Human Goon: Difference between revisions

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{{Template:Monster
{{Template:Monster
 
<!-- Version 2.01 -->
| MonsterName = Human Goon


| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 1
| CR | 1
  <!-- Value: integer between 1 and 35. -->
   }}</onlyinclude>
   }}</onlyinclude>
| MonsterName = Human Goon


| Image = deadman-axeman.jpg
| Image = deadman-axeman.jpg
   <!--Value: file name and extension only (e.g. "monster_picture.jpg")-->
   <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->


| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
Line 22: Line 24:


| Alignment = Chaotic Neutral
| Alignment = Chaotic Neutral
   <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->
   <!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil -->


| Size = Medium
| Size = Medium
   <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->
   <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->


| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
Line 34: Line 36:
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype | Human
| Subtype | Human
   <!-- If any -->
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
  <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
  <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
  <!-- Only one entry in this field. If multiple options exist, choose the most important/appropriate one. -->
  <!-- Otherwise leave blank.  -->
   }}</onlyinclude>
   }}</onlyinclude>
| NudgeBasicLoreValue =
  <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeFullLoreValue = -2
  <!-- This field lets you alter the DC of the full knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeInit = 1
| NudgeInit = 1
  <!--CR 1 INITIATIVE = +1 -->
   <!-- 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 -->


| Senses = -
| Senses = [[Standard Senses]]
   <!--List the sense type and the distance it can perceive (e.g. "Standard Darkvision 60 ft.")-->
   <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
  <!--  [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell  -->
  <!--  [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]                              -->
  <!--  [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]                          -->
  <!--  [[Scent]], [[Keen Scent]], [[Perfect Scent]]                                      -->
  <!--  [[Tremorsense]], [[Blindsense]], [[Lifesense]]                                    -->


| NudgePerception = 1
| NudgePerception =  
  <!--CR 1 PERCEPTION = +4 -->
   <!-- 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 =  
  <!--CR 1 AC = 14 -->
   <!-- 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-->


| NudgeTouchAC =  
| NudgeTouchAC =  
  <!--CR 1 TOUCH AC = 11 -->
   <!-- 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-->


| NudgeFFAC =  
| NudgeFFAC =  
   <!--CR 1 FLAT-FOOTED AC = 13 -->
   <!-- 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
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| Maneuver-Defense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->


| NudgeHitPoints = 2
| NudgeHitPoints = 2
  <!--CR 1 HIT POINTS = 20 -->
   <!-- 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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| Refl =  
| Refl =  
| Will =  
| Will =  
  <!--CR 1 STRONG SAVE = +4; WEAK SAVE = +1 -->
   <!-- Values: S (for Strong save), leave blank for Weak save
   <!--Values: "S" (for Strong save), leave blank for Weak save
        * Most monsters have 1 strong save and 2 weak saves
      * Most monsters have 1 strong save and 2 weak saves
        * Heavies, Tanks, Threats and Villains have 2 strong saves
      * Heavies, Tanks, Threats and Villains have 2 strong saves
        * Dragons have 3 strong saves                               -->
      * Dragons have 3 strong saves-->


| NudgeFort =  
| NudgeFort =  
| NudgeRefl = 1
| NudgeRefl = 1
| NudgeWill =  
| NudgeWill =  
   <!--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 -->
 
| SpecialDefenses =
  <!-- Put any DR or ER values here -->


| SR =  
| StrongAgainst =  
   <!--Values: Y (for Yes), or leave blank-->
   <!-- Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added -->


| NudgeSR =  
| Hide-Role-Strong-Against-1 =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any)) -->


| SpecialDefenses =  
| Hide-Type-Strong-Against-1 =
   <!--Put any DR or ER values here-->
| Hide-Type-Strong-Against-2 =
| Hide-Type-Strong-Against-3 =
| Hide-Type-Strong-Against-4 =
| Hide-Type-Strong-Against-5 =
| Hide-Type-Strong-Against-6 =  
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any)) -->


| StrongAgainst =  
| Hide-Subtype-Strong-Against-1 =
   <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->
| Hide-Subtype-Strong-Against-2 =
| Hide-Subtype-Strong-Against-3 =
| Hide-Subtype-Strong-Against-4 =
| Hide-Subtype-Strong-Against-5 =
| Hide-Subtype-Strong-Against-6 =  
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->


| WeakAgainst =  
| WeakAgainst =  
   <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->
   <!-- Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added -->


| MoveTypes = Walk 30 ft.
| Hide-Type-Weak-Against-1 =
   <!--Other move types as needed-->
| Hide-Subtype-Weak-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->
 
| MoveTypes = [[Walk]] 30 ft.
   <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.) -->
  <!--  [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!--  [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
  <!--  [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!--  [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!--  [[Lesser Teleport]], [[Greater Teleport]]            -->
 
| NudgeSpace =
  <!-- 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 space will default to 10 ft.                                                                                  -->
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| NudgeReach =  
| NudgeReach =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->
   <!-- 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.                                                                        -->
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->




Line 107: Line 154:


| MeleeOrNatural = Melee
| MeleeOrNatural = Melee
   <!--REQUIRED; Values: "Melee" (for weapon-wielding monsters), or "Natural" (for natural attacks)-->
   <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->


| MultipliedDamageType =  
| MultipliedDamageType =  
   <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->
   <!-- Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) -->




Line 117: Line 164:


| PriAtkName = Battle Axe
| PriAtkName = Battle Axe
   <!--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") -->


| PriAtkNotes =  
| PriAtkNotes =  
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| PriAtkNotes-FullAtkOnly =
  <!-- use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank -->
 
| Override-Pri-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Pri-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| PriAtkVSTouchAC =  
| PriAtkVSTouchAC =  
   <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


| 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" or "swarm") -->


| NudgePriToHit = 1
| NudgePriToHit = 1
  <!--CR 1 PRIMARY TO-HIT = +4 -->
   <!-- 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-->


| NudgePriDamage =  
| NudgePriDamage =  
  <!--CR 1 PRIMARY NATURAL DAMAGE = 1d8 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
  <!--CR 1 PRIMARY MELEE DAMAGE = 1d8 -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->




Line 142: Line 197:


| SecAtkName =  
| SecAtkName =  
   <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->
   <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->


| SecAtkNotes =  
| SecAtkNotes =  
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| SecAtkNotes-FullAtkOnly =
  <!-- use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank -->
 
| Override-Sec-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Sec-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| SecAtkVSTouchAC =  
| SecAtkVSTouchAC =  
   <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


| 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" or "swarm") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
  <!--CR 1 SECONDARY TO-HIT = +4 -->
   <!-- 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-->


| NudgeSecDamage =  
| NudgeSecDamage =  
  <!--CR 1 SECONDARY NATURAL DAMAGE = 1d4 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->




Line 166: Line 230:


| TerAtkName =  
| TerAtkName =  
   <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->
   <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->


| TerAtkNotes =  
| TerAtkNotes =  
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| TerAtkNotes-FullAtkOnly =
  <!-- use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank -->
 
| Override-Ter-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Ter-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| TerAtkVSTouchAC =  
| TerAtkVSTouchAC =  
   <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


| 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" or "swarm") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
  <!--CR 1 TERTIARY TO-HIT = +4 -->
   <!-- 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-->


| NudgeTerDamage =  
| NudgeTerDamage =  
  <!--CR 1 TERTIARY NATURAL DAMAGE = 1d8 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
  <!--CR 1 TERTIARY MELEE DAMAGE = 1d8 -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->




Line 191: Line 263:


| QuaAtkName =  
| QuaAtkName =  
   <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->
   <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->


| QuaAtkNotes =  
| QuaAtkNotes =  
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| QuaAtkNotes-FullAtkOnly =
  <!-- use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank -->
 
| Override-Qua-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Qua-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| QuaAtkVSTouchAC =  
| QuaAtkVSTouchAC =  
   <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


| 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" or "swarm") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
  <!--CR 1 QUATERNARY TO-HIT = +4 -->
   <!-- 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-->


| NudgeQuaDamage =  
| NudgeQuaDamage =  
  <!--CR 1 QUATERNARY NATURAL DAMAGE = 1d4 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 




