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Suped-up Monsters and NPCs: Mountaindell and more (updated 04/22/04)
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<blockquote data-quote="Iron Sheep" data-source="post: 1414290" data-attributes="member: 4965"><p><strong>Elite Goblin Worg-rider</strong></p><p></p><p>The next few monsters I post will be utility characters that almost anyone can find a place for in their game: nothing special template-wise, but a little tougher than the usual opponents.</p><p></p><p>Most of these came from a hobgoblin invasion in my campaign.</p><p></p><p>----</p><p><strong>Elite Worg-rider, Goblin Ftr 3</strong></p><p><strong>Small Humanoid (Goblinoid)</strong></p><p><strong>Hit Dice:</strong> 3d10+6 (26 hp)</p><p><strong>Initiative:</strong> +3</p><p><strong>Speed:</strong> 20 ft.</p><p><strong>AC:</strong> 20 (+1 size, +3 Dex, +5 breastplate, +1 shield), touch 14, flatfooted 17</p><p><strong>Base Attack/Grapple:</strong> +3/+0</p><p><strong>Attack:</strong> Small masterwork lance +6 melee (1d6+1/x3, triple damage on mounted charge); or small longsword +4 melee (1d6+1/19-20, double damage on mounted charge); or alchemist's fire +7 ranged (1d6 fire)</p><p><strong>Full Attack:</strong> Small masterwork lance +6 melee (1d6+1/x3, triple damage on mounted charge); or small longsword +4 melee (1d6+1/19-20, double damage on mounted charge); or alchemist's fire +7 ranged (1d6 fire)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Qualities:</strong> Darkvision 60 ft.</p><p><strong>Saves:</strong> Fort +5, Ref +4, Will +0</p><p><strong>Abilities:</strong> Str 12, Dex 16, Con 15, Int 10, Wis 6, Cha 11</p><p><strong>Skills:</strong> Intimidate +5, Move Silently +3, Ride +13</p><p><strong>Feats:</strong> Mounted Combat, Ride-by Attack, Spirited Charge, Weapon Focus (lance)</p><p><strong>Environment:</strong> Temparate plains</p><p><strong>Organization:</strong> Gang (1 with 4--9 goblins and worg mounts), Warband (10--24 with worg mounts) or as part of goblin tribe.</p><p><strong>Challenge Rating:</strong> 3</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Usually Neutral Evil</p><p><strong>Possessions:</strong> masterwork small lance, small long sword, small light shield, small breastplate, 10 flasks of alchemist's fire (usually in worg's saddlebags).</p><p></p><p></p><p>Leaders within their goblin tribes, elite worg-riders strike fear into the hearts of the average villager. Trained from birth, they are masters of mounted combat and are easily as tough as the mounts they ride.</p><p></p><p>Elite worg-riders speak goblin and worg.</p><p></p><p><strong>Combat</strong></p><p></p><p>Elite worg-riders 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). When there is no immediate target they will throw their flasks of alchemist's fire. When attacking a village or town, they will use the alchemist's fire to set buildings alight and spread fear amongst the commoners. Only if they are dismounted will they resort to using their swords.</p><p></p><p>Once per round the worg-riders 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.</p></blockquote><p></p>
[QUOTE="Iron Sheep, post: 1414290, member: 4965"] [b]Elite Goblin Worg-rider[/b] The next few monsters I post will be utility characters that almost anyone can find a place for in their game: nothing special template-wise, but a little tougher than the usual opponents. Most of these came from a hobgoblin invasion in my campaign. ---- [B]Elite Worg-rider, Goblin Ftr 3[/B] [B]Small Humanoid (Goblinoid)[/B] [B]Hit Dice:[/B] 3d10+6 (26 hp) [B]Initiative:[/B] +3 [B]Speed:[/B] 20 ft. [B]AC:[/B] 20 (+1 size, +3 Dex, +5 breastplate, +1 shield), touch 14, flatfooted 17 [B]Base Attack/Grapple:[/B] +3/+0 [B]Attack:[/B] Small masterwork lance +6 melee (1d6+1/x3, triple damage on mounted charge); or small longsword +4 melee (1d6+1/19-20, double damage on mounted charge); or alchemist's fire +7 ranged (1d6 fire) [B]Full Attack:[/B] Small masterwork lance +6 melee (1d6+1/x3, triple damage on mounted charge); or small longsword +4 melee (1d6+1/19-20, double damage on mounted charge); or alchemist's fire +7 ranged (1d6 fire) [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Qualities:[/B] Darkvision 60 ft. [B]Saves:[/B] Fort +5, Ref +4, Will +0 [B]Abilities:[/B] Str 12, Dex 16, Con 15, Int 10, Wis 6, Cha 11 [B]Skills:[/B] Intimidate +5, Move Silently +3, Ride +13 [B]Feats:[/B] Mounted Combat, Ride-by Attack, Spirited Charge, Weapon Focus (lance) [B]Environment:[/B] Temparate plains [B]Organization:[/B] Gang (1 with 4--9 goblins and worg mounts), Warband (10--24 with worg mounts) or as part of goblin tribe. [B]Challenge Rating:[/B] 3 [B]Treasure:[/B] Standard [B]Alignment:[/B] Usually Neutral Evil [B]Possessions:[/B] masterwork small lance, small long sword, small light shield, small breastplate, 10 flasks of alchemist's fire (usually in worg's saddlebags). Leaders within their goblin tribes, elite worg-riders strike fear into the hearts of the average villager. Trained from birth, they are masters of mounted combat and are easily as tough as the mounts they ride. Elite worg-riders speak goblin and worg. [B]Combat[/B] Elite worg-riders 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). When there is no immediate target they will throw their flasks of alchemist's fire. When attacking a village or town, they will use the alchemist's fire to set buildings alight and spread fear amongst the commoners. Only if they are dismounted will they resort to using their swords. Once per round the worg-riders 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. [/QUOTE]
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