Spoiler (Anzeigen)Blood Ghost Berserkers (8 Stück und nicht nur 4) CR 4
Bugbear barbarian 2
NE Medium humanoid (goblinoid)
Init +2; Senses darkvision 60 ft., scent; Listen +4, Spot +4
Languages Common, Goblin
AC 16, touch 10, flat-footed 14; uncanny dodge
hp 56 (5 HD)
Fort +9, Ref +5, Will +4
Speed 40 ft. (8 squares)
Melee mwk greataxe +13 (1d12+10/×3) or
Ranged throwing axe +6 (1d6+7)
Base Atk +4; Grp +11
Atk Options Power Attack (mwk greataxe +9, 1d12+18/×3),
rage 1/day (8 rounds)
Combat Gear potion of cure moderate wounds
Abilities Str 24, Dex 14, Con 20, Int 8, Wis 13, Cha 8
Feats Power Attack, Weapon Focus (greataxe)
Skills Climb +10, Listen +4, Spot +4, Survival +4
Possessions combat gear plus masterwork greataxe, throwing
axe, masterwork studded leather armor
Hook Dyes his hide a mottled gray-white color to signify that
he walks in the world of the dead.
When not raging, a Blood Ghost berserker has the following
changed statistics.
AC 18, touch 12, flat-footed 16
hp 46 (5 HD)
Fort +7, Will +2
Melee mwk greataxe +11 (1d12+7/×3) or
Ranged throwing axe +6 ranged (1d6+5)
Grp +9
Abilities Str 20, Con 16
Skills Climb +8, Move Silently +6
Bluespawn Thunderlizards (5) CR 6
LE Large magical beast (dragonblood)
Init –1; Senses darkvision 60 ft., low-light vision; Listen +5,
Spot +8
Languages none
AC 23, touch 8, flat-footed 23
hp 69 (6 HD); DR 5/magic
Immune electricity
Fort +11, Ref +4, Will +4
Speed 40 ft. (8 squares)
Melee gore +13 (2d6+12)
Space 10 ft.; Reach 5 ft.
Base Attack +6; Grp +18
Atk Options deadly charge, Improved Bull Rush, Improved
Overrun, Power Attack
Special Actions electricity arc, electricity link
Abilities Str 27, Dex 9, Con 22, Int 2, Wis 14, Cha 8
Feats Improved Bull Rush, Improved Overrun, Power Attack
Skills Listen +5, Spot +8
Deadly Charge (Ex) A bluespawn thunderlizard typically
begins a battle by charging at an opponent. In addition to
the normal benefits and hazards of a charge, a bluespawn
thunderlizard gains an extra 2d6 points of damage on its
charge attack.
Electricity Arc (Su) As a standard action, a bluespawn
thunderlizard can create a 100-foot-long line of
electricity. Creatures in the line take 6d6 points of
electricity damage (Ref lex DC 19 half ). The save DC is
Constitution-based.
Electricity Link (Su) When bluespawn thunderlizards gather,
electrical energy surges between them. The powerful
energies that roil within their bodies reach out and connect
to each other. As a swift action, a bluespawn thunderlizard
can cause a line of electricity to fire from itself to another
bluespawn thunderlizard within 100 feet. Creatures in the
line take 3d6 points of electricity damage (Reflex DC 19
half). The save DC is Constitution-based.
Greenspawn Razorfiends (3) CR 7
LE Large magical beast (dragonblood)
Init +7; Senses darkvision 60 ft., low-light vision; Listen +15,
Spot +15
Languages Common, Draconic, Infernal
AC 19, touch 12, flat-footed 16; Dodge, Mobility
hp 85 (10 HD); DR 5/magic
Immune acid, paralysis
Fort +10, Ref +10, Will +5
Speed 50 ft. (10 squares), swim 50 ft.
Melee 2 wingblades each +15 (2d6+6/18–20/×3) and
bite +10 (1d8+3)
Base Atk +10; Grp +20
Atk Options Spring Attack
Special Actions breath weapon
Abilities Str 22, Dex 17, Con 16, Int 12, Wis 15, Cha 12
SQ water breathing
Feats Dodge, Improved Initiative, Mobility, Spring Attack
Skills Jump +27, Listen +15, Spot +15, Swim +14
Breath Weapon (Su) 20-ft. cone, once every 1d4 rounds,
damage 5d6 acid, Reflex DC 18 half
Auf der Levelhöhe kann ich ansonsten ja nicht nur Goblins und Level 1 Hobgoblins auch auf hetzen, oder? :) :wink: