Servants of the Great Claw (3.5e Creature)

This page showcases the myriad people and creatures that serve the Great Claw, either willingly or through force. Any location that Skarrnog's minions have infiltrated might feature some of the creatures listed here, with his fortress being the largest concentration. The introductions given here are for males, but the Great Claw employs men and women equally.

Warrior

Size/Type: Small Humanoid (Goblinoid), 1st-level Warrior
Hit Dice: 1d8+1 (5 hp)
Initiative: +3
Speed: 20 ft. (4 squares)
Armor Class: 16 (+1 size, +3 Dex, +2 leather), touch 14, flat-footed 13
Base Attack/Grapple: +1/-2
Attack: Longspear +3 melee (1d6+1/×3); or short sword +5 melee (1d4+1); or throwing knives (as dart) +5 ranged (1d3+1); and net +5 ranged touch (entangle)
Full Attack: Longspear +3 melee (1d6+1/×3); or short sword +5 melee (1d4+1); or throwing knives (as dart) +5 ranged (1d3+1); and net +5 ranged touch (entangle)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft.
Saves: Fort +3, Ref +3, Will +0
Abilities: Str 12, Dex 17, Con 13, Int 12, Wis 10, Cha 8
Skills: Climb +5, Intimidate +3, Jump +5
Feats: Endurance, Point Blank Shot [throwing knife goblins]; or Endurance, Weapon Focus (longspear) [longspear goblins]; Endurance, Weapon Finesse [others]
Environment: Any
Organization: Any
Challenge Rating: 1/2
Treasure: None
Alignment: Neutral Evil
Advancement:
Level Adjustment:
A lonely goblin is weak, but they're never alone.

You relight your torch for the second time during the trek. The reports must have been wrong - there's nothing in this damp cave. When your flint strikes the steel, the spark reveals a grim face only a few scant feet away from you, and you startle. You quickly finish lighting your torch, and the light reveals the face again - surrounded by dozens of the like, all dressed in drab clothes, leather straps and wielding implements of death.

The basic warriors of the Great Claw are as weak as they are expendable, but they fill an important role. There's no lack of shunned and downtrodden goblins who'd like to overthrow the civilized lands that have been nothing but to them, and they join the barghest warlord. The warrior stats represented here can represent any low-level goblin you want: a thief, a spy, a soldier, a handyman...

Combat

Goblin warriors are weak, but their varied weaponry and fiendish tactics means that they are often less overwhelmed than would appear. The goblins who serve Skarrnog have a love for nets, and will employ them liberally. After entangling a few opponents, the knife throwers start their work. Short swords (and other weaponry: those given above are just examples) are used in a pinch, with reach weapons being preferred. Fighting from range keeps a feeble goblin alive, after all.

Alchemist

Size/Type: Small Humanoid (Goblinoid), 2nd-level Adept
Hit Dice: 2d6+2 (9 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 12 (+1 size, +1 Dex), touch 12, flat-footed 11
Base Attack/Grapple: +1/-3
Attack: Sickle +1 melee (1d4)
Full Attack: Sickle +1 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Darkvision 60 ft.
Saves: Fort +1, Ref +1, Will +5
Abilities: Str 10, Dex 12, Con 13, Int 12, Wis 15, Cha 10
Skills: Craft (alchemy) +6, Knowledge (local) +6, Spellcraft +6
Feats: Combat Casting
Environment: Any
Organization: Any
Challenge Rating: 1
Treasure: None
Alignment: Neutral Evil
Advancement:
Level Adjustment:

You try not to breath through your nose as you make your way through the laboratory. Not only because the air smells acrid, but also due to the threat of harm: drug labs are rarely all that healthy. You're just passing a complex alchemy lab when you hear the sound of breaking glass. You turn to the sound, and are greeted by a spout of green flame flowing from the fingertips of a goblin wearing a leather smock.

