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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
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)

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This is a mirror of Reclaim the Wild's supplement Ravage the Wild's rules and and is based on the publicly available PDFs of it. This website isn't in any way affiliated with either Nintendo, or the Reclaim the Wild's team.