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(6 squares) Armor Class: 17 (+1 Dex, +3 natural, +2 leather armor, +1 light wooden shield), touch 11, flat-footed 16 Base Attack/Grapple: +2/+4 Attack: Morningstar +5 melee (1d8+2) or javelin +3 ranged (1d6+2) Full Attack: Morningstar +5 melee (1d8+2) or javelin +3 ranged (1d6+2) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Darkvision 60 ft., scent Saves: Fort +2, Ref +4, Will +1 Abilities: Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9 Skills: Climb +3, Hide +4, Listen +4, Move Silently +6, Spot +4 Feats: Alertness, Weapon Focus (morningstar) Environment: Temperate mountains Organization: Solitary, gang (2-4), or band (11-20 plus 150% noncombatants plus 2 2nd-level sergeants and 1 leader of 2nd-5th level) Challenge Rating: 2 Treasure: Standard Alignment: Usually chaotic evil Advancement: By character class Level Adjustment: +1 Bugbears speak Goblin and Common. Combat Bugbears prefer to ambush opponents whenever possible. When hunting, they normally send scouts ahead of the main group that, if they spy prey, return to report and bring up reinforcements. Bugbear attacks are coordinated, and their tactics are sound if not brilliant. Skills Bugbears have a +4 racial bonus on Move Silently checks.
Goblin, 1st-Level Warrior Size/Type: Hit Dice: Initiative: Speed: Armor Class: Base Attack/Grapple: Attack: Full Attack: Space/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: Feats: Environment: Small Humanoid (Goblinoid) 1d8+1 (5 hp) +1 30 ft. (6 squares) 15 (+1 size, +1 Dex, +2 leather armor, +1 light shield), touch 12, flat-footed 14 +1/-3 Morningstar +2 melee (1d6) or javelin +3 ranged (1d4) Morningstar +2 melee (1d6) or javelin +3 ranged (1d4) 5 ft./5 ft. — Darkvision 60 ft. Fort +3, Ref +1, Will -1 Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6 Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2 Alertness Temperate plains Gang (4-9), band (10-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), Organization: warband (10-24 with worg mounts), or tribe (40-400 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 10-24 worgs, and 2-4 dire wolves) Challenge Rating: 1/3 Treasure: Standard
Its eyes are usually dull and glazed. Most goblins encountered outside their homes are warriors. and in such circumstances their numbers can be a deadly advantage. Skeleton Skeletons are the animated bones of the dead. mindless automatons that obey the orders of their evil masters. A skeleton does only what it is ordered to do. dirty tricks. A skeleton is seldom garbed in anything more than the rotting remnants of any clothing or armor it was wearing when slain. those with Intelligence scores of 12 or higher also speak Common. Human Warrior Skeleton Size/Type: Medium Undead Hit Dice: 1d12 (6 hp) Initiative: +5 Speed: 30 ft. the information in the statistics block is for one of 1st level. +2 natural. A skeleton attacks until destroyed. — Damage reduction 5/bludgeoning. Combat Being bullied by bigger. With proper supervision./5 ft. which reduces their Spot and Listen check modifiers from +3 to +1. Con Ø. Goblin cavalry (mounted on worgs) usually select the Mounted Combat feat in place of the Alertness feat. overwhelming odds. immunity to cold. touch 11. (6 squares) 15 (+1 Dex. It can draw no conclusions of its own and takes no initiative. undead traits Fort +0. soiled-looking colors. its instructions must always be simple. Because of this limitation. darkvision 60 ft. though. and any other edge they can devise. Cha 1 Temperate plains Any 1/3 None Always neutral evil — — Feats: Improved Initiative Environment: Organization: Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment: . Will +2 Str 13. tending to flee the field if a battle turns against them. A goblin’s skin color ranges from yellow through any shade of orange to a deep red. stronger creatures has taught goblins to exploit what few advantages they have: sheer numbers and malicious ingenuity. Int Ø. They favor ambushes..Alignment: Usually neutral evil Advancement: By character class Level Adjustment: +0 A goblin stands 3 to 3½ feet tall and weigh 40 to 45 pounds. Challenge Rating Goblins with levels in NPC classes have a CR equal to their character level -2. flat-footed 14 Base Attack/Grapple: +0/+1 Attack: Full Attack: Space/Reach: Special Attacks: Special Qualities: Saves: Abilities: Scimitar +1 melee (1d6+1/18-20) or claw +1 melee (1d4+1) Scimitar +1 melee (1d6+1/18-20) or 2 claws +1 melee (1d4+1) 5 ft. Dex 13. Goblins wear clothing of dark leather. varying in color from red to yellow. Skills Goblins have a +4 racial bonus on Move Silently and Ride checks. they can implement reasonably complex plans. usually all members of a single tribe are about the same color. Goblins speak Goblin. Goblins have a poor grasp of strategy and are cowardly by nature. Ref +1. +2 heavy steel Armor Class: shield). tending toward drab. Wis 10. The concept of a fair fight is meaningless in their society.
