Post by king of hyrule on Aug 27, 2005 22:56:30 GMT -5
Moblins
Robbers, bandits, and scoundrels to the core,
most moblins make a living by plundering,
pillaging, and killing. Usually they form small
bands in the wilderness and prey upon anything
they can - including other bandit bands. Rivalry
between bands is intense and violent, but the
moblins that make up individual bands are
fiercely loyal to each other and the band as a
whole. Betrayal, of course, is rewarded with slow
and messy death.
Ganon made heavy use of them as grunts in his
forces, bringing bands by the dozen from the
Dark World, where their anarchy ruled supreme
and they numbered greatly, to Hyrule. Their
physical prowess and endurance are considerably
greater than that of the average humanoid. Fear
of Ganon’s wrath was the only thing that could
integrate the various bands that made up the evil
king’s forces - plunder from a sundered Hyrule
was only a side benefit to keeping their heads.
Even then, infighting occurred and the dissenters
were summarily slain. The King of Evil did not
mind; he had quantity in spades. Link’s blade
hewed scores of them in the course of his career.
Occasionally, moblins will be born that are, for
lack of a better word, runts. Not as strong, big,
or tough as garden-variety moblins, they are
quicker and possess more intellect but lack
common sense. Often they are cast out of the
group they are born into for being “useless”.
Occasionally, such as when they demonstrate
sorcerous talent (often shown by unusual
coloration in their coats), or a knack for stealth,
they are integrated and go a small way in
rounding out the thug ambush tactics that
mainstream Moblins demonstrate. About five in
every hundred Moblins are runts.
The average moblin stands only a little shorter
than a zora and weighs about slightly more than
a hylian. Runts are often around five-feet, nine
inches and weigh twenty to thirty pounds more
than a hylian. They have coats of short, coarse,
blue-black hair covering their bodies, dog-like
jowls on their broad faces, and floppy ears set
high on the sides of their heads.
Moblin Racial Traits
• +2 Strength, -2 Intelligence, -2 Wisdom, -
2 Charisma: Moblins are strong but not
known for great intellect, cunning, or
strong personalities.
• Medium size: As medium-size creatures,
moblins do not have any special
advantages or disadvantages for their
size.
• Moblin base speed is 30 ft.
• +1 racial bonus to Defense. You lose this
bonus anytime you would lose your
Dexterity bonus to Defense.
• Low-light Vision: Moblins can see twice
as far as normal in moonlight, torchlight,
candlelight and other similar lighting
conditions as normal. They retain the
ability to distinguish color and detail under
these conditions.
• +2 racial bonus on Hide and Move Silently
checks: While not especially agile or
careful, moblins are skilled hunters and
understand the prudence of stealth in
ambush.
• +2 racial bonus to all Fortitude saves:
Moblins drink heavily and bond with each
other through tests of endurance when
they are not fighting.
• Automatic Languages: Moblin and
Hylian.
• Bonus Languages: Any.
• Favored class: Warrior. A multiclass
moblin’s warrior class levels do not count
when determining if the character takes
an experience point penalty (see the
Player’s Handbook, page 60 for
multiclassing).
• Favored Aspect: Shadow.
• Opposed Aspect: Water.
Robbers, bandits, and scoundrels to the core,
most moblins make a living by plundering,
pillaging, and killing. Usually they form small
bands in the wilderness and prey upon anything
they can - including other bandit bands. Rivalry
between bands is intense and violent, but the
moblins that make up individual bands are
fiercely loyal to each other and the band as a
whole. Betrayal, of course, is rewarded with slow
and messy death.
Ganon made heavy use of them as grunts in his
forces, bringing bands by the dozen from the
Dark World, where their anarchy ruled supreme
and they numbered greatly, to Hyrule. Their
physical prowess and endurance are considerably
greater than that of the average humanoid. Fear
of Ganon’s wrath was the only thing that could
integrate the various bands that made up the evil
king’s forces - plunder from a sundered Hyrule
was only a side benefit to keeping their heads.
Even then, infighting occurred and the dissenters
were summarily slain. The King of Evil did not
mind; he had quantity in spades. Link’s blade
hewed scores of them in the course of his career.
Occasionally, moblins will be born that are, for
lack of a better word, runts. Not as strong, big,
or tough as garden-variety moblins, they are
quicker and possess more intellect but lack
common sense. Often they are cast out of the
group they are born into for being “useless”.
Occasionally, such as when they demonstrate
sorcerous talent (often shown by unusual
coloration in their coats), or a knack for stealth,
they are integrated and go a small way in
rounding out the thug ambush tactics that
mainstream Moblins demonstrate. About five in
every hundred Moblins are runts.
The average moblin stands only a little shorter
than a zora and weighs about slightly more than
a hylian. Runts are often around five-feet, nine
inches and weigh twenty to thirty pounds more
than a hylian. They have coats of short, coarse,
blue-black hair covering their bodies, dog-like
jowls on their broad faces, and floppy ears set
high on the sides of their heads.
Moblin Racial Traits
• +2 Strength, -2 Intelligence, -2 Wisdom, -
2 Charisma: Moblins are strong but not
known for great intellect, cunning, or
strong personalities.
• Medium size: As medium-size creatures,
moblins do not have any special
advantages or disadvantages for their
size.
• Moblin base speed is 30 ft.
• +1 racial bonus to Defense. You lose this
bonus anytime you would lose your
Dexterity bonus to Defense.
• Low-light Vision: Moblins can see twice
as far as normal in moonlight, torchlight,
candlelight and other similar lighting
conditions as normal. They retain the
ability to distinguish color and detail under
these conditions.
• +2 racial bonus on Hide and Move Silently
checks: While not especially agile or
careful, moblins are skilled hunters and
understand the prudence of stealth in
ambush.
• +2 racial bonus to all Fortitude saves:
Moblins drink heavily and bond with each
other through tests of endurance when
they are not fighting.
• Automatic Languages: Moblin and
Hylian.
• Bonus Languages: Any.
• Favored class: Warrior. A multiclass
moblin’s warrior class levels do not count
when determining if the character takes
an experience point penalty (see the
Player’s Handbook, page 60 for
multiclassing).
• Favored Aspect: Shadow.
• Opposed Aspect: Water.