Goblin bandits are less interested in warfare than their tribal brethren. They are more likely to mix with individuals of other races, in a gang, with the common goal of banditry.
[edit] Goblin Bandit Minion
| Goblin Bandit Minion Level 1 Minion Artillery
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| Small Natural Humanoid XP 25
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| HP 1; a missed attack never damages a minion.
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Initiative +3
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| AC 13; Fortitude 12, Reflex 14, Will 12
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Perception +1
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| Speed 6
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Low-light Vision
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| Traits
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| Perfect Position
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| If the goblin moves at least 3 squares from where it started, the goblin deals +2 damage to ranged attacks until the end of its turn.
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| Standard Actions
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Shortsword ♦ At-Will
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| Attack: Melee 1 (one creature); +8 vs. AC
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| Hit: 4 damage
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Javelin ♦ At-Will
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| Attack: Ranged 10 (one creature); +8 vs. AC
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| Hit: 4 damage
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| Triggered Actions
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| Goblin Tactics ♦ At-Will
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| Trigger: The goblin is missed by a melee attack.
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| Effect: (Immediate Reaction); The goblin shifts 1 square.
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| Skills Athletics +6, Thievery +8
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| Str 13 (+1)
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Dex 17 (+3)
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Wis 12 (+1)
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| Con 13 (+1)
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Int 8 (-1)
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Cha 8 (-1)
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| Alignment evil
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Languages Common, Goblin
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| Equipment leather armor, short sword, 4 javelins
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The downtrodden underlings of a bandit gang, these minions act as sentries... and meatshields when battles go awry.
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[edit] Goblin Bandit Skirmisher
| Goblin Bandit Skirmisher Level 1 Skirmisher
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| Small Natural Humanoid XP 100
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| HP 30; Bloodied 15
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Initiative +5
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| AC 15; Fortitude 13, Reflex 14, Will 13
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Perception +2
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| Speed 6
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Low-light Vision
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| Standard Actions
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Spear ♦ At-Will
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| Attack: Melee 1 (one creature); +6 vs. AC
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| Hit: 1d8 + 4 damage.
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| Special: The goblin may shift 1 square before making this attack.
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Dagger ♦ At-Will
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| Attack: Ranged 10 (one creature); +6 vs. AC
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| Hit: 1d4 + 5 damage.
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| Goblin Tactics ♦ At-Will
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| Trigger: The goblin is missed by a melee attack.
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| Effect: (Immediate Reaction); The goblin shifts 1 square.
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| Meatshield ♦ Encounter
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| Trigger: The goblin is hit by a melee or ranged attack.
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| Effect: (Immediate Interrupt); If a goblin minion is adjacent to the goblin skirmisher, the attack hits the minion instead of the skirmisher.
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| Skills Stealth +8, Thievery +8
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| Str 13 (+1)
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Dex 17 (+3)
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Wis 14 (+2)
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| Con 14 (+2)
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Int 8 (-1)
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Cha 8 (-1)
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| Alignment evil
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Languages Common, Goblin
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| Equipment leather armor, spear, 2 daggers
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Ambushes are the key tactic of a bandit skirmisher. They are almost always accompanied by goblin bandit minions, whom are used as a screen at range, and gleefully dragged into the path of blades during melee.
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[edit] Bugbear Bandit Leader
| Bugbear Bandit Leader Level 2 Elite Skirmisher (Leader)
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| Medium Natural Humanoid XP 250
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| HP 78; Bloodied 39
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Initiative +5
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| AC 14; Fortitude 13, Reflex 13, Will 11
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Perception +7
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| Speed 6
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Low-light Vision
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| Saving Throws +2; Action Points 1
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| Traits
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| Bushwhack
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| The bugbear gains a +4 bonus to attack rolls against a creature that has no allies adjacent to it.
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| Regeneration
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| The bugbear regains 5 hit points whenever it starts its turn and has at least 1 hit point.
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| Standard Actions
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Morningstar ♦ At-Will
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| Attack: Melee 1 (one creature); +7 vs. AC
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| Hit: 2d8 + 5 damage, or 3d6 + 5 if the bugbear has combat advantage against the target.
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| Special: The goblin may shift 1 square before making this attack.
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Handaxe ♦ At-Will
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| Attack: Ranged 10 (one creature); +7 vs. AC
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| Hit: 1d6 + 5 damage.
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| Triggered Actions
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| Murderous Frenzy ♦ Encounter
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| Trigger: The bugbear reduces a foe to 0 hit points.
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| Effect: (No Action); The bugbear gains 1 action point.
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| Savage Rebuke ♦ At-Will
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| Trigger: When hit by a melee attack.
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| Effect: (Immediate Reaction); The bugbear makes a morningstar attack.
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| Skills Stealth +10
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| Str 19 (+5)
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Dex 19 (+5)
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Wis 12 (+3)
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| Con 14 (+3)
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Int 8 (+0)
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Cha 12 (+3)
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| Alignment evil
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Languages Common, Goblin
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| Equipment leather armor, morningstar, 2 handaxes
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Design notes: This is a Bugbear Thug demoted to level 2, with the Savage Berserker template. Since bugbears are normally standard monsters of level 4 or higher, the Bugbear Bandit Leader is suitable for a mixed-unit boss fight against a 1st level party.
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