Line 214: Line 296:


| RangedAtkName = Thrown Dagger
| RangedAtkName = Thrown Dagger
   <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->
   <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->


| RangedAtkNotes = Increment 10 ft.; Max Range: 50 ft.
| HasRangedFullAttack = Y
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
  <!-- Values: Y (for yes), or leave blank (for no) -->
 
| RangedAtkIncrementDistance = 10
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
 
| RangedAtkNumberOfIncrements = 5
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->


| HasRangedFullAttack = Y
| RangedAtkNotes =
   <!--Values: Y (for yes), or leave blank (for no)-->
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| RangedAtkNotes-FullAtkOnly =
  <!-- use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank -->
 
| Override-Ranged-Atk--Std-Atk-Qty =  
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| Override-Ranged-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL RANGED Attack)     -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->


| RangedAtkVSTouchAC =  
| RangedAtkVSTouchAC =  
   <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


| 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" or "swarm") -->


| NudgeRangedToHit = 1
| NudgeRangedToHit = 1
  <!--CR 1 RANGED TO-HIT = +4 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeRangedDamage =  
| NudgeRangedDamage =  
   <!--CR 1 RANGED DAMAGE = 1d8 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  COMBAT MANEUVERS  -->
 
| Nudge-Maneuver-Offense = 1
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| Maneuver-Offense-Notes = +2 to [[Steal]]
  <!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") -->
 
 
 
<!--  SIEGE DAMAGE INFORMATION  -->
 
| SiegeDmgCapable =  
  <!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications -->
 
| SiegeAtkName =
  <!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") -->
 
| SiegeAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.) -->
 
| Override-Siege-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for SIEGE Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| SiegeAtkIncrement =
  <!-- Only used if this field is not blank; Range increment in feet (e.g. 20); number only (i.e. don't include "ft."); max range is calculated from this -->
 
| SiegeAtkNumberOfIncrements =
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
 
| Nudge-Siege-Maneuver-Offense =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeSiegeDamage =
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 




Line 244: Line 381:
| Wis = 9
| Wis = 9
| Cha = 12
| Cha = 12
| Nudge-Maneuver-Offense = 1
  <!--CR 1 CMB = +3 -->
| Maneuver-Offense-Notes = +2 on [[Combat_Maneuvers#Steal|Steal]] attempts
  <!--Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips")-->
| Resilience = 1
  <!--CR 1 Resilience = 15 -->
| Maneuver-Defense-Notes =
  <!--Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples")-->




Line 262: Line 389:
| Feat3 =  
| Feat3 =  
| Feat4 =  
| Feat4 =  
   <!--Just the feat name; will be autolinked, and ShortDesc added-->
   <!-- Just the feat name; will be autolinked, and ShortDesc added -->




Line 276: Line 403:
| NudgeSkill3 =
| NudgeSkill3 =
| NudgeSkill4 =
| NudgeSkill4 =
  <!--CR 1 SKILLS = +4 -->
   <!-- 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-->
 
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
  <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->




Line 283: Line 415:


| Languages = Common
| Languages = Common
   <!--Comma-separated list-->
   <!-- Comma-separated list -->




Line 292: Line 424:


| HideRoleReminder1 =  
| HideRoleReminder1 =  
   <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->


| HideRoleReminder2 =  
| HideRoleReminder2 =  
   <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->


| HideRoleReminder3 =  
| HideRoleReminder3 =  
   <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->


| HideRoleReminder4 =  
| HideRoleReminder4 =  
   <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->




Line 310: Line 442:


| Ability-1-Type = Ex
| Ability-1-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-1-Concentration =  
| Ability-1-Concentration =  
   <!--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 {{#var:Special1StandardDmg}} to one of his successful melee weapon attacks.  This is considered precision damage and is not multiplied on a critical hit.
| Ability-1-Description = Once per round, if the Human Goon has taken damage this encounter, he may use Bullyboy to add {{#var:Special1StandardDmg}} to one of his successful melee weapon attacks.  This is considered precision damage and is not multiplied on a critical hit.
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
 
