Norker Vagabond (CR 2)
Chaotic Evil - Small - Humanoid (Norker)
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Initiative
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4
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Defense
AC
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16
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Man Def
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17
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Monster Health
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43 |
21 |
3
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Hit Points |
Bloodied |
Hit Dice
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Saving Throws
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Fort: |
+5
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Refl: |
+2
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Will: |
+0
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Weak Against:
Offense
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Size: |
Small
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5 ft. |
5 ft.
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Space |
Reach
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To-Hit
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+4
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Man Off
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+5
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Standard Attack (Melee):
- 1x Knotty Club +4 (1d8/19-20 x2)
as undefined damage type
Full Attack (Melee):
- 3x Knotty Club +4 (1d8/19-20 x2)
as undefined damage type
Standard Attack (Ranged):
- 1x Thrown Rock +4 (1d8/19-20 x2)
as undefined damage type
(Increment: 20 ft.; Max Range: 100 ft.)
Full Attack (Ranged):
- 3x Thrown Rock +4 (1d8/19-20 x2)
as undefined damage type
(Increment: 20 ft.; Max Range: 100 ft.)
Siege Damage: Not siege capable
Statistics
Feats:
Special Abilities
Snapping Riposte (Ex)
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Once per round, after being attacked (hit or miss) by a melee attack, the norker may make an immediate bite attack against the foe which attacked them. The foe must be within reach to use this ability.
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Norker Vagabond
Norkers are a degenerative subspecies of orc. They are fierce and cruel, but not as organized. They generally travel in packs, dominated by a single strong leader. The packs are rife with internal power struggles and petty bickering, but when confronted with a common foe, they all fall into enough order to make a reasonable nuisance of themselves.
- They frequently travel with any orcs willing to take them in, and will eagerly follow orcs around like mean, feral puppies. Orcs tolerate norkers because they're so easily dominated, useful in a fight, and are easily overruled when it comes time to divvy up loot.
- Norker Vagabonds are norkers who have managed, generally through stupidity and greed, to get themselves driven out of orc society. Even for norkers, vagabonds are not impressive specimens, and they frequently wind up wandering in feral packs alone, getting into deadly mischief, or take up with tribes of the lesser races, such as kobolds or goblins. The lesser races don't exactly welcome norker vagabonds, but at the least they are obedient and willing to fight. A home is a home, after all.
Combat Tactics
Norkers are feral and heedless of danger, but norker vagabonds, as a result of being driven out by orcs, pathetically seek to imitate how orcs fight. As a result, vagabonds will throw rocks at ranged foes before they rush into melee with typical norker savagery. In melee, they are not as skilled as better quality norkers and are not able to maneuver on the battlefield, lacking the mobility feat. They still have snapping riposte though, and will eagerly bite at anyone and anything that attacks them.
- Vagabonds are driven in combat by fear that they will be rejected again if they perform badly, and so they are utterly fearless and will fight to the death without pause.
Out of Combat
Rewards
XP: 600
Treasure: Sellable Goods worth 500 gp.
- Weight: 20 lbs. Volume: 0.8 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
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1 - 10 |
Nothing Found
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11 - 14 |
1 Languid Remnant (tier 1)
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15 - 17 |
1 Pale Remnant (tier 2)
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18 - 19 |
1 Bright Remnant (tier 3)
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20 |
Roll on Table 2
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### |
Nothing to see here!
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### |
Or here. Move along.
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Table 2: Remnant(s) Found
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1 - 5 |
3 Languid Remnants (tier 1)
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6 - 10 |
3 Pale Remnants (tier 2)
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11 - 14 |
1 Intense Remnant (tier 4)
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15 - 17 |
1 Blazing Remnant (tier 5)
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18 - 19 |
1 Vital Remnant (tier 6)
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20 |
Roll on Table 3
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### |
Or here. Move along.
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Table 3: Remnant(s) Found
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1 - 5 |
3 Bright Remnants (tier 3)
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6 - 8 |
3 Intense Remnants (tier 4)
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9 - 11 |
3 Blazing Remnants (tier 5)
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12 - 14 |
3 Vital Remnants (tier 6)
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15 - 17 |
1 Prime Remnant (tier 7)
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18 - 19 |
1 Mythic Remnant (tier 8)
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20 |
1 Empyrean Remnant (tier 9)
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