Moblin (3.5e Creature)
From D&D Wiki
Red Moblin | |
---|---|
Size/Type: | Small Goblinoid |
Hit Dice: | 1 (1d8+1 (5hp) hp) |
Initiative: | +2 |
Speed: | 30ft. (6 squares) |
Armor Class: | 15 (+1 size, +2 Dex, +2 leather armor), touch 13, flat-footed 12 |
Base Attack/Grapple: | +1/-3 |
Attack: | Sap +2 melee (1d6 Non-lethal) or Boomerang +4 ranged (1d4+daze for 1d4-1 rounds) |
Full Attack: | Sap +2 melee (1d6 Non-lethal) or Boomerang +4 ranged (1d4+daze for 1d4-1 rounds) |
Space/Reach: | 5ft/20ft |
Special Attacks: | none |
Special Qualities: | Darkvision 60 ft. |
Saves: | Fort +3, Ref +2, Will -1 |
Abilities: | Str 10, Dex 14, Con 12, Int 11, Wis 10, Cha 6 |
Skills: | Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2 |
Feats: | Alertness, Exotic Weapon Proficiency (boomerang) |
Environment: | Underground |
Organization: | 3-5 Troop, 6-10 Gang, 11+ Regiment |
Challenge Rating: | 1/2 |
Treasure: | Double Standard |
Alignment: | Usually neutral evil |
Advancement: | By character class |
Level Adjustment: | +0 |
A moblin stands 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Its eyes are usually bright and alert, varying in color from grey to black. A moblin’s skin color ranges from pale yellow through any shade of orange to a deep red; usually all members of a single tribe are about the same color. Moblins wear orange and red tunics with a red hood, red belt and red boots. Moblins speak Goblin and Common. Moblins are extremely conscious of their personal abilities and appearance and, although they do get along well, go to great lengths to out do one another. Their tunics are often adorned with extra threading to form designs and patterns to keep track of each downed foe. Often a Moblin's hood will reveal his ability by displaying a single character representative of his name, rank, or ability.
Most Moblins encountered are warriors working as bounty hunters or mercenaries, The information in the statistics block is for one of 1st level.
Combat
Moblins are well trained in their exotic weapon and adept at using tactics and terrain to their advantage. They will often use the majority of the group as ranged attackers to daze their target and send in one or two of their group to finish the job with saps and occasionally short swords.