   <!--Available Variables:  
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below -->
         {{#var:Special1ToHit}}       To-Hit       @ CR 1 = +4
   <!-- Available Variables:  
         {{#var:Special1TouchAttack}} Touch To-Hit @ CR 1 = +0
         {{#var:Special1ToHit}}           To-Hit
         {{#var:Special1SaveDC}}     Save DC     @ CR 1 = 10
         {{#var:Special1TouchAttack}}     Touch To-Hit
         {{#var:Special1StandardDmg}} Std Damage   @ CR 1 = 1d6+1
         {{#var:Special1SaveDC}}         Save DC
         {{#var:Special1SwiftDmg}}   Swift Damage @ CR 1 = 1d4
         {{#var:Special1StandardDmg}}     Std Damage
         {{#var:Special1AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special1SwiftDmg}}       Swift Damage
         {{#var:Special1AlphaDmg}}        Alpha Damage
        {{#var:Special1-Ability-Dmg}}    Stat Damage
        {{#var:Special1-Hit-Points}}    Hit Points
        {{#var:Special1-Hit-Dice}}      Hit Dice
        {{#var:Special1-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special1-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
     -->
     -->


| NudgeAbility1ToHit =  
| NudgeAbility1ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility1TouchAttack =  
| NudgeAbility1TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility1SaveDC =  
| NudgeAbility1SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility1StandardDamage =  
| NudgeAbility1StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility1SwiftDamage =  
| NudgeAbility1SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility1AlphaDamage =  
| NudgeAbility1AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility1-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility1-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility1-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
| NudgeAbility1-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility1-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




Line 357: Line 515:


| Ability-2-Description = A Human Goon may choose to deal [[Non-Lethal Damage]] with any of his attacks, instead of lethal damage, without taking a penalty to his attack rolls or provoking attacks of opportunity.
| Ability-2-Description = A Human Goon may choose to deal [[Non-Lethal Damage]] with any of his attacks, instead of lethal damage, without taking a penalty to his attack rolls or provoking attacks of opportunity.
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special2ToHit}}       To-Hit       @ CR 1 = +4
         {{#var:Special2ToHit}}           To-Hit
         {{#var:Special2TouchAttack}} Touch To-Hit @ CR 1 = +0
         {{#var:Special2TouchAttack}}     Touch To-Hit
         {{#var:Special2SaveDC}}     Save DC     @ CR 1 = 10
         {{#var:Special2SaveDC}}         Save DC
         {{#var:Special2StandardDmg}} Std Damage   @ CR 1 = 1d6+1
         {{#var:Special2StandardDmg}}     Std Damage
         {{#var:Special2SwiftDmg}}   Swift Damage @ CR 1 = 1d4
         {{#var:Special2SwiftDmg}}       Swift Damage
         {{#var:Special2AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special2AlphaDmg}}        Alpha Damage
        {{#var:Special2-Ability-Dmg}}    Stat Damage
        {{#var:Special2-Hit-Points}}    Hit Points
        {{#var:Special2-Hit-Dice}}      Hit Dice
        {{#var:Special2-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special2-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
     -->
     -->


| NudgeAbility2ToHit =  
| NudgeAbility2ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility2TouchAttack =  
| NudgeAbility2TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility2SaveDC =  
| NudgeAbility2SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility2StandardDamage =  
| NudgeAbility2StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility2SwiftDamage =  
| NudgeAbility2SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility2AlphaDamage =  
| NudgeAbility2AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility2-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility2-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility2-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
| NudgeAbility2-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility2-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




