deathali'helper
07-17-2010, 08:44 PM
Background data,
Before the humans, Haflings, And Dragonborns ever crossed the northern mountains into Roland, the Oldest county of the world, it was controled by the Elves & Eldren. There capital was called Elethin 'fae, Named after the god of wisdom & knoledge, Elethin. The only inhabitants of this land were the Eldren, Elves, And Drow.
The drow at first, were Elfs, Until A desease came through, It was known as the shadow plague. Its began with a black spot on the victims brow, then, it would spread, and steadily take over there mind, not everone survived the tranceformation. Some would go mad, some would start having sudden sezures, some would even ill themselfs to end the pain. eventualy, the Elfs banished the victims to the marshes. The Drows steadily became more & more powerful. they found ancient magics that had been hidden from the world & unleashed them. They began to Experiment with the elements, to try and create the perfect warrior.
Thus, began the titians. They were the size of mountains, had
NEW MONSTERS
Great Goblin Level 3 Elite Brute (Leader)
Medium Natural Humanoid (Goblin) XP 300
Initiative +3 Senses Perception +3 Insight +1
HP 108; Bloodied 54
AC 22; Fortitude 15, Reflex 18, Will 12
Saving Throws +2
Speed 6
Action Points 1
M Savage Cleave (Standard; at-will) ♦ Falchion
+5 vs. Reflex and deals 1d10 damage to an enemy ajacent you.
c Comanding Voice (Standard; recharge 3456) ♦ Inspiring
All Allies Ajacent to Great Goblin Gain a +2 to AC and a +1 to all other defences. all enemys take a -1 to AC
m Slam (Standard; at-will) ♦ Body Slam
+3 vs. fortitude. you deal 4 damage to your enemy, slide him one square and knock him prone. you take up the space he slid from.
M Crippling Blow (Standard; at-will) ♦ Falchion
+4 vs. reflex, Deals 1d6 damage and your enemy canot shift and take a minus one to move.
Sacrafice (Free; at-will) ♦ triggered
If a long range attack is made against great goblin, Than you may move an allie ajacent to Great goblin to take the blow.
Alignment Unaligned Languages Goblin, Comon, Draconic
Str 18 (+5) Dex 15 (+3) Wis 16 (+4)
Con 22 (+7) Int 12 (+2) Cha 15 (+3)
Equipment Hide Armor, Falchion,
Great Goblin Lore
A character knows the following information with a successful Nature check.
DC 15: Great Goblin, Leader of a Goblin tribe.
DC 20: Very underhanded and hard to defeat imposible to defeat if you get near him.:smallbiggrin:
DC 25: Great goblins gain there power through shear strength, so there arnt the smartest goblins, They are extremly vulnerable at range
Great Goblin Tactics
Great goblins use brute strength. They are nearly invincible at melee range, but do not fair well if they are held at a distance. they will normaly have some archers or wizards to cover them during battle. They are never found alone.
MORE TO BE ADDED!!!:smallbiggrin:
Before the humans, Haflings, And Dragonborns ever crossed the northern mountains into Roland, the Oldest county of the world, it was controled by the Elves & Eldren. There capital was called Elethin 'fae, Named after the god of wisdom & knoledge, Elethin. The only inhabitants of this land were the Eldren, Elves, And Drow.
The drow at first, were Elfs, Until A desease came through, It was known as the shadow plague. Its began with a black spot on the victims brow, then, it would spread, and steadily take over there mind, not everone survived the tranceformation. Some would go mad, some would start having sudden sezures, some would even ill themselfs to end the pain. eventualy, the Elfs banished the victims to the marshes. The Drows steadily became more & more powerful. they found ancient magics that had been hidden from the world & unleashed them. They began to Experiment with the elements, to try and create the perfect warrior.
Thus, began the titians. They were the size of mountains, had
NEW MONSTERS
Great Goblin Level 3 Elite Brute (Leader)
Medium Natural Humanoid (Goblin) XP 300
Initiative +3 Senses Perception +3 Insight +1
HP 108; Bloodied 54
AC 22; Fortitude 15, Reflex 18, Will 12
Saving Throws +2
Speed 6
Action Points 1
M Savage Cleave (Standard; at-will) ♦ Falchion
+5 vs. Reflex and deals 1d10 damage to an enemy ajacent you.
c Comanding Voice (Standard; recharge 3456) ♦ Inspiring
All Allies Ajacent to Great Goblin Gain a +2 to AC and a +1 to all other defences. all enemys take a -1 to AC
m Slam (Standard; at-will) ♦ Body Slam
+3 vs. fortitude. you deal 4 damage to your enemy, slide him one square and knock him prone. you take up the space he slid from.
M Crippling Blow (Standard; at-will) ♦ Falchion
+4 vs. reflex, Deals 1d6 damage and your enemy canot shift and take a minus one to move.
Sacrafice (Free; at-will) ♦ triggered
If a long range attack is made against great goblin, Than you may move an allie ajacent to Great goblin to take the blow.
Alignment Unaligned Languages Goblin, Comon, Draconic
Str 18 (+5) Dex 15 (+3) Wis 16 (+4)
Con 22 (+7) Int 12 (+2) Cha 15 (+3)
Equipment Hide Armor, Falchion,
Great Goblin Lore
A character knows the following information with a successful Nature check.
DC 15: Great Goblin, Leader of a Goblin tribe.
DC 20: Very underhanded and hard to defeat imposible to defeat if you get near him.:smallbiggrin:
DC 25: Great goblins gain there power through shear strength, so there arnt the smartest goblins, They are extremly vulnerable at range
Great Goblin Tactics
Great goblins use brute strength. They are nearly invincible at melee range, but do not fair well if they are held at a distance. they will normaly have some archers or wizards to cover them during battle. They are never found alone.
MORE TO BE ADDED!!!:smallbiggrin: