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 Longsword+1 +5 melee (1d6+1) or
javelin +5 ranged (1d4+1)
Full Attack Longsword+1 +5 melee (1d6+2) 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

  • Longsword+1 (small)
  • 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.