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Site News, Adventures and More

New version of the Monster Generator

I am starting working on an improved version of the monster generator. The extra features will be payable for (£10 for 6 months £18 for 1 year membership, or £25 for lifetime membership).
The £25 for lifetime membership will only be available for the first few months and then I may need to increase this.
I plan to include Spells, treasure, magic items, pre-selected feats, allow skill changes, allow to save your creations, prestige classes, default base equipment, default base spell lists, default feat selection, wizard specialization, cleric domains.

I was planning on working on the Spell lists and magic items as a priority. I was wondering what other people thought about this?
Would you be willing to pay for extra features? What features would you want to prioritise?
Any comment would be appreciated.

Paul

Wererat infestation

An adventure for 6-8th level characters.

 

Borrin Dautram is a defence attorney for the local town, he is also a wererat. He has built an underground network of thieves, spies, and enforcers. With his job he has good contacts with many types of rogue and other criminals.

 

At present he has 20 wererats working for him. 10 1st level rogues 5 2nd level rogues and 5 1st level warriors. He also has a butler Charlie. Who is 4th Fighter/2nd Rogue wererat

 

Borrin uses the sewer network to travel and meet his men.  He has a secret entrance to the sewers in his home.

 

His next step is to infiltrate the elite of town, he plans to kidnap members of the society and ransom them back. While kidnapped he will infect them with lycanthropy. The kidnaps will always occur 3-4 days before the full moon. The kidnapped are then taken to a secret room in the sewers (underneath Boris’ house) where they are locked up and infected. If the ransom was paid they are released a few days after the full moon. If no ransom was paid they are kept for another month so they realise the truth about their lycanthropy infection, and then, if they agree to be part of the conspiracy, they are let go. If they don’t agree they are killed and left in the streets.  Born uses his sense motive skill to determine if they are telling the truth.

 

A kidnap gang consists of Borrin (in disguise), Charlie and 3 other wererats

 

Ransom demands must be paid in gems and placed in inflated pigs bladders; they are to be dropped in the sewers during the next rainy day. The wererats will easily be able to find these packages in the flooded sewer and the speed of the sewer will stop them being easily followed. The water will also remove any trace of tracks.

 

 Adventure hooks

Tharack a local shop owner has been kidnapped. Reward of 500pg for rescue.

 

A local farm has been very quiet the last few days the animals unfed and cows un- milked. Investigation will reveal all the family dead, many bite marks. One person is missing, the eldest son. He has recently been infected by Borrin and could not control his urge and went on a killing frenzy. Investigation (DC 15 gather information or local knowledge) will reveal he has been in trouble lately with suspected cattle rustling, he managed to get off it though (lack of evidence), papers at the farm show Borrin was his defence attorney.      

 

 


   

Borrins Items

1200gp

 +2 amulet of natural armour

+2 Rapier

Silver dagger

+1 Crossbow, light

Ring of Chameleon

Ring of mind shielding

Potion of CMW *2

 

Charlie Items

200gp

+1 ring of protection

+1 silver short sword


 

Name: Borrin Dautrum

Wererat, Human form (Medium Humanoid)

Rogue level 6 (skill points 66) Bluffer

Expert level 3 (skill points 27) Lawyer

Hit die: 1d8+6d6+3d6(36hp)

Init: 1

Speed: 30

AC: 18 +2 amulet natural armour,    Leather

AC flat footed :17

AC Touch: 13

Base Attack/Grapple: 7/8

Attack: +10 (+2/+2) Rapier 1d6+3

    or  +9 (+1/+1) Crossbow, light 1d8+1

Full attack: +10/5 (+2/+2) Rapier 1d6+3

    or  +9 (+1/+1) Crossbow, light 1d8+1(range 80)

Space/Reach: 5/5

Special Attacks: Disease Filth fever DC12 1d3 days 1d3 dex 1d3 con, Other Curse of Lycanthropy DC15,

Sneak attack Sneak attack at an extra (D6) 3

Special Qualities: Change shape Gain Rat, Damage reduction 10 silver, Low-light Vision , Other Rat empathy, Scent ,

