Goblin Scorpion Rider (Goblin Warrior 2)

Goblin Scorpion Rider CR 1

XP 400
Goblin warrior 2
NE Small humanoid (goblinoid)
Init +7; Senses darkvision 60 ft.; Perception -1

DEFENSE

AC 18, touch 14, flat-footed 15 (+2 armor, +3 Dex, +1 natural, +1 shield, +1 size)
hp 13 (2d10+2)
Fort +5, Ref +3, Will +0;
Defensive Abilities blessing of the goblin king

OFFENSE

Speed 30 ft.
Melee short sword +3 (1d4/ 19-20)
Ranged masterworkk short bow +6 (1d4 plus poison/x3)

TACTICS

During Combat The rider peppers the PCs with his poisoned arrows while his scorpion mount assaults them furiously, using its reach to help protect its rider.

Morale If the rider is ever reduced to less than 1/4 his hit points he will direct the mount to flee, but otherwise he fights until the mount dies, at which point he attempts to flee as best as he can.

STATISTICS

Str 10, Dex 16, Con 12, Int 10, Wis 9, Cha 6
Base Atk +2; CMB +1; CMD 14
Feats Improved Initiative
Skills Ride +11, Stealth +10, Swim +5; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ poison use (giant scorpion venom only)
NPC Gear leather armor, buckler, short sword, masterwork short bow with 30 poisoned arrows

SPECIAL ABILITIES

Blessing of the Goblin King

Goblins who have pledged themselves to the service of the Goblin King receive a magical protective enchantment from the Goblin King’s crown. This blessing increases the goblins’ natural armor by +1 and grants them a +1 bonus to all of their saves.

Poison (Ex)

Both the scorpion and its rider use the same kind of venom, the riders harvesting the venom from the scorpions. The statistics for the poison are as follows:

injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 1 save.

Fiendish Giant Scorpion Mount CR 4

XP 1,200
NE Large vermin
Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4

DEFENSE

AC 16, touch 9, flat-footed 16 (+7 natural, -1 size)
hp 37 (5d8+15)
Fort +7, Ref +1, Will +1;
Defensive Abilities DR 5/good; Immune mind-affecting effects; Resist fire 10, cold 10; SR 9

OFFENSE

Speed 40 ft.
Melee 2 claws +6 (1d6+4 plus grab), sting +6 (1d6+4 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d6+4), smite good 1/day

STATISTICS

Str 19, Dex 10, Con 16, Int –, Wis 10, Cha 2
Base Atk +3; CMB +8 (+12 grapple); CMD 18 (30 vs. trip)
Skills Climb +8, Perception +4, Stealth +0; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth

SPECIAL ABILITIES

Blessing of the Goblin King

Goblins who have pledged themselves to the service of the Goblin King receive a magical protective enchantment from the Goblin King’s crown. This blessing increases the goblins’ natural armor by +1 and grants them a +1 bonus to all of their saves.

Poison (Ex)

Both the scorpion and its rider use the same kind of venom, the riders harvesting the venom from the scorpions. The statistics for the poison are as follows:

injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 1 save.

Section 15: Copyright Notice

The War of the Goblin King. Copyright 2010 Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua Zaback, Justin Holloway.

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