Human Goon: Difference between revisions

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m (Text replacement - " <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet. --> <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft....)
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| Min-CR = 1
| Min-CR = 1
| Max-CR = 6
| Max-CR = 40


| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
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| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}}
| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}}
| Image | deadman-axeman-2.jpg
| Image | Goon-EP1.png
   <!-- Value: file name and extension only    -->
   <!-- Value: file name and extension only    -->
   }}</onlyinclude>
   }}</onlyinclude>
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}}</onlyinclude>
}}</onlyinclude>


| NudgeInit = 1
| NudgeInit = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 =+1 |1 =+1 |2 =+3 |3 =+3|4 = +5|5 = +5|6 = +6|7 = +7|8 = +8}}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


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   <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),  
   <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),  
         or leave blank if the monster doesn't possess the sense in question.            -->
         or leave blank if the monster doesn't possess the sense in question.            -->
| Sense-Darkvision-Range =  
| Sense-Darkvision-Range = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = 20|2 = 30|3 = 40|4 = 40|5 = 50|6 = 60|7 = 60|8 = 80}}
| Sense-Heartsight-Range =  
| Sense-Heartsight-Range =  
| Sense-Keen-Hearing-Range =  
| Sense-Keen-Hearing-Range =  
Line 149: Line 149:




| NudgePerception =  
| NudgePerception = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = |3 = +1|4 = +1|5 = +1|6 = +2|7 = +2|8 = +2}}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


| NudgeAC =  
| NudgeAC = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = |3 = +1|4 = +1|5 = +1|6 = +2|7 = +2|8 = +2}}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->






| Nudge-Maneuver-Defense = 1
| Nudge-Maneuver-Defense = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 1|1 = 1|2 =1 |3 = +1|4 = +1|5 = +1|6 = +2|7 = +2|8 = +2}}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


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   <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->
   <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->


| NudgeHitPoints = 2
| NudgeHitPoints = {{Hit-Points|n=.2|op=mult}}
   <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->
   <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->


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         * Dragons have 3 strong saves                              -->
         * Dragons have 3 strong saves                              -->


| NudgeFort =  
| NudgeFort = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = |3 = +1|4 = +1|5 = +1|6 = +2|7 = +2|8 = +2}}
| NudgeRefl = 1
| NudgeRefl = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 1|1 = 1|2 = 1|3 = +2|4 = +2|5 = +2|6 = +3|7 = +3|8 = +3}}
| NudgeWill =  
| NudgeWill = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = |3 = +1|4 = +1|5 = +1|6 = +2|7 = +2|8 = +2}}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3 -->


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   <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;  
   <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;  
         if they don't have that movement type, leave it blank                    -->
         if they don't have that movement type, leave it blank                    -->
| Move-Type-Walk-Speed = 30
| Move-Type-Walk-Speed = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 30|1 = 30|2 = 30|3 = 40|4 = 40|5 = 50|6 = 60|7 = 60|8 = 80}}
| Move-Type-Burrowing-Speed =  
| Move-Type-Burrowing-Speed =  
| Move-Type-Tunneling-Speed =  
| Move-Type-Tunneling-Speed =  
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| Move-Type-Hover-Speed =  
| Move-Type-Hover-Speed =  
| Move-Type-Lesser-Flight-Speed =  
| Move-Type-Lesser-Flight-Speed =  
| Move-Type-Greater-Flight-Speed =  
| Move-Type-Greater-Flight-Speed = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = |3 = 40|4 = 40|5 = 50|6 = 60|7 = 60|8 = 80}}
| Move-Type-Lesser-Swim-Speed =  
| Move-Type-Lesser-Swim-Speed =  
| Move-Type-Greater-Swim-Speed =  
| Move-Type-Greater-Swim-Speed =  
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   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->


| Pri-Atk-Dmg-Type = slashing
| Pri-Atk-Dmg-Type = hacking
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


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| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit = 1
| NudgePriToHit = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 1|1 = 1|2 = 1|3 = +2|4 = +2|5 = +2|6 = +3|7 = +3|8 = +3}}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


