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Great Moblin

June 18, 2009

Great Moblin - Zelda d20Moblin, Great
Medium Humanoid
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: 20 ft. (half-plate); base 30 ft.
AC: 17 (+7 half-plate)
Attacks: Greatclub
Damage: Greatclub 1d8+2
Face/Reach: 5ft. by 5ft./5 ft.
Special Qualities: —
Saves: Fort+2, Ref+0, Will-1
Abilities: Str15, Dex10, Con11, Int9, Wis8, Cha8
Skills: Listen+2, Spot+2
Feats: Alertness
Climate/Terrain: Any land and underground
Organization: Solitary or gang (2-4)
Challenge Rating: ½
Treasure: Standard
Alignment: Shadow
Advancement: —

Great Moblins are very similar to Moblins, differing only in that Great Moblins wield Greatclubs and are thus capable of doing more damage. Great Moblins tend to hold their ground rather than charging. A character hit by a Great Moblin’s club must make a Fortitude save, DC 18, to avoid being thrown back 1d3x10 feet and taking 1d4 damage upon landing.

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