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Gatreg Headhunter, 3rd level Ranger Medium Humanoid (goblinoid) Medium Humanoid (goblinoid) Hit Dice: 1d8+1 (5 hp) 3d8+12 (26hp) Initiative: +0 +1 Speed: 40 ft. (6 squares) 40 ft. (6 squares) 15 (+2 leather, +1 light shield, +2 17 (+4 chain shirt, +1 dexterity+2 Armor Class: natural), touch 10, flat-footed 15 natural), touch 11, flat-footed 16 Base Attack/Grapple: +1/+2 +3/+5 Gore +4 melee (1d6+3), or Morningstar Gore+8 (1d6+4), or battleaxe +9 Attack: +4 melee (1d8+3) or javelin +1 ranged (1d8+4), or shortsword +8 (1d6+4) (1d6+3) or Shortbow +4 (1d6) Morningstar +4 melee (1d8+3) and Battleaxe +7 (1d8+5), shortsword +6 Full Attack: Gore -1 melee (1d6+3), or javelin +1 (1d8+5) and Gore+3 (1d6+5), or ranged (1d6+3) Shortbow +4 (1d6) Space/Reach: 5 ft./5 ft. 5 ft./5 ft. Special Attacks: Darkvision 60 ft., low light vision, Darkvision 60 ft., low light vision, Special Qualities: minotaur cunning, scent. minotaur cunning, scent. Saves: Fort +4, Ref +0, Will +0 Fort +7, Ref +4, Will +2 Str 17, Dex 11, Con 14, Int 9, Wis 10, Cha Str 21, Dex 13, Con 18, Int 8, Wis 12, Abilities: 8 Cha 6 Climb +8, Hide +4, Jump +8, Listen Hide +0, Listen +4, Move Silently +4, +8, Move Silently +8, Ride +8, Skills: Ride +4, Spot +4 Search +4, Spot +8, Survival +4, Swim +8, Use Rope +4 Track B, Alertness, First Favored Enemy (Elves), Combat style (2Feats: Track B, Alertness weapon fighting), Endurance, Weapon Focus (battleaxe) Environment: Temperate plains or underground Temperate plains or underground Solitary, or up to 1/20th of a goblin war Solitary, or up to of Gatregs in Organization: party. goblin war party. Challenge Rating: 1 3 Treasure: Standard Standard Alignment: Usually chaotic evil Usually chaotic evil Advancement: By character class By character class Level Adjustment: +2 +2 Gatreg

This shaggy, bull-headed humanoid stands about five and a half feet tall and weighs somewhere near one hundred and eighty pounds. Its gray-brown fur is ragged and unkempt, and its red-brown eyes gleam with bloodthirsty cunning. As it charges into your campsite, you notice barbed wire wrapped around its horns. ORIGIN The goblin shaman Gatreg discovered the secret to successfully crossbreeding goblin and minotaur bloodlines. He has three captive minotaur females and one male that have survived the mostly 'trial-and-error' experiments with which he finally stumbled upon success. The most surprising aspect of this latest generation, is that they seem to breed true. Being the 'father' of this new species (in more ways than one, nearly half of them are his offspring) he has named the race after himself. So far, Gatreg has been able to keep his new shock-troops in order, but their numbers are growing (they breed and mature almost as fast as goblins) and he fears that the illusion of control may be slowly slipping through his fingers. An Increasing number of gatregs have left their goblin tribesmen behind, in search of a more satisfying life. While there have been no violent rebellions against their goblin masters, such a conflict would inevitably result in the gatregs enslaving their former masters. COMBAT Gatregs are fearless combatants. They eagerly charge into melee combat, weapons in hand, but initially bringing their horns to bare on the nearest opponent. Some have been known to cap their horns with blades, or wrap them in wickedly barbed wire. Skills: Gatregs have a +4 racial bonus on Move Silently and Ride checks and a +2 racial bonus on listen, search, and spot checks. Minotaur Cunning (Ex): Gatregs gain much of the innate cunning of their minotaur parent. This gives the gatreg a +4 bonus on Intelligence checks to escape maze spells and the ability to determine which direction is north automatically. Scent (Ex): The gatreg inherits a very keen sense of smell. This allows him to detect approaching enemies, sniff out hidden foes, and track by sense of smell alone. The gatreg headhunter entry had the following ability scores before racial adjustments: Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8. GATREGS (HALF-MINOTAUR GOBLINS) AS CHARACTERS Gatregs characters possess the following racial traits. +6 Strength, +4 Constitution, -2 Intelligence,2 Charisma. Medium size. +2 natural armor bonus. A half-minotaur goblins base land speed is 40 feet. Darkvision out to 60 feet and low light vision. Natural Weapon: Gore (1d6 piercing) May be used as a primary or secondary attack. Special Qualities: Minotaur cunning, scent, and Track as a racial bonus feat. +4 racial bonus on Move Silently and Ride checks, +2 to listen, search, and spot. Automatic Languages: Common, giant, goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc. Favored Class: Ranger or Barbarian. Level adjustment: +2