Evasion Reflex save no damage instead of 1/2

Trap Sense Reflex save and AC when dealing with traps bonus 2

Trapfinding Can find magical traps

Uncanny Dodge Retains Dex bonus if flat footed

Saves: Fort +5, Ref +7, Will +6

Abilities: Str 12, Dex 13, Con 11, Int 17, Wis 9, Chr 14

Skills: Bluff 17, Climb 2, Decipher Script 6, Diplomacy 19, Disguise 8(+10) = 18, Forgery 3, Gather Information 2, Handle Animal 2, Heal -1, Hide 6 (+10) = 16, Intimidate 19, Know history 3, Listen 4, Move Silently 6, Perform Oratory 12, Sense Motive 11, Spot 1, Swim 3, Tumble 14,

Feats: Armour prof light, Combat Expertise, Improved Feint, Iron Will, Negotiator, Persuasive, Simple Weapon Proficiency, Weapon Finesse,

CR: 9.5

Spells:


Name: Borrin

Wererat, Dire rat (Small Humanoid)

Rogue level 6 (skill points 66) Bluffer

Expert level 3 (skill points 27) Lawyer

Hit die: 1d8+6d6+3d6+10(46hp)

Init: 4

Speed: 40,fly 0,swim 0,climb 20,burrow 0

AC: 18 + No Armour + Shield, none

AC flat footed :14

AC Touch: 15

Base Attack/Grapple: 7/4

Attack: +12  Bite 1d4+1

Full attack: +12  Bite 1d4+1

Space/Reach: 5/5

Special Attacks: Disease Filth fever DC12 1d3 days 1d3 dex 1d3 con, Other Curse of Lycanthropy DC15,

Sneak attack Sneak attack at an extra (D6) 3

Special Qualities: Change shape Gain Rat, Damage reduction 10 silver, Low-light Vision , Other Rat empathy, Scent ,

Evasion Reflex save no damage instead of 1/2

Trap Sense Reflex save and AC when dealing with traps bonus 2

Trapfinding Can find magical traps

Uncanny Dodge Retains Dex bonus if flat footed

Saves: Fort +6, Ref +10, Will +6

Abilities: Str 12, Dex 19, Con 13, Int 17, Wis 9, Chr 14

Skills: Bluff 17, Climb 12, Decipher Script 6, Diplomacy 19, Disguise 8, Forgery 3, Gather Information 2, Handle Animal 2, Heal -1, Hide 12, Intimidate 19, Know history 3, Listen 3, Move Silently 8, Perform Oratory 12, Sense Motive 11, Spot 1, Swim 12, Tumble 17,

Feats: Armour prof light, Combat Expertise, Improved Feint, Iron Will, Negotiator, Persuasive, Simple Weapon Proficiency, Weapon Finesse,

CR: 9.5

Spells:

 


 

Name: Borrin

Wererat, Hybrid (Medium Humanoid)

Rogue level 6 (skill points 66) Bluffer

Expert level 3 (skill points 27) Lawyer

Hit die: 1d8+6d6+3d6+10(46hp)

Init: 4

Speed: 30

AC: 21 +2 amulet of natural armour 

AC flat footed :17

AC Touch: 14

Base Attack/Grapple: 7/8

Attack: +13 (+2/+2) Rapier 1d6+3

    or  +12 (+1/+1) Crossbow, light 1d8+1

Full attack: +13/8 (+2/+2) Rapier 1d6+3

    or  +12 (+1/+1) Crossbow, light 1d8+1(range 80)

Space/Reach: 5/5

Special Attacks: Disease Filth fever DC12 1d3 days 1d3 dex 1d3 con, Other Curse of Lycanthropy DC15,

Sneak attack Sneak attack at an extra (D6) 3

Special Qualities: Change shape Gain Rat, Damage reduction 10 silver, Low-light Vision , Other Rat empathy, Scent ,

Evasion Reflex save no damage instead of 1/2

Trap Sense Reflex save and AC when dealing with traps bonus 2

Trapfinding Can find magical traps

Uncanny Dodge Retains Dex bonus if flat footed

Saves: Fort +6, Ref +10, Will +6

Abilities: Str 12, Dex 19, Con 13, Int 17, Wis 9, Chr 14

Skills: Bluff 17, Climb 1, Decipher Script 6, Diplomacy 19, Disguise 8, Forgery 3, Gather Information 2, Handle Animal 2, Heal -1, Hide 10, Intimidate 19, Know history 3, Listen 4, Move Silently 9, Perform Oratory 12, Sense Motive 11, Spot 1, Swim 12, Tumble 17,

