Wyrmlord Koth

(Generated 128 times)
Namelist None
Classic fantasy
Red hand of doom
Rank Skilled
Race Goblin
Cult rank None
Notes for wyrmlord koth, I gave him a higher intelligence than charisma because I didn't want to write up a sorcerer :) Abilities: Infravision: The creature sees into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. equipment: wand of magic missile (45 charges), potion of fly, 2 potions of cure serious wounds, bag of holding (type I) containing a scroll of lesser monster summoning, 2 elixirs of truth (going to have to make this up), 743 gp, and 2,980 sp. Spellbook contains spells below + 1d4 1st rank and 1d2 2nd rank Spells 2nd — enfeeblement, hold person, read thoughts, Lightning Bolt 1st — charm being, armor, acid arrow x2, shield, spider climb cantrips as needed Rank 2 wizard spellbook rank 1 - armor, acid arrow, charm being, disk of burden, shield, spider climb, unseen servant rank 2 - enfeeblement, hold person, lightning bolt, read thoughts
STR 16
CON 16
SIZ 23
DEX 15
INT 15
POW 10
D20Hit locationArmor
01-03 Right leg 1
04-06 Left leg 1
07-09 Abdomen 1
10-12 Chest 1
13-15 Right Arm 1
16-18 Left Arm 1
19-20 Head 1
Movement 6m (20')
Natural armor Yes

Standard skills

Athletics STR+DEX+30 Brawn STR+SIZ+40 Endurance CON+CON+30
Evade DEX+DEX+20 Locale INT+INT+30 Perception INT+POW+40
Stealth DEX+INT+60 Unarmed STR+DEX+40 Willpower POW+POW+30

Professional skills

Oratory POW+CHA+30

Custom skills

Languages (Bugbear, Goblin, and Hobgoblin) INT+CHA+40 Survival CHA+POW+30 Track CON+INT+40
Passions: Evil (Cannibalistic and Slaver) POW+POW+30 Arcane Knowledge INT+INT+40 Arcane Casting INT+POW+40

Combat styles

Bugbear Warrior STR+DEX+40

Weapon options

1-handed weapons

Amount: 1
Ball & Chain (1)

2-handed weapons

Amount: 0
Military flail (1)

Ranged weapons

Amount: 1
Wand of Magic Missiles (1)


Amount: 0
Heater Shield (1)
Hoplite Shield (1)
Target Shield (1)
Viking Shield (1)

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Wand of Magic Missiles ranged 1d6+1 - - 30m (100') 3 charges per shot, auto-hit N N 2 4