Friends & Foes: Tarollis

Today I present three new tarollis to confront your players with. See Monday’s post for a write-up of tarollis as a player race.


Tarolli Berserker

Tarolli Berserker Level 8 Brute
Medium Fey Humanoid (tarolli) XP 350
Initiative +7 Senses Perception +7, low-light vision
HP 107; Bloodied 53
Regeneration 5
AC 20; Fortitude 20, Reflex 20, Will 20
Speed 6
M Battleaxe (Standard; at-will)
+11 vs. AC; 2d8+5 damage
m Berserker Strike (Standard; recharge 456, usable only while bloodied)
+11 vs. AC; 4d8+5 damage and target is knocked prone
Alignment Unaligned Languages common, giant
Skills Endurance +14, Intimidate +11
Str 20 (+9) Dex 17 (+7) Wis 13 (+5)
Con 20 (+9) Int 7 (+2) Cha 15 (+6)
Equipment battleaxe

Tactics

The tarolli berserker identifies the toughest foe and charges him, not stopping until one of the two is dead.

Tarolli Sniper

Tarolli Sniper Level 6 Artillery
Medium Fey Humanoid (tarolli) XP 250
Initiative +12 Senses Perception +9, low-light vision
HP 60; Bloodied 30
Regeneration 4
AC 18; Fortitude 19, Reflex 19, Will 17
Speed 7
M Handaxe (Standard; at-will)
+13 vs. AC; 1d6+4 damage.
R Longbow (Standard; at-will)
Ranged 10/20; +13 vs. AC; 1d10+4 damage.
r Accurate Shot (Standard; at-will)
The sniper makes a longbow attack, but rolls two attack rolls and keeps the better of the two.
Wild Step
The sniper ignores difficult terrain when shifting.
Alignment Unaligned Languages common, giant
Skills Nature +9, Stealth +12
Str 13 (+4) Dex 19 (+7) Wis 12 (+4)
Con 18 (+7) Int 8 (+2) Cha 14 (+5)
Equipment handaxe, longbow, quiver of arrows

Tactics

The tarolli sniper keeps its distance from its foes, preferring to have obstacles and/or difficult terrain in the intervening distance. It uses its handaxe only as a last resort.

Tarolli Witch Doctor

Tarolli Witch Doctor Level 7 Controller (Leader)
Medium Fey Humanoid (tarolli) XP 300
Initiative +7 Senses Perception +7, low-light vision
Ancestors’ Boon (healing) aura 8; Whenever an allied tarolli begins its turn in the aura, it gains temporary hit points equal to its regeneration value.
HP 82; Bloodied 41
Regeneration 4
AC 21; Fortitude 20, Reflex 20, Will 20
Speed 6
M Knock Some Sense Into Ya’ (Standard; at-will)
+12 vs. AC; 1d8+5 damage and target is dazed until the end of the witch doctor’s next turn.
R Juju Blast (Standard; at-will)
Ranged 20; +11 vs. Reflex; 1d8+5 damage and the witch doctor makes a secondary attack against the same target.
Secondary attack: +11 vs. Fortitude; target is weakened (save ends)
r Voodoo Doll (Standard; recharge 6) ♦ charm
+11 vs. Will; target is dominated (save ends). The voodoo doll doesn’t start recharging until after this effect ends.
Alignment Unaligned Languages common, giant
Skills Heal +12, History +10, Insight +12, Nature +12
Str 12 (+4) Dex 18 (+7) Wis 19 (+7)
Con 18 (+7) Int 14 (+5) Cha 18 (+7)
Equipment staff, juju bag, voodoo doll

Tactics

The witch doctor first attempts to dominate someone with the voodoo doll. If a foe comes near, he knocks some sense into it and then moves away.

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