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Moblin Harpooner

Moblin Harpooners like to strike quickly in a battle, throwing their Spears at a vulnerable-looking foe. Those Spears have a Rope tied to them, allowing them to Drag & Drop the foe right at their feet – which can make them easy prey for any of the Moblin’s allies.

Moblin Harpooner
Rank 2 Natural Hunter
HP: 20 MP: 0 SP: 20
Defense: 8 (Medium) Concentration: 12
Initiative: +5 Evasion: 13
Size: Large Vitality: 16
Movement: 6 (Walking), 3 (Swimming)
Stab Damage: 12
To-Hit Check: +9 Range: Line 2
Drag & Drop Damage: -
4 Stamina Range: Special
Use Requirement: A foe Halted by Pinning Shot on your previous turn
You drag the target Halted creature to a square adjacent to you. Roll To-Hit Target’s Vitality; on success, the target is knocked Prone.
Pinning Shot Damage: 12
4 Stamina Range: Projectile 4
Roll To-Hit Target’s Concentration; on success, the target is Halted until the end of their next turn.
Default Weapon: Big Moblin Spear
(Rank 2 Wooden Spear)
Ammunition: Rank 2 Rope
Accuracy: 4 Attack: 8 Durability: 10
Big Dumb Brute (Passive)
This creature has a +2 to Vitality, and a -2 to Concentration.
Limited Intelligence
Combat 4 Willpower 2 Accuracy 5
Hearts 5 Magic 0 Stamina 5
Athletics 4 Arcana 2 Nature 3
Civilization 3 Perception 4 Agility 5
Fortitude 4 Influence 2 Command 2
Intimidate 4 Discipline 4 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.