Goblin Warrior. Core: Health: 10 Armor: 2 (Scrap Armor) Movement: 5 square (25 ) Attacks: Goblin Sword: Melee, 1d6+1 OR Goblin Bow: 30, 1d6+1
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1 Goblin Warrior Health: 10 Armor: 2 (Scrap Armor) Movement: 5 square (25 ) Goblin Sword: Melee, 1d6+1 Goblin Bow: 30, 1d6+1 Strength: +1 Agility: +1 Intelligence: -1 Charisma: -1 Swarm If two or more goblins are on either side of a character, both goblins get +2 to their damage.
2 Wowzap, the Goblin Mage Health: 20 Armor: 4 (Mage Armor) or 0 (None) Movement: 5 squares (25 ) Goblin Mage Staff: 30, 1d10+2 Strength: +1 Agility: +1 Intelligence: +2 Charisma: -1 Boss Wowzap goes earlier in initiative. Wowzap cannot be charmed, put to sleep, stunned, or incapacitated. Mage Armor The first spell that Wowzap learned from the spellbook was Mage Armor, a spell that surrounds him with magical plates of armor that do not hinder his ability to cast spells. As an encounter action, he can increase his armor by 4 for the remainder of the encounter. Frostbind As an encounter action, Wowzap can cause everyone within 10 of him to take 1d6 cold damage, and make an Agi Check DC 12 or be frozen in place and unable to move for 1d4+1 rounds, or until they spend an action breaking themselves out. Ring of Shadows Wowzap calls upon the dark magic contained within the spellbook as an adventure action, creating a swirling ring of negative energy. Anyone caught in the 30 ring will take 1d10+2 negative energy damage, and must make an Int Check DC 12 or take a -2 to all checks for the remainder of the encounter. Wowzap can move the Ring of Shadows up to 10 per round as part of a move action.
3 Wowzap, the Unleashed Health: 25 Armor: 4 (Natural Armor) Movement: 4 squares (20 ) Nether Claw: Melee, 1d8+3 AND Nether Blast: 20, 1d6+2 Strength: +3 Agility: +2 Intelligence: +2 Charisma: -1 Boss Wowzap goes earlier in initiative. Wowzap cannot be charmed, put to sleep, stunned, or incapacitated. Large Size Wowzap the Unleashed is nearly 12 tall, and as such, takes up more space than a normal character. He fills a 10 area, and can reach up to 10 away. Nether Blast Every turn as part of his attack action, Wowzap will unleash a volley of Nether Blasts, that deal 1d6+2 damage to each character within 20 of him. Void Zone As Wowzap moves around, he leaves a void zone wherever he goes. Anyone who stands in or moves through the void zone takes 1d6 negative energy damage per square they move through. Shadow Detonation When he reaches 50% HP, Wowzap will explode in negative energy, dealing 1d8+2 negative energy to everyone within 30. He also turns the 5 of space surrounding him into Void Zone. Wowzap also immediately takes a turn after reaching 50% HP. Holy Weakness Holy attacks deal double damage to Wowzap, the Unleashed.
4 Orc Warrior Health: 15 Armor: 4 (Orcish Armor) Movement: 5 Squares (25 ) Greataxe: Melee, 1d12+2 Orcish Sword: Melee, 1d8+2 AND Shield (+1 Armor) Crossbow: 30, 1d8+1 Strength: +2 Agility: +1 Intelligence: +0 Charisma: -1 Savage Strength When an Orc Warrior is reduced to less than half health, they get +2 to all checks.
5 Wolf Health: 10 Armor: 2 (Natural Armor) Movement: 6 Squares (30 ) Claws: Melee, 1d6+2 Bite: Melee, 1d8+1 Strength: +1 Agility: +2 Intelligence: +0 Charisma: +0 Keen Senses Wolves have sharp sight, hearing, and smell. They can track targets by their smell. They can also detect Stealthed targets within 30. Lunge As an encounter action, a wolf may leap forward to attack a character, forcing them to make an Agi Check DC 12 or be knocked prone by the wolf. Regardless if the character makes the check or not, the wolf also attacks them with its claws during a lunge.
6 Gruuk, the Orc Warchief Health: 35 Armor: 5 (Chieftain Armor) Movement: 6 Squares (30 ) Orcish Double Axe: Melee, 1d6+3 AND 1d6+3 If both dice rolls are 5-6, roll for a third attack Crossbow: 30, 1d8+2 Strength: +3 Agility: +2 Intelligence: +0 Charisma: +1 Boss Gruuk goes earlier in initiative. Gruuk cannot be charmed, put to sleep, stunned, or incapacitated. Warchief If Gruuk is present in a battle alongside Orcs, the Orcs gain a +1 bonus to all checks. They will also not flee or lose morale during the fight. Gruuk will lead and command his warriors in battle, providing strategic advice. Savage Strength When Gruuk is reduced to less than 50% HP, he gets +2 to all checks. Additionally, when he reaches 50% HP, he will automatically break free of all constraints and slowing effects, and takes an additional turn. Defiance The first time that Gruuk would be reduced to 0 HP, he is reduced to 1HP instead. Whirlwind - As an encounter action, Gruuk can swing wildly around him, attacking all targets within melee range of him.
7 Thragsk, the Orc Shaman Health: 25 Armor: 2 (Leather Armor) Movement: 5 Squares (25 ) Staff: Melee, 1d6+1 AND Shield (+1 Armor) Elemental Blast: 1d8+3 Strength: +1 Agility: +0 Intelligence: +3 Charisma: +2 Summon Spirits Thragsk is attuned to the spirits of nature, and can call on them to aid him in combat. As an adventure action, he can summon 1d4 spirit beasts to fight on his behalf. They do 1d4 damage on attacks, and will dissipate if damaged. Natural Restoration Thragsk can accelerate the natural healing process as an encounter action, healing a target for 1d6+3HP. Elemental Wrath As an encounter action, Thragsk can conjure an elemental storm, dealing 1d10+3 damage per turn to all targets within a 30 area of his choosing.
8 Unicorn Health: 15 Armor: 1 (Natural Armor) Movement: 8 Squares (40 ) Gore: Melee, 1d10+2 AND Hooves: Melee, 1d10+2 Strength: +2 Agility: +3 Intelligence: +1 Charisma: +3 Healing Horn The horn of a unicorn has a magical healing property. A touch from a unicorn s horn heals a target for 1d6+3HP, and by remaining in contact with a unicorn s horn for 24 hours, a character can be cured of poison or disease. Blessed Creatures Unicorns are inherently magical creatures, and they blessed by the pure forces of goodness in the universe. Allies of a unicorn within 30 get a +1 bonus to all checks. Additionally, as an encounter action, a unicorn can calm the emotions of all characters within 30 of it. Teleport Unicorns are able teleport short to medium distances (less than 5 miles), and can do so while carrying passengers, as an adventure action.
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