7, Ride +13, Spot +8, Survival +4
Feats: Alertness (B), Daylight Adaptation, Endurance, Greater Weapon Focus (composite longbow), Iron Will (B), Point Blank Shot, Mounted Archery, Mounted Combat, Precise Shot, Rapid Shot, Track, Weapon Focus (composite longbow)
Challenge Rating: 12
Alignment: Chaotic Evil
Possessions: +1 flaming mighty (Str 14) composite longbow, masterwork greataxe, +3 chain shirt, +1 ring of protection, +1 amulet of natural armour, gloves of dexterity +2.


Kar Nathagna trained as a scout for the orc armies. From this, he learnt the patience and discipline needed to truly master the longbow.


Combat

Kar Nathagna attacks with his bow from atop his wyvern (-2 to attacks for mounted archery). He will either keep his distance from his enemies, using his large number of attacks to wear them down, or will conduct strafing runs, closing to withing 30 ft. to use his ranged precision attack.

Ranged Precision (Ex): As a standard action, may make a single precisely aimed attack at a target within 30 ft. and deal an extra 3d8 damage. Does not work against creatures immune to critical hits. Creature does not have to be flatfooted or denied its dexterity bonus to AC, but otherwise like a sneak attack.

Close Combat Shot (Ex): Can make a ranged attack in a threatened square without provoking an attack of opportunity.


Notes: Because it does not get to use its strength damage ability on ranged atacks, it probably isn't quite as challenging as a melee-based swordwraith, so the CR may be slightly too high.
 
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Lela said:
Any chance we can see him without the Swordwraith template?

I didn't keep my notes on him, but I reverse-engineered the template away (swordwraith is a fairly light template). Note that he is quite frail when not undead, because I cheated a bit when building him and treated his Con as a dump stat since I knew it was going away once he became undead.

If you want a beefier version to use in a game, either just up his Con arbitrarily, or swap Con and Cha, which gives him 20 more hp, +2 Fort, and -2 wild empathy.

Lela said:
He rocks by the way.

Thank you. Apparently he (when equipped with an unholy bow) made the Paladin in Morrus' campaign feel a lot of pain.

----
Kar Nathagna, Orc Ranger 3/Fighter 2/Order of the Bow Initiate 5
Medium Humanoid (Orc)
Hit Dice: 3d8 + 2d10 + 5d8 - 10 (40 hp)
Initiative: +4
Speed: 30 ft.
AC: 23 (+4 Dex, +7 chain shirt, +1 deflection, +1 natural), touch 15, flatfooted 19
Base Attack/Grapple: +10/+12
Attack: +1 flaming mighty composite longbow +17 ranged (1d8+2/x3 and 1d6 fire, plus 3d8+1 if within 30 ft.); or masterwork greataxe +13 melee (1d12+3/x3)
Full Attack: +1 flaming mighty composite longbow +17/+12 ranged (1d8+2/x3 and 1d6 fire); or +1 flaming mighty composite longbow +15/+15/+10 ranged (1d8+2/x3 and 1d6 fire); or masterwork greataxe +13/+8 melee (1d12+3/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Close combat shot, favoured enemy (human), ranged precision +3d8
Special Qualities: Darkvision 60 ft., wild empathy +3
Saves: Fort +4, Ref +9, Will +6
Abilities: Str 14, Dex 19, Con 8, Int 10, Wis 12, Cha 11
Skills: Craft (bowmaking) +5, Hide +3, Knowledge (religion) +2, Listen +3, Move Silently +3, Ride +13, Spot +8, Survival +4
Feats: Daylight Adaptation, Endurance, Greater Weapon Focus (composite longbow), Point Blank Shot, Mounted Archery, Mounted Combat, Precise Shot, Rapid Shot, Track, Weapon Focus (composite longbow)
Challenge Rating: 10
Alignment: Chaotic Evil
Possessions: +1 flaming mighty (Str 14) composite longbow, masterwork greataxe, +3 chain shirt, +1 ring of protection, +1 amulet of natural armour, gloves of dexterity +2.


Kar Nathagna trained as a scout for the orc armies. From this, he learnt the patience and discipline needed to truly master the longbow.


Combat

Kar Nathagna attacks with his bow from atop his wyvern (-2 to attacks for mounted archery). He will either keep his distance from his enemies, using his large number of attacks to wear them down, or will conduct strafing runs, closing to withing 30 ft. to use his ranged precision attack.

Ranged Precision (Ex): As a standard action, may make a single precisely aimed attack at a target within 30 ft. and deal an extra 3d8 damage. Does not work against creatures immune to critical hits. Creature does not have to be flatfooted or denied its dexterity bonus to AC, but otherwise like a sneak attack.

Close Combat Shot (Ex): Can make a ranged attack in a threatened square without provoking an attack of opportunity.


Notes: Equipment was purchased as a CR 12 creature, so he has a bit too much gear.
 
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Wouldn't it just be 10 more HP, +1 Fort, -1 Wild Emp if I switched Con and Cha?

I'll just arbitrarily raise his Con.

I really appreciate it!
 

Lela said:
Wouldn't it just be 10 more HP, +1 Fort, -1 Wild Emp if I switched Con and Cha?

I'll just arbitrarily raise his Con.

I really appreciate it!

Sorry, I should have been clearer: I was swapping his Con and Cha, taking racial modifiers into account, so Con 8 and Cha 11 (=13-2) become Con 13 and Cha 6 (=8-2). That keeps him with the standard "Elite" array, adjusted by class and level. But just bumping his Con up is probably the easiest fix.

In fact, a +2 Con item would also make sense if you want to change his equipment mix.

Corran
 


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