Feats: Armour prof light, Combat Expertise, Improved Feint, Iron Will, Negotiator, Persuasive, Simple Weapon Proficiency, Weapon Finesse,

CR: 9.5

Spells:


Butler

Name: Charlie

Wererat, Human form (Medium Humanoid)

Rogue level 2 (skill points 18) Acrobat

Fighter level 4 (skill points 12) Fighter/Thief

Hit die: 1d8+2d6+4d10+7(41hp)

Init: 3

Speed: 30

AC: 19 +1 Leather + Shield, none

AC flat footed :16

AC Touch: 13

Base Attack/Grapple: 6/8

Attack: +11 (+1/+1) Sword, short 1d6+5

    or  +9  Crossbow, light 1d8

Full attack: +9/4 (+1/+1) Sword, short 1d6+5

                   +8 Sword, short 1d6+3

    or  +9  Crossbow, light 1d8(range 80)

Space/Reach: 5/5

Special Attacks: Disease Filth fever DC12 1d3 days 1d3 dex 1d3 con, Other Curse of Lycanthropy DC15,

Sneak attack Sneak attack at an extra (D6) 1

Special Qualities: Change shape Gain Rat, Damage reduction 10 silver, Low-light Vision , Other Rat empathy, Scent ,

Evasion Reflex save no damage instead of 1/2

Trapfinding Can find magical traps

Saves: Fort +7, Ref +7, Will +3

Abilities: Str 14, Dex 16, Con 13, Int 12, Wis 11, Chr 9

Skills: Balance 9, Climb 8, Disable Device 1, Escape Artist 5, Handle Animal -1, Heal 0, Hide 5, Intimidate 5, Jump 10, Listen 1, Open Lock 4, Ride 3, Search 1, Sleight of Hand 3, Spot 0, Swim 6, Tumble 10, Use Rope 4,

Feats: Blind-fight, Weapon Focus, Weapon Specialization, Acrobat, Agile, Armour prof heavy, Armour prof light, Armour prof medium, Iron Will, Martial Weap Prof, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Two-Weapon Fighting, Weapon Finesse,

CR: 7

Spells:


 

Name: Charlie

Wererat, Dire rat (Small Humanoid)

Rogue level 2 (skill points 18) Acrobat

Fighter level 4 (skill points 12) Fighter/Thief

Hit die: 1d8+2d6+4d10+14(48hp)

Init: 6

Speed: 40,fly 0,swim 0,climb 20,burrow 0

AC: 20 + No Armour + Shield, none

AC flat footed :14

AC Touch: 17

Base Attack/Grapple: 6/4

Attack: +13  Bite 1d4+2

Full attack: +13  Bite 1d4+2

Space/Reach: 5/5

Special Attacks: Disease Filth fever DC12 1d3 days 1d3 dex 1d3 con, Other Curse of Lycanthropy DC15,

Sneak attack Sneak attack at an extra (D6) 1

Special Qualities: Change shape Gain Rat, Damage reduction 10 silver, Low-light Vision , Other Rat empathy, Scent ,

Evasion Reflex save no damage instead of 1/2

Trapfinding Can find magical traps

Saves: Fort +8, Ref +10, Will +3

Abilities: Str 14, Dex 22, Con 15, Int 12, Wis 11, Chr 9

Skills: Balance 13, Climb 13, Disable Device 1, Escape Artist 8, Handle Animal -1, Heal 0, Hide 11, Intimidate 7, Jump 11, Listen 2, Open Lock 6, Ride 6, Search 1, Sleight of Hand 6, Spot 1, Swim 13, Tumble 14, Use Rope 6,

Feats: Blind-fight, Two-Weapon Fighting, Acrobat, Agile, Armour prof heavy, Armour prof light, Armour prof medium, Iron Will, Martial Weap Prof, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Finesse,

CR: 7

Spells:

 


 

Name: Charlie

Wererat, Hybrid (Medium Humanoid)

Rogue level 2 (skill points 18) Acrobat

Fighter level 4 (skill points 12) Fighter/Thief

Hit die: 1d8+2d6+4d10+14(48hp)

