Maldoth Graaben (3.5e NPC)
Orc Gravity Warrior 9 | |
Neutral Medium Monstrous Humanoid | |
Init/Senses | +3/Listen , Spot |
AC | 19, touch 13, flat-footed 16 (+3 Dex, +4 armor, +2 armor enhancement) |
hp | 74 (9 HD) |
Fort/Ref/Will | 9/8/3 |
Speed | 40ft. |
Melee | Greataxe +17/+12 (3d6+8/19-20 x3) |
Base Atk/Grp | +9/+4/+16 |
Atk Options | Ground Hammer |
Special Actions | High-Gravity Zone, Scent |
Abilities | Str 22 (24), Dex 14, Con 15 (17), Int 10, Wis 10, Cha 8 |
SQ | Pseudo-Strength +4, Leaden Weight, Fast Movement, Gravity Well, Steadfast, Impact, Density Manipulation, Darkvision 60 ft. |
Feats | Power Attack, Cleave, Endurance, Diehard |
Skills | Balance +6, Climb +16, Intimidate +7, Jump +18, Listen +7, Search +7, Spot +7, Swim +15 |
Possessions | +2 Chain Shirt, +1 Keen Greataxe +1, Gauntlets of Ogre Power, Bag of Holding type II, Cloak of Resistance +2, Ring of Sustenance, Amulet of Health +2, 350 Platinum, 950 Gold, 450 Silver, 500 Copper |
If attacked or blocked from walking, Maldoth will typically begin combat with a Ground Hammer, trying to disable as many enemies as possible. Once he has done so, he'll create a High-Gravity Zone to separate melee combatants from him and whoever he chooses to focus on, then attack his target. If he hits solidly (more than 5 above the target's armor class), he'll Power Attack for up to half the difference next turn. He will Ground Hammer again when possible, and attempt to flee if he begins dying (but can still function due to Diehard). If no one is nearby, Maldoth will simply charge or run to the closest attacker before resuming his attack routine. If he runs out of targets, Maldoth will simply keep walking in search of his family.
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