Taknnr

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Information in this section contains spoilers for the Northwatch Chronicles campaign.

Information in this section is for DMs.

Size/Type Goblin, 1st-Level rogue/3rd-Level fighter
Small Humanoid (Goblinoid)
Hit Dice 1d6+3d10+4 (24 hp)
Initiative +6
Speed 30 ft. (6 squares)
Armour class 18 (+1 size, +2 Dex, +4 studded leather+1, +1 light shield),
touch 13, flatfooted 16
Base Attack/Grapple +3/+0
Attack Masterwork longsword +5 melee (1d6+1) or
javelin +5 ranged (1d4)
Full Attack Masterwork longsword +5 melee (1d6+1) or
javelin +5 ranged (1d4)
Space/Reach 5 ft./5 ft.
Special Attacks Sneak attack +1d6
Special Qualities Darkvision 60 ft.
Saves Fort +3, Ref +4, Will -1
Abilities Str 12, Dex 15, Con 12, Int 12, Wis 9, Cha 6
Skills Hide +11, move silently +11, listen +6, intimidate +6,
ride +8, spot +6, sense motive +3, search +4, tumble +6
Feats Alterness, improved initiative, mounted combat, ride-by-attack
Environment Temperate plains
Organization Warband (leader plus 10-20 1st-level warriors on worg mounts)
Challenge Rating 4
Treasure Double standard
Alignment Neutral evil
Advancement By character class
Level Adjustment +0
{{{Footnotes}}}

The goblin Taknnr is the cunning leader of a warparty of goblin worg-riders.

Taknnr speaks both Goblin and Common.

Equipment

  • Masterwork longsword
  • Studded leather +1
  • 3 javelins
  • Worg mount
  • Pouch containing an assortment of gems (TBD)

Tactics

Taknnr will ambush and surprise if possible, charging in from several direction to surround and flank. If an ambush isn't possible, he'll ride through the enemy lines and attack from the rear.