Moblin Charger
Moblin Chargers are the first into a fight, swinging their heavy wooden Bats as they crash through enemies. Without guidance from other enemies, they tend to hone in on whatever foe seems the biggest and strongest, seeking out the best match for their brawn.
Moblin Charger | |||||
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Rank 2 Natural Warrior | |||||
HP: 20 | MP: 0 | SP: 24 | |||
Defense: 8 (Medium) | Concentration: 11 | ||||
Initiative: +3 | Evasion: 11 | ||||
Size: Large | Vitality: 16 | ||||
Movement: 6 (Walking), 3 (Swimming) | |||||
Strike | Damage: 16 | ||||
To-Hit Check: +8 | Range: Melee | ||||
Dash Attack | Damage: 16 | ||||
8 Stamina | Range: Melee | ||||
During this attack, you may use your remaining Movement as normal. You may move through foes, hitting them with a Strike Basic Attack as you do so. You may only attack a given target once during this attack. | |||||
Ordon Rush | Damage: 9 | ||||
8 Stamina | Range: Melee | ||||
Roll To-Hit target’s Vitality; on success, you begin pushing them. You may continue to move, but it must be in a straight line. Your target is pushed in front of you for the duration of this further movement. | |||||
Windup Strike | Damage: 16 | ||||
6 Stamina | Range: Melee | ||||
Roll To-Hit Target’s Concentration; on success, this attack deals 5 more damage. | |||||
Default Weapon: Big Moblin Bat | |||||
(Rank 2 Wooden Bat) | |||||
Accuracy: 4 | Attack: 11 | Durability: 8 | |||
Big Dumb Brute (Passive) | |||||
This creature has a +2 to Vitality, and a -2 to Concentration. | |||||
Limited Intelligence | |||||
Combat | 5 | Willpower | 2 | Accuracy | 4 |
Hearts | 5 | Magic | 0 | Stamina | 6 |
Athletics | 4 | Arcana | 1 | Nature | 2 |
Civilization | 2 | Perception | 2 | Agility | 3 |
Fortitude | 4 | Influence | 2 | Command | 1 |
Intimidate | 4 | Discipline | 3 | Insight | 2 |
Mechanics | 2 | Perform | 1 | Guile | 2 |
Smithing | 1 | Enchanting | 0 | Cooking | 0 |
Drops | Weapons & Equipment (when available) | ||||
2x Moblin Horn (Rank 2 Monster Part) |