Manufacturing wickerdust is one of the cornerstones of Skarrnog's plan to weaken the west: the more chaotic the going gets, the easier an all-out attack will be. Alchemists are the ones making the drug, and they are talented not only in the alchemical arts, but the arcane as well. The alchemists of the Great Claw are just that, but can serve as combat support in a pinch.

Combat

Alchemists are rarely used to combat, and thus will fight in less-than-stellar ways. They aren't tactical, usually unloading their strongest spells first and running away when the enemy gets close or when they run out of spells (which is fast). The spells below are just one suggestion: each alchemist is likely to have a unique list of prepared spells.

Adept Spells Prepared: 0: cure minor wounds, ghost sound, guidance; 1st: burning hands, cause fear.

Vandal

Size/Type: Small Humanoid (Goblinoid), 3rd-level Rogue
Hit Dice: 3d6+6 (17 hp)
Initiative: +3
Speed: 20 ft. (4 squares)
Armor Class: 18 (+1 size, +3 Dex, +4 chain shirt), touch 14, flat-footed 15
Base Attack/Grapple: +2/-2
Attack: Masterwork rapier +7 melee (1d4/18-20); or masterwork longspear +4 melee (1d6/×3); or masterwork longbow +7 ranged (1d6/×3); and masterwork net +7 ranged touch (entangle)
Full Attack: Masterwork rapier +7 melee (1d4/18-20); or masterwork longspear +4 melee (1d6/×3); or masterwork longbow +7 ranged (1d6/×3); and masterwork net +7 ranged touch (entangle)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak attack +2d6
Special Qualities: Trapfinding, evasion, trap sense +1, darkvision 60ft.
Saves: Fort +3, Ref +6, Will +2
Abilities: Str 11, Dex 17, Con 14, Int 10, Wis 12, Cha 8
Skills: Balance +7, Climb +4, Disable Device +8, Escape Artist +7, Hide +13, Jump +4, Tumble +7, Use Rope +9
Feats: Endurance, Point Blank Shot, Weapon Finesse
Environment: Any
Organization: Any
Challenge Rating: 3
Treasure: None
Alignment: Neutral Evil
Advancement:
Level Adjustment:
Vandals are clever, handy, effective,
and unbelievably cruel.

The face, upper body and hands of this scrawny goblin are uncovered, revealing a network of tattoos (mostly depicting stylized claws, fangs and fists) and piercings. He spits and hisses at you with a tongue that has apparently been split in half. You might think him a minor threat, if it weren't for the lingering feeling that the vicious creature is deadlier than he looks.

Vandals are the saboteurs and assassins of Skarrnog. When bombs need placing, hamstrings need cutting or threats delivering, the warlord turns to the vandal rogues, who make sure the iron rule of the Great Claw is never ignored. Like all goblins, vandals have a penchant for tattoos and piercings, but they take it much further than most: they tattoo themselves with the insignia of the Great Claw and wear thousands of piercings, and often little else.

Combat

Vandals use a variety of weapons, often exhibiting mixed gear when attacking en masse. One might brandish a rapier, another a longspear, with a third casting nets. This means opponents need to prepare for several kinds of assault. Vandals attempt to surround foes in order to sneak attack, and care little that they might perish in doing so: after all, there's always another vandal.

Sneak Attack (Ex): A goblin vandal can make a sneak attack, dealing an extra 2d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when the vandal is flanking.

Evasion (Ex): With a successful Reflex save against an attack that allows a Reflex save for half damage, a goblin vandal takes no damage.