Init: 6

Speed: 30

AC: 20 (+1 ring of protection) No Armour + Shield, none

AC flat footed :14

AC Touch: 16

Base Attack/Grapple: 6/8

Attack: +14 (+1/+1) Sword, short 1d6+5

    or  +12  Crossbow, light 1d8

Full attack: +12/7 (+1/+1) Sword, short 1d6+5

                   +11 Sword, short 1d6+3

    or  +12  Crossbow, light 1d8(range 80)

Space/Reach: 5/5

Special Attacks: Disease Filth fever DC12 1d3 days 1d3 dex 1d3 con, Other Curse of Lycanthropy DC15,

Sneak attack Sneak attack at an extra (D6) 1

Special Qualities: Change shape Gain Rat, Damage reduction 10 silver, Low-light Vision , Other Rat empathy, Scent ,

Evasion Reflex save no damage instead of 1/2

Trapfinding Can find magical traps

Saves: Fort +8, Ref +10, Will +3

Abilities: Str 14, Dex 22, Con 15, Int 12, Wis 11, Chr 9

Skills: Balance 12, Climb 8, Disable Device 1, Escape Artist 8, Handle Animal -1, Heal 0, Hide 8, Intimidate 5, Jump 7, Listen 2, Open Lock 7, Ride 6, Search 1, Sleight of Hand 6, Spot 2, Swim 13, Tumble 11, Use Rope 7,

Feats: Blind-fight, Weapon Focus, Weapon Specialization, Ability Focus, Agile, Armour prof heavy, Armour prof light, Armour prof medium, Iron Will, Martial Weap Prof, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Two-Weapon Fighting, Weapon Finesse,

CR: 7

Spells:


 

1st level rogues in Hybrid form

 

Name:

Wererat, Hybrid (Medium Humanoid)

Rogue level 1 (skill points 9) Thief

Hit die: 1d8+1d6(8hp)

Init: 4

Speed: 30

AC: 17 + No Armour + Shield, none

AC flat footed :13

AC Touch: 14

Base Attack/Grapple: 1/1

Attack: +5  Rapier 1d6

    or  +5  Crossbow, light 1d8

Full attack: +5  Rapier 1d6

    or  +5  Crossbow, light 1d8(range 80)

Space/Reach: 5/5

Special Attacks: Disease Filth fever DC12 1d3 days 1d3 dex 1d3 con, Other Curse of Lycanthropy DC15,

Sneak attack Sneak attack at an extra (D6) 1

Special Qualities: Change shape Gain Rat, Damage reduction 10 silver, Low-light Vision , Other Rat empathy, Scent ,

Trapfinding Can find magical traps

Saves: Fort +2, Ref +6, Will +1

Abilities: Str 10, Dex 19, Con 11, Int 12, Wis 8, Chr 11

Skills: Appraise 1, Climb 1, Disable Device 3, Gather Information 0, Handle Animal 0, Hide 8, Listen 0, Move Silently 8, Open Lock 6, Spot -1, Swim 11, Tumble 5, Use Magic Device 0, Use Rope 4,

Feats: Armour prof light, Iron Will, Simple Weapon Proficiency, Stealthy, Weapon Finesse,

CR: 2

Spells:

 


2nd level rogues in hybrid form

Name:

Wererat, Hybrid (Medium Humanoid)

Rogue level 2 (skill points 18) Thief

Hit die: 1d8+2d6(12hp)

Init: 4

Speed: 30

AC: 17 + No Armour + Shield, none

AC flat footed :13

AC Touch: 14

Base Attack/Grapple: 2/2

Attack: +6  Rapier 1d6

    or  +6  Crossbow, light 1d8

Full attack: +6  Rapier 1d6

    or  +6  Crossbow, light 1d8(range 80)

Space/Reach: 5/5

Special Attacks: Disease Filth fever DC12 1d3 days 1d3 dex 1d3 con, Other Curse of Lycanthropy DC15,

Sneak attack Sneak attack at an extra (D6) 1

Special Qualities: Change shape Gain Rat, Damage reduction 10 silver, Low-light Vision , Other Rat empathy, Scent ,

