Goblin Wolfrider: Difference between revisions

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=== DEFENSE ===
=== DEFENSE ===
'''AC''' 18, '''touch''' 12, '''flat-footed''' 16 (+2 dex, +6 armor)
'''AC''' 18, '''touch''' 12, '''flat-footed''' 16 (+4 armor, +2 dex, +2 natural, +0 deflection)


'''hp''' 37
'''hp''' 37
Line 58: Line 58:
Str 13, Dex 16, Con 14, Int 8, Wis 6, Cha 8
Str 13, Dex 16, Con 14, Int 8, Wis 6, Cha 8


'''Base Atk''' +3; '''CMB''' +7; '''CMD''' 18
'''Base Atk''' +3; '''CMB''' +5; '''CMD''' 17


'''Feats''' [[Mobility]] (EFFECT: +4 to AC vs. attacks of opportunity caused by movement)
'''Feats''' [[Mobility]] (EFFECT: +4 to AC vs. attacks of opportunity caused by movement)

Revision as of 16:36, 26 July 2014


IT'S A WOLF, DAMMIT.

Goblin Wolfrider (CR 3)

Wolfriders are the craziest goblins among a society which is, by anyone's standards, already crazy enough. Even goblins think goblin wolfriders are out of their lumpy minds. First, anything big enough to serve as a mount for a goblin likely wants to eat the goblin. Second, goblins aren't too choosy about what counts as a "wolf", and frequently end up with giant rat things, feral dogs, or anything else that's fast enough to satisfy their urge to ride. And that brings us to the third point: wolfriders are in it for the thrill of going fast, but few goblins who decide to become wolfriders live more than a few days after acquiring their first mount. This is because the mount will spend those first few days trying its best to eat the goblin, and most of the wolfriders fail to drink, eat or sleep during this time. Of course, the few that survive more than a week are actually pretty good at their jobs. At least by goblin standards, anyway.


GENERAL

CR 3 Hit Dice 4

XP 800

LE Small Humanoid (Goblinoid)

Init +2; Senses Darkvision 60 ft., Perception +5


DEFENSE

AC 18, touch 12, flat-footed 16 (+4 armor, +2 dex, +2 natural, +0 deflection)

hp 37

Fort +4, Ref +6, Will +2

Aura: -

SR: -

Special Defenses: -

Immunities: -

Weaknesses: vulnerable to Cold Iron


OFFENSE

Speed 60 ft. while mounted

Space / Reach: 5 ft. / 5 ft.

Single Melee Cleaver +6 (1d8+3/19-20x2)

Full Melee Cleaver +6 (1d8+3/19-20x2) and 'Wolf' Bite +6 (1d6+1/x2)

Ranged -

Special Attacks Lunging Opportunist

Action Points 0


STATISTICS

Str 13, Dex 16, Con 14, Int 8, Wis 6, Cha 8

Base Atk +3; CMB +5; CMD 17

Feats Mobility (EFFECT: +4 to AC vs. attacks of opportunity caused by movement)

Skills Ride +6

Languages Goblin


SPECIAL ABILITIES

Lunging Opportunist

The goblin's mount is so hungry that it will lunge at anyone approaching it outside its turn. The game effect of this is that the wolfrider is treated as having 10 feet of reach for one opportunity attack per round. When the opportunity attack is made, the wolfrider may make a free 5-foot step to any space adjacent to the target, and then resolve a bite attack against that target. 'Wolf' Bite +6 (1d6+1/x2)


TREASURE

sell value of approximately 750 gp


COMBAT TACTICS

Tactically, they will try to make their way to the back of a party to harass the soft, squishy caster types, using their mobility feat to avoid that armored front line when possible. Once engaged, they prefer full attacks, to give their mount something to chew on besides its rider (they gain an extra bite attack during a full attack action). Lunging opportunist makes them dangerous to approach.