Grakbot WEAPONS: Club, Club (obsidian), Dagger, Dagger (obsidian), Javelin, Longsword, Pike,
Scimitar, Shortbow, Spear, Spear (obsidian), Whip; ARMOR: Leather armor, Mithral
[Link] shield, Round shield, Shield
LANGUAGES: Common, Goblin
Goblin: KEEN SENSES: Can't be surprised.
12 +1 9 -1 Goblin
Desert Rider: CHARGE: 3/day charge by moving near before attacking; your melee
attacks do double damage that round
Desert Rider: MOUNT: You have a camel or horse with a reliable or lovely demeanor;
while riding you both get a bonus to AC equal to half your level (round down); you can
freely leap off or on your mount once per round.
Desert Rider-1: STAT BONUS: +2 to Strength
8 -1 15 +2 Desert Rider
8 -1 15 +2 1 0 10
Bandit
2 12 Leather armor
Shield
Club (obsidian)+1
Chaotic Goblin Bomb
Magic Ink
CLUB (OBSIDIAN)+1 (CLUB (OBSIDIAN) +1): +2,
1d6+1 (BREAKABLE), Magic
Charge: 3/day, move to near, melee attacks deal Drawn
double damage that round
Memnon
Grakbot p.1
Desert Rider Mounts
Horse
Powerful, swift herd animals that roam open plains.
AC 11, HP 11, ATK 1 hooves +3 (1d6), MV double near, S +3, D +1, C +2, I -3, W +1, Ch -2, AL N, LV 2
Camel
Ornery, tan-furred desert beasts.
AC 10, HP 12, ATK 1 hoof +3 (1d6) or 1 spit (near) +0 (1d4), MV double near, S +3, D +0, C +3, I -2, W +1, Ch -3, AL N, LV 2
Magic Items
CLUB (OBSIDIAN)+1
MAGIC INK
BENEFITS: The ink's writing is invisible when cool and can only be seen when warmed up by a nearby source of strong heat. There's enough
for 1d4 uses.
GOBLIN BOMB
BENEFITS: You can light the bomb's fuse and throw it a near distance. It explodes in 1d4 rounds, dealing 2d8 damage to everything in near
range.
Grakbot p.2