Line 400: Line 584:
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special3ToHit}}       To-Hit       @ CR 1 = +4
         {{#var:Special3ToHit}}           To-Hit
         {{#var:Special3TouchAttack}} Touch To-Hit @ CR 1 = +0
         {{#var:Special3TouchAttack}}     Touch To-Hit
         {{#var:Special3SaveDC}}     Save DC     @ CR 1 = 10
         {{#var:Special3SaveDC}}         Save DC
         {{#var:Special3StandardDmg}} Std Damage   @ CR 1 = 1d6+1
         {{#var:Special3StandardDmg}}     Std Damage
         {{#var:Special3SwiftDmg}}   Swift Damage @ CR 1 = 1d4
         {{#var:Special3SwiftDmg}}       Swift Damage
         {{#var:Special3AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special3AlphaDmg}}        Alpha Damage
        {{#var:Special3-Ability-Dmg}}    Stat Damage
        {{#var:Special3-Hit-Points}}    Hit Points
        {{#var:Special3-Hit-Dice}}      Hit Dice
        {{#var:Special3-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special3-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
     -->
     -->


| NudgeAbility3ToHit =  
| NudgeAbility3ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility3TouchAttack =  
| NudgeAbility3TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility3SaveDC =  
| NudgeAbility3SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility3StandardDamage =  
| NudgeAbility3StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility3SwiftDamage =  
| NudgeAbility3SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility3AlphaDamage =  
| NudgeAbility3AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility3-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility3-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility3-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
| NudgeAbility3-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility3-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




Line 441: Line 650:
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special4ToHit}}       To-Hit       @ CR 1 = +4
         {{#var:Special4ToHit}}           To-Hit
         {{#var:Special4TouchAttack}} Touch To-Hit @ CR 1 = +0
         {{#var:Special4TouchAttack}}     Touch To-Hit
         {{#var:Special4SaveDC}}     Save DC     @ CR 1 = 10
         {{#var:Special4SaveDC}}         Save DC
         {{#var:Special4StandardDmg}} Std Damage   @ CR 1 = 1d6+1
         {{#var:Special4StandardDmg}}     Std Damage
         {{#var:Special4SwiftDmg}}   Swift Damage @ CR 1 = 1d4
         {{#var:Special4SwiftDmg}}       Swift Damage
         {{#var:Special4AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special4AlphaDmg}}        Alpha Damage
        {{#var:Special4-Ability-Dmg}}    Stat Damage
        {{#var:Special4-Hit-Points}}    Hit Points
        {{#var:Special4-Hit-Dice}}      Hit Dice
        {{#var:Special4-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special4-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
     -->
     -->


| NudgeAbility4ToHit =  
| NudgeAbility4ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility4TouchAttack =  
| NudgeAbility4TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility4SaveDC =  
| NudgeAbility4SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility4StandardDamage =  
| NudgeAbility4StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility4SwiftDamage =  
| NudgeAbility4SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility4AlphaDamage =  
| NudgeAbility4AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility4-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility4-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility4-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
| NudgeAbility4-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility4-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




Line 482: Line 716:
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special5ToHit}}       To-Hit       @ CR 1 = +4
         {{#var:Special5ToHit}}           To-Hit
         {{#var:Special5TouchAttack}} Touch To-Hit @ CR 1 = +0
         {{#var:Special5TouchAttack}}     Touch To-Hit
         {{#var:Special5SaveDC}}     Save DC     @ CR 1 = 10
         {{#var:Special5SaveDC}}         Save DC
         {{#var:Special5StandardDmg}} Std Damage   @ CR 1 = 1d6+1
         {{#var:Special5StandardDmg}}     Std Damage
         {{#var:Special5SwiftDmg}}   Swift Damage @ CR 1 = 1d4
         {{#var:Special5SwiftDmg}}       Swift Damage
         {{#var:Special5AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special5AlphaDmg}}        Alpha Damage
        {{#var:Special5-Ability-Dmg}}    Stat Damage
        {{#var:Special5-Hit-Points}}    Hit Points
        {{#var:Special5-Hit-Dice}}      Hit Dice
        {{#var:Special5-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special5-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
     -->
     -->


| NudgeAbility5ToHit =  
| NudgeAbility5ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility5TouchAttack =  
| NudgeAbility5TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility5SaveDC =  
| NudgeAbility5SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility5StandardDamage =  
| NudgeAbility5StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility5SwiftDamage =  
| NudgeAbility5SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility5AlphaDamage =  
| NudgeAbility5AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility5-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility5-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility5-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
| NudgeAbility5-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility5-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




