Taknnr
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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+1) |
Full Attack | Masterwork longsword +5 melee (1d6+1) or javelin +5 ranged (1d4+1) |
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 | Warparty (leader plus 10-20 1st-level warriors) or Squad (leader plus 4 1st-level warriors) |
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
- 3 javelins
- Studded leather +1
- Light wooden shield
- Worg mount
- 2 potions of cure light wounds
- 2 tanglefoot bags
- Pouch containing an assortment of gems
- Aquamarine (600 gp)
- Alexandrite (400 gp)
- Bloodstone (70 gp)
- Citrine (50 gp)
Tactics
Taknnr will ambush and surprise if possible, throwing javelins before charging in from several direction to surround and flank. If an ambush isn't possible, he'll ride through or around the enemy lines and attack from the rear.