Evasion Reflex save no damage instead of 1/2

Trapfinding Can find magical traps

Saves: Fort +2, Ref +7, Will +1

Abilities: Str 10, Dex 19, Con 11, Int 12, Wis 8, Chr 11

Skills: Appraise 1, Climb 2, Disable Device 5, Gather Information 0, Handle Animal 0, Hide 9, Listen 0, Move Silently 9, Open Lock 7, Spot -1, Swim 11, Tumble 7, Use Magic Device 0, Use Rope 5,

Feats: Armour prof light, Iron Will, Simple Weapon Proficiency, Stealthy, Weapon Finesse,

CR: 3

Spells:

 


1st level warrior in hybrid form

Name:

Wererat, Hybrid (Medium Humanoid)

Warrior level 1 (skill points 2) Light foot soldier

Hit die: 1d8+1d8(9hp)

Init: 4

Speed: 30

AC: 17 + No Armour + Shield, none

AC flat footed :13

AC Touch: 14

Base Attack/Grapple: 2/3

Attack: +7  Rapier 1d6+1

    or  +6  Crossbow, light 1d8

Full attack: +7  Rapier 1d6+1

    or  +6  Crossbow, light 1d8(range 80)

Space/Reach: 5/5

Special Attacks: Disease Filth fever DC12 1d3 days 1d3 dex 1d3 con, Other Curse of Lycanthropy DC15,

Special Qualities: Change shape Gain Rat, Damage reduction 10 silver, Low-light Vision , Other Rat empathy, Scent ,

Saves: Fort +4, Ref +4, Will +2

Abilities: Str 12, Dex 19, Con 11, Int 11, Wis 10, Chr 8

Skills: Climb 2, Handle Animal -1, Hide 6, Intimidate -1, Jump 2, Listen 0, Move Silently 4, Search 0, Spot 0, Swim 12,

Feats: Armour prof heavy, Armour prof light, Armour prof medium, Iron Will, Martial Weap Prof, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Finesse, Weapon Focus,

CR: 2

Dingle’s Games Goes Blogging

Behind the scenes at Dingle’s Games we have been updating our web site to use WordPress blogging software. Now we have an easy way to keep you updated with the latest news about the site but also to publish adventures and encounters created with our Monster Generator and Treasure Generator.

This is just the start of some major changes coming to Dingle’s Games over the next few months so keep checking back for the latest news.

Goblin Patrol

This raiding party consists of a hobgoblin leader (Gralog) on a large Worg (Raver), a goblin scout (Wisk) and four goblin riders on worgs.

Name: Gralog

Hobgoblin (Medium Humanoid)

Fighter level 6 (skill points 27) Knight

Hit die: 0d8+6d10+18(51hp)

Init: 2

Speed: 20

AC: 22 +2 Breastplate +1 Shield, heavy wooden

AC flat footed :19

AC Touch: 12

Base Attack/Grapple: 6/8

Attack: +9 Lance 1d8+4

or +9 (+1/+1) Shortbow ,Composite 1d6+3

Full attack: +9/4 Lance 1d8+4

or +9/4 (+1/+1) Shortbow ,Composite 1d6+3(range 70)

Space/Reach: 5/5

Special Attacks:

Special Qualities: Darkvision 60,

Saves: Fort +8, Ref +4, Will +1

Abilities: Str 14, Dex 14, Con 16, Int 12, Wis 8, Chr 10

Skills: Climb -2, Handle Animal 8, Intimidate 7, Jump -2, Listen 1, Move Silently 2, Ride 11, Spot 0.5, Swim -6,

Feats: Blind-fight, Mounted Archery, Mounted Combat, Weapon Focus, Armour prof heavy, Armour prof light, Armour prof medium, Martial Weap Prof, Ride-by Attack, Shield Proficiency, Simple Weapon Proficiency, Spirited Charge, Tower Shield Proficiency, Weapon Specialization,

Items: +2 Breastplate, +1 Composite (+2 str) shortbow, +1 Shield, heavy wooden

Name: Raver (A large worg, Gralogs mount)

Worg (Large Magical beast)

level 0 (skill points )

Hit die: 6d10+12(45hp)