Fiendish Ogre

Size/Type: Large Giant, 1st-level Barbarian
Hit Dice: 4d8+8 plus 1d12+2 (34 hp)
Initiative: +4
Speed: 40 ft. in hide armor (8 squares); base speed 50 ft.
Armor Class: 19 (21 with heavy shield) (-1 size, +5 natural, +5 breastplate (+2 heavy shield)), touch 9, flat-footed 19 (21 with heavy shield)
Base Attack/Grapple: +4/+13
Attack: Snatchpole +9 melee (2d6+7); or masterwork heavy crossbow +5 ranged (2d8/19-20) or falchion +8 melee (2d6+7/18-20); or warhammer +8 melee (2d6+5/×3)
Full Attack: Snatchpole +9 melee (2d6+7); or masterwork heavy crossbow +5 ranged (2d8/19-20) or falchion +8 melee (2d6+7/18-20); or warhammer +8 melee (2d6+5/×3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rage 1/day, smite 1/day
Special Qualities: Darkvision 60 ft., low-light vision, fast movement, resistance to cold and fire 5, damage reduction 5/magic, spell resistance 10
Saves: Fort +8, Ref +1, Will +1
Abilities: Str 21, Dex 10, Con 15, Int 6, Wis 10, Cha 7
Skills: Climb +5, Listen +2, Spot +2
Feats: Improved Initiative, Weapon Focus (snatchpole or heavy crossbow)
Environment: Any
Organization: Any
Challenge Rating: 4
Treasure: None
Alignment: Chaotic Evil
Advancement:
Level Adjustment:

The room starts to look smaller when the behemoth crouches through the doorway. It extends itself to its full height, easily 12 feet tall, and glares at you with beady, pig-like eyes. It's clearly an ogre, but there's something more to it: the calloused, red-tinged skin, the thorny knuckles, the overlarge fangs... there's something infernal about it.

Fiendish ogres are the offspring of the demonically-sired Rakabarr and Urabarr. Great numbers of such monsters are found within the ranks of the Great Claw, thanks to Skarrnog rewarding his ogre lieutenants with females to rape and then gathering up the pregnant survivors to increase the numbers. They are hardy, well-equipped and reproachable in habit: not a fight goes by where a fiendish ogre won't sate its bloodlust afterwards with a bit of cannibalism.

Combat

Fiendish ogres trust their durability and armor in combat, wading into melee at the first opportunity if armed with melee weaponry. Some ogres are equipped with heavy crossbows and offer ranged support, but even these quickly exchange to their falchions and go to town in close combat. An ogre supporting weaker minions of Skarrnog will position itself to protect them, and often grapple (with or without a snatchpole) to hinder opponent movement.

Smite (Su): Once per day a fiendish ogre can make a normal melee attack to deal 5 extra damage.

Ritual Taskmaster

Size/Type: Small Humanoid (Goblinoid), 5th-level Sorcerer
Hit Dice: 5d4+5 (18 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 13 (+1 size, +2 Dex), touch 13, flat-footed 11
Base Attack/Grapple: +2/-4
Attack: Masterwork dagger +2 melee (1d3-2/19-20) or masterwork sling +6 ranged (1d3-2)
Full Attack: Masterwork dagger +2 melee (1d3-2/19-20) or masterwork sling +6 ranged (1d3-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities:
Saves: Fort +2, Ref +3, Will +6
Abilities: Str 6, Dex 15, Con 12, Int 10, Wis 14, Cha 16
Skills: Concentration +11, Spellcraft +8
Feats: Improved Counterspell, Spell Focus (Conjuration)
Environment: Any
Organization: Any
Challenge Rating: 5
Treasure: None
Alignment: Neutral Evil
Advancement:
Level Adjustment:

The face of the snarling goblin before you is painted with the telltale red claw symbol of the Great Claw. He slashes at you with a small, curved blade, but that's not what worries you. It's his other hand, nimble fingers moving almost too fast to register, weaving a green crackle that you know can only be trouble.

Taskmasters lead lesser goblins as a halfway between cult leaders and practical chiefs. They invariably wield arcane powers (Skarrnog respects magic, and believes in cultivating it amongst his minions) and are more often than not foul-mouthed and cruel. Their underlings can do little about this, since rising against a taskmaster is the same as rising against Skarrnog. Besides, the magic a taskmaster wields might spell doom for enterprising rebels.