Line 523: Line 782:
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special6ToHit}}       To-Hit       @ CR 1 = +4
         {{#var:Special6ToHit}}           To-Hit
         {{#var:Special6TouchAttack}} Touch To-Hit @ CR 1 = +0
         {{#var:Special6TouchAttack}}     Touch To-Hit
         {{#var:Special6SaveDC}}     Save DC     @ CR 1 = 10
         {{#var:Special6SaveDC}}         Save DC
         {{#var:Special6StandardDmg}} Std Damage   @ CR 1 = 1d6+1
         {{#var:Special6StandardDmg}}     Std Damage
         {{#var:Special6SwiftDmg}}   Swift Damage @ CR 1 = 1d4
         {{#var:Special6SwiftDmg}}       Swift Damage
         {{#var:Special6AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special6AlphaDmg}}        Alpha Damage
        {{#var:Special6-Ability-Dmg}}    Stat Damage
        {{#var:Special6-Hit-Points}}    Hit Points
        {{#var:Special6-Hit-Dice}}      Hit Dice
        {{#var:Special6-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special6-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
     -->
     -->


| NudgeAbility6ToHit =  
| NudgeAbility6ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility6TouchAttack =  
| NudgeAbility6TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility6SaveDC =  
| NudgeAbility6SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility6StandardDamage =  
| NudgeAbility6StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility6SwiftDamage =  
| NudgeAbility6SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility6AlphaDamage =  
| NudgeAbility6AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility6-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility6-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility6-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
| NudgeAbility6-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility6-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




Line 564: Line 848:
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special7ToHit}}       To-Hit       @ CR 1 = +4
         {{#var:Special7ToHit}}           To-Hit
         {{#var:Special7TouchAttack}} Touch To-Hit @ CR 1 = +0
         {{#var:Special7TouchAttack}}     Touch To-Hit
         {{#var:Special7SaveDC}}     Save DC     @ CR 1 = 10
         {{#var:Special7SaveDC}}         Save DC
         {{#var:Special7StandardDmg}} Std Damage   @ CR 1 = 1d6+1
         {{#var:Special7StandardDmg}}     Std Damage
         {{#var:Special7SwiftDmg}}   Swift Damage @ CR 1 = 1d4
         {{#var:Special7SwiftDmg}}       Swift Damage
         {{#var:Special7AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special7AlphaDmg}}        Alpha Damage
        {{#var:Special7-Ability-Dmg}}    Stat Damage
        {{#var:Special7-Hit-Points}}    Hit Points
        {{#var:Special7-Hit-Dice}}      Hit Dice
        {{#var:Special7-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special7-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
     -->
     -->


| NudgeAbility7ToHit =  
| NudgeAbility7ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility7TouchAttack =  
| NudgeAbility7TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility7SaveDC =  
| NudgeAbility7SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility7StandardDamage =  
| NudgeAbility7StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility7SwiftDamage =  
| NudgeAbility7SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility7AlphaDamage =  
| NudgeAbility7AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility7-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility7-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility7-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
| NudgeAbility7-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility7-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




