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Worg Level 4 Brute

The worg is a large magical beast mount with 70 hit points that can inflict ongoing damage with its bite attack. It has a fear aura that penalizes enemies' attacks and boosts allies' attacks. When ridden, it grants a bonus to charge damage rolls. Goblin warriors have 29 hit points and fight at range with javelins, using mobility and positioning to deal extra damage. In melee they shift away from missed attacks and seek flanking positions. Once bloodied they tend to flee.

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0% found this document useful (0 votes)
110 views

Worg Level 4 Brute

The worg is a large magical beast mount with 70 hit points that can inflict ongoing damage with its bite attack. It has a fear aura that penalizes enemies' attacks and boosts allies' attacks. When ridden, it grants a bonus to charge damage rolls. Goblin warriors have 29 hit points and fight at range with javelins, using mobility and positioning to deal extra damage. In melee they shift away from missed attacks and seek flanking positions. Once bloodied they tend to flee.

Uploaded by

Count Poopula
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOC, PDF, TXT or read online on Scribd
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Worg Level 4 Brute

Large natural magical beast (mount) XP 400


Initiative +7 Senses: Perception +9; darkvision
Frightful Growl (Fear) aura 3; enemies in the aura take a –1 penalty
to attack rolls, and allies in the aura gain a +1 power bonus to
attack rolls.
HP 70; Bloodied 35
AC 20; Fortitude 20, Refl ex 18, Will 18
Speed 8
Bite (standard; at-will)
+7 vs. AC; 2d4 + 5 damage and ongoing 5 damage (save ends).
Charger (while mounted by a friendly rider; at-will) ✦ Mount
The worg grants its rider a +5 bonus to damage rolls on charge
attacks.
Alignment: Chaotic evil Languages: Abyssal
Skills: Stealth +12
Str 21 (+9) Dex 17 (+7) Wis 10 (+4)
Con 20 (+9) Int 7 (+2) Cha 16 (+7)

Worg Tactics
Worgs don’t cooperate particularly well, as each seeks to slake its own thirst for
slaughter. Even when ridden by a goblin, they can prove to be difficult to control
because of their bloodlust.

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70 70 70 70 70
Goblin Warrior Level 1 Skirmisher
Small natural humanoid XP 100
Initiative +5 Senses Perception +1; low-light vision
HP 29; Bloodied 14
AC 17; Fortitude 13, Refl ex 15, Will 12
Speed 6; see also mobile ranged attack and goblin tactics
Spear (standard; at-will) ✦ Weapon- +6 vs. AC; 1d8 + 2 damage.
R Javelin (standard; at-will) ✦ Weapon- Ranged 10/20; +6 vs. AC;
1d6 + 2 damage.
R Mobile Ranged Attack (standard; at-will)
The goblin warrior can move up to half its speed; at any point during
that movement, it makes one ranged attack without provoking an
opportunity attack.
Great Position
If, on its turn, the goblin warrior ends its move at least 4 squares
away from its starting point, it deals an extra 1d6 damage on its
ranged attacks until the start of its next turn.
Goblin Tactics (immediate reaction, when missed by a melee attack;
at-will)
The goblin shifts 1 square.
Alignment Evil Languages Common, Goblin
Skills Stealth +10, Thievery +10
Str 14 (+2) Dex 17 (+3) Wis 12 (+1)
Con 13 (+1) Int 8 (–1) Cha 8 (–1)
Equipment leather armor, spear, 5 javelins in sheaf

Goblin Warrior Tactics- Goblin warriors would rather fight at range,


using great position to deal more damage with their javelins. In melee
combat, they use goblin tactics to maneuver into flanking positions.
Once bloodied (or once they’ve seen several of their comrades cut
down), warriors tend to flee and leave allies to fend for themselves.

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29 29 29 29 29

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