Init: 2

Speed: 50

AC: 16 + Leather + Shield, none

AC flat footed :14

AC Touch: 11

Base Attack/Grapple: 6/13

Attack: +8 Bite 2d6+3

Full attack: +8 Bite 2d6+3

Space/Reach: 5/5

Special Attacks: Trip ,

Special Qualities: Darkvision 60, Low-light Vision , Scent +4 to survival if tracking by scent,

Saves: Fort +7, Ref +7, Will +4

Abitities: Str 17, Dex 15, Con 15, Int 6, Wis 14, Chr 10

Skills: Hide 0, Listen 6, Move Silently 6, Spot 6, Survival 4,

Feats: Alertness, Improved Natural Attack, Track,

Spells:

Items Leather horse armour

Name: Wisk

Goblin (Small Humanoid)

Rogue level 5 (skill points 80) Thief

Warrior level 1 (skill points 4) Horse Rider

Hit die: 0d8+5d6+1d8+6(28hp)

Init: 3

Speed: 30

AC: 18 +1 Studded Leather + Shield, none

AC flat footed :15

AC Touch: 14

Base Attack/Grapple: 4/-1

Attack: +4 Mace, light 1d4+-1

or +9 Shortbow 1d4+1

Full attack: +4 Mace, light 1d4+-1

or +9 Shortbow 1d4+1(range 70)

Space/Reach: 5/5

Special Attacks:

Sneak attack Sneak attack at an extra (D6) 3

Special Qualities: Darkvision 60,

Evasion Reflex save no damage instead of 1/2

Trap Sense Reflex save and AC when dealing with traps bonus 1

Trapfinding Can find magical traps

Uncanny Dodge Retains Dex bonus if flat footed

Saves: Fort +4, Ref +7, Will +1

Abilities: Str 9, Dex 16, Con 12, Int 14, Wis 10, Chr 8

Skills: Appraise 2, Climb 6, Disable Device 11, Gather Information 8, Handle Animal 2, Hide 16, Intimidate -1, Jump 1, Listen 7, Move Silently 12, Open Lock 12, Ride 7, Spot 0, Swim -1, Tumble 12, Use Magic Device 8, Use Rope 10,

Feats: Armour prof heavy, Armour prof light, Armour prof medium, Martial Weap Prof, Mounted Archery, Mounted Combat, Point Blank Shot, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency,

Spells:

Items +1 Leather armour


Also 5 normal worgs and 4 goblin wariors

Worg (Medium Magical beast)

level 0 (skill points )

Hit die: 4d10+8(30hp)

Init: 2

Speed: 50

AC: 16 + Leather + Shield, none

AC flat footed :14

AC Touch: 12

Base Attack/Grapple: 4/7

Attack: +7 Bite 1d6+3

Full attack: +7 Bite 1d6+3

Space/Reach: 5/5

Special Attacks: Trip ,

Special Qualities: Darkvision 60, Low-light Vision , Scent +4 to survival if tracking by scent,

Saves: Fort +6, Ref +6, Will +3

Abilities: Str 17, Dex 15, Con 15, Int 6, Wis 14, Chr 10

Skills: Hide 4, Listen 6, Move Silently 6, Spot 6, Survival 2,

Feats: Alertness, Track,

Spells:

Goblin warriors

Goblin (Small Humanoid)

Warrior level 3 (skill points 12) Horse Rider

Hit die: 0d8+3d8(14hp)

Init: 1

Speed: 30

AC: 15 + Studded Leather + Shield, none

AC flat footed :14

AC Touch: 12

Base Attack/Grapple: 3/-2

Attack: +3 Lance 1d6+-1

or +5 Shortbow 1d4

Full attack: +3 Lance 1d6+-1

or +5 Shortbow 1d4(range 70)

Space/Reach: 5/5

Special Attacks:

Special Qualities: Darkvision 60,

Saves: Fort +3, Ref +2, Will +1

Abilities: Str 9, Dex 13, Con 11, Int 11, Wis 11, Chr 9

Skills: Climb -2, Handle Animal 5, Hide 4, Intimidate 0, Jump -2, Listen 0.5, Move Silently 4, Ride 9, Spot 0.5, Swim -2,

Feats: Armour prof heavy, Armour prof light, Armour prof medium, Martial Weap Prof, Mounted Archery, Mounted Combat, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency,

Spells:

Warrior