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NPC 48

The Vengeance Squad (D&D 3.5 CR 15)

The Vengeance Squad are a mercenary group of goblinoids:
Velthor (Goblin Sorcerer D&D 3.5 CR 14), The Leader
Dead Eye Dillok, Horse Archer (Goblin Fighter D&D 3.5 CR 12 )
Tolog “Spikey”, Heavy Horse (Hobgoblin Fighter D&D 3.5 CR 12 )
Haruck, “Hook”, Scout (Hobgoglin Ranger/Assassin D&D 3.5 CR 12 )

All the members are Orphans with a particular hatred for Good societies, with his own story of mistreatment at the hands of some Goodly hero.

For the right kind of money (10,000+gp), The Vengeance Squad will take on most kind of job no matter how dangerous, as long as it’s for the good of goblin kind, or damaging to the forces of Good. They specialize in assassinations, and specialized shock troops performing commando raids for gobinoid armies, but will take on short term roles as body guards for traveling dignitaries.
All the squad are expert riders and have their own Large Worgs. Hook is the only member who prefers to fight on foot.

In a combat situation the squad will try and buff up first, retreating out of range if they have been spotted.
If they are placing an ambush, after the buffs are in place, Hook will be given a couple of rounds to find a good position before Velthor lets loose with a maximized fireball.

Party Hooks
1. The Vengeance Squad could have an assassination mission on the party. The party may hear rumors that a band of goblinoids have been asking questions about them or a new group of goblinoid mercenaries have been noticed in the area.
2. The party have to take out or capture a person protected by The Vengeance Squad.
3. The party are around when the vengeance squad start a commando raid.

The Squad ride Large Worgs, these will have been grown to a Huge size Worgs by Velthor’s Animal Growth spell.

Worg Stats:

Khan, Terror, Chaos and Taz

Worg CR 6
XP 2400
Neutral evil Huge Magical beast
Init 0; Senses Darkvision 60, Low-light Vision, Scent +4 to survival if tracking by scent; Listen +8; Spot +7

DEFENSE

AC 20, Touch 9, flat footed 20 (+3 Leather, +0 Shield, none)
(+7 Natural, -2 size, +5 armor)
hp 162 (12d10+96);
Fort +16, Ref +9, Will +8

OFFENSE

Speed 80
Melee
Single Attack Bite +23 (3d6+16)
Full Attack
Bite +23/23 (3d6+16)
Space 15ft (3×3)ft.; Reach 10ft (2)ft.
Special Attacks
Trip

STATISTICS

Str 33, Dex 11, Con 23 + 4 = 27, Int 6, Wis 14, Chr 10
Base Attack 12 Grapple 31
Feats
Alertness: +2 listen +2 spot,
Improved Natural Attack: Attack damage goes up 1 size ,
Iron Will: +2 on will saves,
Track: Track with survival check,
Weapon Focus: +1 to attack rolls
Skills Hide -4, Listen 8, Move Silently 4, Spot 7, Survival 5
Languages Common, Goblin

ECOLOGY

Environment Temperate plains
Organization Solitary, Pair, Pack 6-11
Treasure Coins x .1, Goods x .5, Items x .5
Buffing spells pre-cast:
Haste caster level 14
Bears Endurance, Mass caster level 14

MAGIC ITEMS (max value 4300)

+2 Leather (4000gp)

Total Value = 4000

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