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| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
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| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
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| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
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   <!-- Values: Y (for yes), or leave blank (for no) -->
   <!-- Values: Y (for yes), or leave blank (for no) -->


| RangedAtkIncrementDistance = 10
| RangedAtkIncrementDistance = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 10|1 = 20|2 = 30|3 = 40|4 = 40|5 = 50|6 = 60|7 = 60|8 = 80}}
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->


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| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit = 1
| NudgeRangedToHit = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 1|1 = 1|2 = 1|3 = +2|4 = +2|5 = +2|6 = +3|7 = +3|8 = +3}}
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->


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<!--  COMBAT MANEUVERS  -->
<!--  COMBAT MANEUVERS  -->


| Nudge-Maneuver-Offense = 1
| Nudge-Maneuver-Offense = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 1|1 = 1|2 = 1|3 = +2|4 = +2|5 = +2|6 = +3|7 = +3|8 = +3}}
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->


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<!--  SIEGE DAMAGE INFORMATION  -->
<!--  SIEGE DAMAGE INFORMATION  -->


| SiegeDmgCapable =  
| SiegeDmgCapable = Y
   <!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications -->
   <!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications -->


| SiegeAtkName =  
| SiegeAtkName = Crowbars
   <!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") -->
   <!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") -->


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| Skill1 = Bluff
| Skill1 = Bluff
| Skill2 = Intimidate
| Skill2 = Intimidate
| Skill3 =
| Skill3 = Knowledge (Local)
| Skill4 =
| Skill4 =


| NudgeSkill1 = 1
| NudgeSkill1 = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 1|1 = 1|2 = 1|3 = +2|4 = +2|5 = +2|6 = +3|7 = +3|8 = +3}}
| NudgeSkill2 = 2
| NudgeSkill2 = 3
| NudgeSkill3 =
| NudgeSkill3 = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 1|1 = 1|2 = 1|3 = +2|4 = +2|5 = +2|6 = +3|7 = +3|8 = +3}}
| NudgeSkill4 =
| NudgeSkill4 =
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
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   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->


| Ability-1-Description = Once per round, if the Human Goon has taken damage this encounter, he may use Bullyboy to add {{Special-Standard-Dmg}} to one of his successful melee weapon attacks (as more {{dmg|slashing}} damage).  This is considered precision damage and is not multiplied on a critical hit.
| Ability-1-Description = Up to once per round, if a Human Goon has taken damage this encounter, they may use Bullyboy to add {{Special-Standard-Dmg}} to one of their successful melee weapon attacks (as more {{dmg|hacking}} damage).  This is considered precision damage and is not multiplied on a critical hit, but it does add to the attack value for overcoming damage resistance.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
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   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-2-Description = Once per round, a Human Goon may choose to inflict the [[Secured]] condition on a single foe he has damaged this round.  This condition lasts until the start of the Goon's next turn.  This allows the goon to attack foes without risk of killing them. Assuming that's something they actually want to do.
| Ability-2-Description = Once per round, a Human Goon may choose to inflict the [[Secured]] condition on a single foe he has damaged this round.  This condition lasts until the start of the Goon's next turn.  This allows goons to attack foes without risk of killing them. Assuming that's something they actually want to do.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
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<!--  SPECIAL ABILITY 3  -->
<!--  SPECIAL ABILITY 3  -->


| Ability-3-Name =  
| Ability-3-Name = Nothing to See Here


| Ability-3-Type =  
| Ability-3-Type = Ex
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->


| Ability-3-Action-Required =  
| Ability-3-Action-Required = Varies
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-3-Concentration =  
| Ability-3-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->


| Ability-3-Description =  
| Ability-3-Description = Goons in a civilized location may attempt to seem innocent of wrongdoing or ill thoughts. That is, they do not look or act like monsters, they look like civilized, law-abiding citizens. They may make a [[Bluff]] check of a d20 plus their Bluff skill (see above), and the DC for any attempts to discern that they are Goons (or at least guilty of something right now) uses the result of that skill roll as the DC. Much like invisibility, Nothing to See Here assumes that an active perception roll is required to even make a check. Much like stealth, once combat begins and they make attacks, it is immediately obvious that they are Bad Guys. However, if a Lore check to discern what they are is attempted and failed, they will identify as mere Constituents.
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:


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         is given the "Swarm" role. It replaces the default "Personal Space Issues" power  
         is given the "Swarm" role. It replaces the default "Personal Space Issues" power  
         (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
         (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
         the Distracted conditon when they damage a foe (or it grants an area of affect  
         the Distracted condition when they damage a foe (or it grants an area of affect  
         ranged attack if it is a troop). Leave this blank if you want the "Personal Space
         ranged attack if it is a troop). Leave this blank if you want the "Personal Space
         Issues" or "Darken the Sky" power to appear when this monster is designated as a  
         Issues" or "Darken the Sky" power to appear when this monster is designated as a  
Line 1,377: Line 1,377:
<!--  COMBAT TACTICS  -->
<!--  COMBAT TACTICS  -->


| CombatTactics = Human goons prefer to ambush their prey. They will also stage diversions to distract any nearby town watch or other constabulary.  They prefer hit-and-run tactics over outright murder, and will sometimes even use less lethal tactics instead of aiming to kill their victims (though many goons don't really care either way).  They are seeking treasure above all else, and will abandon a fight as soon as they are satisfied with whatever loot they can acquire. They will also run if it becomes apparent that their victims are too powerful for them to take down.
| CombatTactics = When they attack victims, Human goons prefer to ambush their prey. They will also stage diversions to distract any nearby town watch or other constabulary.  If they are committing strong-arm robberies, they prefer hit-and-run tactics over outright murder, and will often use less lethal tactics instead of aiming to kill their victims (though many goons don't really care either way).  They are seeking treasure above all else, and will abandon a fight as soon as they are satisfied with whatever loot they can acquire. They will also run if it becomes apparent that their victims are too powerful for them to take down. Goons have crowbars, and they are often engaged in breaking and entering, so its fairly common for adventurers sleeping peacefully in an inn to be attacked in the night by a surprised band of Goons.  Indeed, it is possible to stumble across Human Goons in dungeons or ruins, usually looking to break into places and steal whatever they can take. In a fight, Goons will throw daggers at hard-hitting ranged foes, especially spellcasters, stepping back with a five-foot step if they must. They will flee if they take over half their number in casualties, but if they are hard-pressed they will knuckle down and fight to the end.  




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<!--  OUT OF COMBAT    -->
<!--  OUT OF COMBAT    -->


| OutOfCombat = Most Human Goons are a lazy sort, who prefer a life of drinking and slacking off to actual labor. They will eagerly do nothing all day as long as there are a few coins in their pockets.  However, once the drinks run dry, they'll go out seeking easy prey to refill their coffers for another few days of debauchery.
| OutOfCombat = Most Human Goons are a lazy sort, who prefer a life of drinking and slacking off to actual labor. They will eagerly do nothing all day as long as there are a few coins in their pockets.  However, once the drinks run dry, they'll go out, looking for doors to kick in, walls to break down, or roaming the streets, seeking easy prey to refill their coffers for another few days of debauchery.





Latest revision as of 01:11, 8 February 2023

Human Goon (CR 1)

True Chaotic - Medium - Humanoid
Lore: Know (Local)
2 16
Basic DC Full DC
Initiative
Initiative Icon 2.png
4
Perception:
13 +3
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
14
Man Def
Shield Icon 3.png
16
Monster Health
37 18 2
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +5
Refl: +1
Will: +0

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+4
Sword Icon 3.png
Man Off
+4
Sword Icon 3.png
Action
0
Points
  • Maneuver Offense Notes: +2 to Steal

Standard Attack (Melee):

  • 1x Battle Axe +4 (1d4/19-20 x2)
    as hacking (physical, uncommon)

Full Attack (Melee):

  • 3x Battle Axe +4 (1d4/19-20 x2)
    as hacking (physical, uncommon)

Standard Attack (Ranged):

  • 1x Thrown Dagger +4 (1d4/19-20 x2)
    as piercing (physical, common)
    (Increment: 10 ft.; Max Range: 50 ft.)

