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Latest revision as of 20:37, 12 July 2019

Goblin Berserker

Goblin Berserker (CR 2)

Neutral Evil - Small - Fey (Goblinoid)
Small green humanoids with oversized heads, brimming with sharp teeth, goblins are known for being aggressive, and, above all, a bit crazy.
Goblins can be found nearly anywhere that food can be had, but like caves, ruins and abandoned areas since they prefer not to have to build stuff if they can avoid it. That is not to say that goblins are stupid, merely lazy. In fact, goblins have been known to lay traps so elaborate that they forget how they work and fall prey to them themselves.
Goblins are not welcome in civilized areas, as they behave somewhat like drug-addled children on their best days. However, they have a fondness for elaborate, tricky things such as clocks and wagons, so they are often found around the edges of towns hoping to steal something interesting when no one is looking. Goblins rarely make massive raids against villages, nor are they prone to large-scale warfare. Instead, they count thievery, stealth, traps and ambushes to be the most honorable way to gain status.
Goblins have a love-hate relationship with fire. Goblins adore fire, but no matter how much it is worshiped, it keeps biting them. That doesn't prevent them from trying, of course. Most goblins will take any opportunity to play with fire, and believe fire to be the greatest of all forces in the Universe (it makes food tasty AND can destroy things!).
In addition to fire, Goblins can be quite manic about any number of things, individually, and can take these ephemeral obsessions to such extremes that they will forget to eat or sleep for days in their quest to master their new fancy.
Born to be wild, Goblin berserkers have imbibed fire potions and other tinctures given to them by the fire-tamers until they are in a constant state of primal rage. The homes they are provided in the goblin camps are frequently locked from the outside to prevent unfortunate accidents. They still show the occasional signs of cleverness, and are still deeply impressed and entranced by fire, but mostly, they want to smash stuff.

General

Lore Check: Know (Nature) (Basic: DC 4; Full: DC 19)
Init: +5
Ambush Chance: 10+ on d20 (req's 1 minute prep)
Senses: Standard Senses, Darkvision 60 ft.
Passive Perception: 15 (Spot: +5, req's move action)

Defense

AC: 15    Touch: 12
Maneuver Defense (MD): 17
Hit Points: 31     (Bloodied Value: 15)    Hit Dice: 3
Fort: +5    Refl: +2    Will: +2
Special Defenses:
Strong Against:
Weak Against:
  • (Fey 1) Vulnerable (1.5x damage): Cold Iron

Offense

Movement Types: Walk 30 ft.
Space / Reach: 5 ft. / 5 ft.
Standard Attack:
  • 1x Battle Axe +5 (1d10+2/x2) as slashing (physical, common)
Full Attack:
  • 1x Battle Axe +5 (1d10+2/x2) as slashing (physical, common)
  • 2x Tearing Bite +5 (1d6/x2) as slashing (physical, common)
Standard Ranged:
Maneuver Offense: +5
Siege Damage: Not siege capable
Special Attacks: Devious Charge
Action Points: 0

Statistics

Str: 15    Dex: 15    Con: 16    Int: 10    Wis: 9    Cha: 6
Feats: Cleave (EFFECT: Make an additional attack if the first one hits)
Skills:
Languages:

Special Abilities

Devious Charge (Ex)

Once per encounter, when making a charge attack, goblin berserkers may move up to double their normal speed, and choose any path they wish as long as each square of movement gets them closer to their target. During this charge, they may pass through ally squares as if they were unblocked, though they cannot end their charge in a square occupied by an ally.


Combat Tactics

Goblin berserkers love charging around corners. Once in a fight, they want to make as many full attacks as they can, and would rather stay in one place than move around when there's fightin' to be had. They will use 5-foot-steps to try to stay adjacent to as many enemies as they can in order to maximize their cleave attack.

Out of Combat

Goblin berserkers hold a peculiar role in goblin society. Often, they are treated as revered pets, rather than fellow goblins. They are kept in cages, or in heavy chains, as their ferocious nature is difficult to control, even at peaceful times (which can be quite rare in a goblin village). However, for all their captivity, they are given some of the best cuts of food, and are universally adored by their fellows, just... from a distance.

Rewards

XP: 600
Treasure: Sellable Goods worth 500 gp.
Weight: 30 lbs.     Volume: 1 cu ft
Optional Treasure Rules: Roll on the following table once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Roll a d20:
Result Remnant Found (If Any)
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
Table 2: Roll a d20:
Result Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
Table 3: Roll a d20:
Result Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)