Combat

Taskmasters are good at both offense and defense. If they have the time, they try to buff as many companions as possible with cat's grace (especially those who benefit from the Dexterity buff) and might prepare an area with web and grease - foes who don't watch where they step are in for a surprise. In combat, a taskmaster casts further web spells when necessary, then bombards foes with magic missile. Charm person is reserved for dominating prisoners.

Sorcerer Spells Known (6/7/5): 0: acid splash, detect poison, flare, ghost sound, touch of fatigue, mage hand; 1st: grease, charm person, magic missile, reduce person; 2nd: web, cat's grace

Great Claw Boss

Size/Type: Small Humanoid (Goblinoid), 6th-level Paladin
Hit Dice: 6d10+12 (45 hp)
Initiative: +2
Speed: 15 ft. in full plate (3 squares); base speed 20 ft.
Armor Class: 20 (+1 size, +1 Dex, +8 full plate), touch 12, flat-footed 19
Base Attack/Grapple: +6/+8
Attack: +1 thundering heavy flail +10 melee (1d8+4/19-20)
Full Attack: +1 thundering heavy flail +10/+5 melee (1d8+4/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite 2/day, spells
Special Qualities: Darkvision 60 ft., divine grace, lay on hands (12 hp), aura of courage, divine health, remove disease 1/week
Saves: Fort +9, Ref +6, Will +7
Abilities: Str 15, Dex 14, Con 14, Int 11, Wis 16, Cha 15
Skills: Heal +12, Sense Motive +12
Feats: Cleave, Endurance, Power Attack, Weapon Focus (heavy flail)
Environment: Any
Organization: Any
Challenge Rating: 6
Treasure: None
Alignment: Lawful Evil
Advancement:
Level Adjustment:
A scrawny mountain of iron.

You never thought someone under three foot tall could be intimidating, but you're proved wrong. The soot-blackened armor of the goblin before you has bright slashes where it has deflected blows, and the goblin's heavy flail is encrusted with blood, torn skin and hair. There's something off-putting about the way the armored fiend licks its pierced lips, and when it grins, a line of sharpened teeth makes you shudder.

The physical powerhouses of Skarrnog's goblin forces are called bosses. These armored warriors are the backbone of Great Claw's army, supporting weaker combatants with the powerful frames and nasty blows. Furthermore, they've been enhanced by the magic of Izzit-Ogg, Skarrnog's court magician, giving them increased durability and the ability to knit together flesh with a touch, albeit painfully.

NOTE: While the Great Claw boss has paladin as its class, it is not a paladin per se. Rather, the class has been used to represent the powers possessed by such a boss. The creature should not be treated as a holy warrior, but rather as a tyrannical chieftain with supernatural protection and powers.

Combat

Great Claw bosses crush bones and maim bodies with their heavy flails. Since they're well-defended, they hold the front line in any conflict involving them, along with the other melee powerhouses Skarrnog employs (such as ogres). They begin combat by buffing themselves with divine favor, unless there isn't enough time, after which they charge into melee. A boss might use its lay on hands to heal a (worthy) companion, but will usually concentrate on hacking foes to mush. Smite is used as soon as possible, always on the most armored foe.

Smite (Su): Twice per day, a Great Claw boss may attempt to smite with one normal melee attack. He adds +2 to his attack roll and deals 6 extra points of damage.

Aura of Courage (Su): A Great Claw boss is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions while the boss is conscious, but not if he is unconscious or dead.

Divine Health (Ex): A Great Claw boss is immune to all diseases, including supernatural and magical diseases.

Paladin Spells Prepared: 1st: divine favor, lesser restoration.


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gollark: In America.
gollark: You cannot. The electoral system does not seem to encourage this.
gollark: I mean, it's not like they can just import everything they need to survive if they can't do any significant industry or exports.
gollark: Have you tried converting incoming ~400-700nm electromagnetic radiation into electrical signals, then transmitting those electrochemically to your visual cortex?
gollark: I don't see how that supports the moon removal plan?
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