Line 605: Line 914:
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special8ToHit}}       To-Hit       @ CR 1 = +4
         {{#var:Special8ToHit}}           To-Hit
         {{#var:Special8TouchAttack}} Touch To-Hit @ CR 1 = +0
         {{#var:Special8TouchAttack}}     Touch To-Hit
         {{#var:Special8SaveDC}}     Save DC     @ CR 1 = 10
         {{#var:Special8SaveDC}}         Save DC
         {{#var:Special8StandardDmg}} Std Damage   @ CR 1 = 1d6+1
         {{#var:Special8StandardDmg}}     Std Damage
         {{#var:Special8SwiftDmg}}   Swift Damage @ CR 1 = 1d4
         {{#var:Special8SwiftDmg}}       Swift Damage
         {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special8AlphaDmg}}        Alpha Damage
        {{#var:Special8-Ability-Dmg}}    Stat Damage
        {{#var:Special8-Hit-Points}}    Hit Points
        {{#var:Special8-Hit-Dice}}      Hit Dice
        {{#var:Special8-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special8-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
     -->
     -->


| NudgeAbility8ToHit =  
| NudgeAbility8ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility8TouchAttack =  
| NudgeAbility8TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility8SaveDC =  
| NudgeAbility8SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility8StandardDamage =  
| NudgeAbility8StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility8SwiftDamage =  
| NudgeAbility8SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility8AlphaDamage =  
| NudgeAbility8AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility8-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility8-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility8-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
| NudgeAbility8-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility8-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




Line 646: Line 980:
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special9ToHit}}       To-Hit       @ CR 1 = +4
         {{#var:Special91ToHit}}           To-Hit
         {{#var:Special9TouchAttack}} Touch To-Hit @ CR 1 = +0
         {{#var:Special9TouchAttack}}     Touch To-Hit
         {{#var:Special9SaveDC}}     Save DC     @ CR 1 = 10
         {{#var:Special9SaveDC}}         Save DC
         {{#var:Special9StandardDmg}} Std Damage   @ CR 1 = 1d6+1
         {{#var:Special9StandardDmg}}     Std Damage
         {{#var:Special9SwiftDmg}}   Swift Damage @ CR 1 = 1d4
         {{#var:Special9SwiftDmg}}       Swift Damage
         {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special9AlphaDmg}}        Alpha Damage
        {{#var:Special9-Ability-Dmg}}    Stat Damage
        {{#var:Special9-Hit-Points}}    Hit Points
        {{#var:Special9-Hit-Dice}}      Hit Dice
        {{#var:Special9-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special9-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
     -->
     -->


| NudgeAbility9ToHit =  
| NudgeAbility9ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility9TouchAttack =  
| NudgeAbility9TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility9SaveDC =  
| NudgeAbility9SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility9StandardDamage =  
| NudgeAbility9StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility9SwiftDamage =  
| NudgeAbility9SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility9AlphaDamage =  
| NudgeAbility9AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility9-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility9-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility9-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
| NudgeAbility9-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility9-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




Line 683: Line 1,042:


| 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 seeking easy prey to refill their coffers for another few days of debauchery.
<!--  TREASURE AND XP  -->
| TreasureNotes =
| XPNotes =




}}
}}

Revision as of 20:40, 15 August 2017

Human Goon (CR 1)

Chaotic Neutral - Medium - Humanoid (Human)
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
33 16 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 undefined damage type

Full Attack (Melee):

  • 3x Battle Axe +4 (1d4/19-20 x2)
    as undefined damage type

Standard Attack (Ranged):

  • 1x Thrown Dagger +4 (1d4/19-20 x2)
    as undefined damage type
    (Increment: 10 ft.; Max Range: 50 ft.)

Full Attack (Ranged):

  • 3x Thrown Dagger +4 (1d4/19-20 x2)
    as undefined damage type
    (Increment: 10 ft.; Max Range: 50 ft.)

Siege Damage: Not siege capable

Statistics

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

Skills:

Languages: Common

Feats:

Special Abilities

Bullyboy (Ex)

Once per round, if the Human Goon has taken damage this encounter, he may use Bullyboy to add to one of his successful melee weapon attacks. This is considered precision damage and is not multiplied on a critical hit.

Mugger (Ex)

A Human Goon may choose to deal Non-Lethal Damage with any of his attacks, instead of lethal damage, without taking a penalty to his attack rolls or provoking attacks of opportunity.

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. 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

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 subdual damage 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.

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 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)