Full Attack (Ranged):

  • 3x Thrown Dagger +4 (1d4/19-20 x2)
    as piercing (physical, common)
    (Increment: 10 ft.; Max Range: 50 ft.)

Siege Damage:

  • 1x Crowbars +3 (1d2)

Statistics

15
STR
14
DEX
15
CON
10
INT
9
WIS
12
CHA

Skills:

Languages: Common

Feats:

Special Abilities

Bullyboy (Ex) Free, 1/Rnd, After Injured

Up to once per round, if a Human Goon has taken damage this encounter, they may use Bullyboy to add 1d4 to one of their successful melee weapon attacks (as more hacking (physical, uncommon) damage). This is considered precision damage and is not multiplied on a critical hit, but it does add to the attack value for overcoming damage resistance.

Mugger (Ex) Free, 1/Rnd

Once per round, a Human Goon may choose to inflict the Secured condition on a single foe he has damaged this round. This condition lasts until the start of the Goon's next turn. This allows goons to attack foes without risk of killing them. Assuming that's something they actually want to do.

Nothing to See Here (Ex) Varies

Goons in a civilized location may attempt to seem innocent of wrongdoing or ill thoughts. That is, they do not look or act like monsters, they look like civilized, law-abiding citizens. They may make a Bluff check of a d20 plus their Bluff skill (see above), and the DC for any attempts to discern that they are Goons (or at least guilty of something right now) uses the result of that skill roll as the DC. Much like invisibility, Nothing to See Here assumes that an active perception roll is required to even make a check. Much like stealth, once combat begins and they make attacks, it is immediately obvious that they are Bad Guys. However, if a Lore check to discern what they are is attempted and failed, they will identify as mere Constituents.

Human Goon

Human Goon

Human goons are schoolyard bullies all grown up. They are predatory opportunists, who dwell within the shadier parts of towns or other densely-populated areas to ambush the unsuspecting. When confronted with overwhelming force, they will run, often abandoning their comrades in the process. They will frequently organize into loosely knit gangs to attack their prey in numbers. They use ambushes, diversions and hit-and-run tactics to deprive their targets of their wealth.

Human goons aren't usually out to murder their victims, just rob them. They can be negotiated with, but need to feel like they've gotten something out of any bargain that has been made. That may indicate that Goons have some modicum of the Spark which they were born with...or it may not. Even so, they rarely back down from victims who try to intimidate them, feeling like such a show of cowardice in the eyes of their allies would cause them trouble later.

Other than toughness, cleverness and a willingness to use whatever weapon is at hand, human goons rarely have any special abilities.

Combat Tactics

When they attack victims, Human goons prefer to ambush their prey. They will also stage diversions to distract any nearby town watch or other constabulary. If they are committing strong-arm robberies, they prefer hit-and-run tactics over outright murder, and will often use less lethal tactics instead of aiming to kill their victims (though many goons don't really care either way). They are seeking treasure above all else, and will abandon a fight as soon as they are satisfied with whatever loot they can acquire. They will also run if it becomes apparent that their victims are too powerful for them to take down. Goons have crowbars, and they are often engaged in breaking and entering, so its fairly common for adventurers sleeping peacefully in an inn to be attacked in the night by a surprised band of Goons. Indeed, it is possible to stumble across Human Goons in dungeons or ruins, usually looking to break into places and steal whatever they can take. In a fight, Goons will throw daggers at hard-hitting ranged foes, especially spellcasters, stepping back with a five-foot step if they must. They will flee if they take over half their number in casualties, but if they are hard-pressed they will knuckle down and fight to the end.

Out of Combat

Most Human Goons are a lazy sort, who prefer a life of drinking and slacking off to actual labor. They will eagerly do nothing all day as long as there are a few coins in their pockets. However, once the drinks run dry, they'll go out, looking for doors to kick in, walls to break down, or roaming the streets, seeking easy prey to refill their coffers for another few days of debauchery.

Rewards

XP: 400

Treasure: Sellable Goods worth 219 gp.

Weight: 10 lbs.     Volume: 0.4 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)