and death effects. Dexterity. •Immunity to poison. •Not at risk of death from massive damage. Wis 9. disease. flat-footed 14 +1/-4 Spear +1 melee (1d6-1/×3) or sling +3 ranged (1d3-1) Spear +1 melee (1d6-1/×3) or sling +3 ranged (1d3-1) 5 ft. Negative energy (such as •Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). light sensitivity Fort +2. Cha 8 . stunning. •Uses its Charisma modifier for Concentration checks. •No Constitution score. nonlethal damage. and any weapons mentioned in its entry. or sleep. A skeleton gains the following special qualities. touch 12. and morale effects). Small Humanoid (Reptilian) 1d8 (4 hp) +1 30 ft. Dex 13.Special Qualities A skeleton loses most special qualities of the base creature. Damage Reduction (Ex) A skeleton has damage deduction 5/bludgeoning. (6 squares) 15 (+1 size. or heavy) it is described as wearing. eat./5 ft. and Constitution). +2 leather). Undead are proficient with shields if they are proficient with any form of armor. Immune to damage to its physical ability scores (Strength. •Proficient with whatever type of armor (light. as well as to fatigue and exhaustion effects. Kobold. phantasms. — Darkvision 60 ft. •Immunity to all mind-affecting effects (charms. •Proficient with its natural weapons. Ref +1. as well as all lighter types. patterns. sleep effects. Resurrection and true resurrection can affect undead creatures. +1 Dex.. •Undead do not breathe. an inflict spell) can heal undead creatures. although it can be healed. compulsions. ability drain. These spells turn undead creatures back into the living creatures they were before becoming undead. it is immediately destroyed. Con 10. •Not subject to critical hits. medium. It retains any extraordinary special qualities that improve its melee or ranged attacks. Skeletons lack flesh or internal organs. Will -1 Str 9. or energy drain. •Cannot heal damage on its own if it has no Intelligence score. •Not affected by raise dead and reincarnate spells or abilities. Immunity to Cold (Ex) Skeletons are not affected by cold. •Darkvision out to 60 feet. paralysis. Int 10. 1stLevel Warrior Size/Type: Hit Dice: Initiative: Speed: Armor Class: Base Attack/Grapple: Attack: Full Attack: Space/Reach: Special Attacks: Special Qualities: Saves: Abilities: Undead not indicated as wearing armor are not proficient with armor. +1 natural. The fast healing special quality works regardless of the creature’s Intelligence score. Traits An undead creature possesses the following traits (unless otherwise noted in a creature’s entry). but when reduced to 0 hit points or less. all simple weapons.
Its tail is nonprehensile. Kobolds speak Draconic with a voice that sounds like that of a yapping dog. Wis 9. Skills Kobolds have a +2 racial bonus on Craft (trapmaking). Con 12. . Search +2. Dex 11. favoring red and orange. they usually flee. Organization: warband (10-24 plus 2-4 dire weasels). tribe (40-400 plus 1 3rd-level sergeant per 20 adults. They begin a fight by slinging bullets. Spot +2 Feats: Alertness Environment: Temperate forests Gang (4-9). Profession (miner) +2. A kobold is 2 to 2½ feet tall and weighs 35 to 45 pounds. and Search checks. band (10-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level). reptilian humanoids with cowardly and sadistic tendencies. Hide +6. However. closing only when they can see that their foes have been weakened. kobolds set up ambushes near trapped areas. Listen +2. It has glowing red eyes. Kobolds wear ragged clothing. The kobold warrior presented here had the following ability scores before racial adjustments: Str 13. Whenever they can. Move Silently +2. Cha Challenge Rating Kobolds with levels in NPC classes have a CR equal to their character level -3. they attack gnomes on sight if their numbers are equal.Skills: Craft (trapmaking) +2. 1 or 2 lieutenants of 4th or 5th level. Int 10. Light Sensitivity (Ex) Kobolds are dazzled in bright sunlight or within the radius of a daylight spell. Combat Kobolds like to attack with overwhelming odds—at least two to one—or trickery. 1 leader of 6th-8th level. and 5-8 dire weasels) Challenge Rating: ¼ Treasure: Standard Alignment: Usually lawful evil Advancement: By character class Level Adjustment: +0 Kobolds are short. should the odds fall below this threshold. A kobold’s scaly skin ranges from dark rusty brown to a rusty black color. Profession (miner).
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