The following are quick stat blocks for common NPC antagonists, useful for providing challenges for PCs. Details are only provided for those skills and gear relevant to most combat encounters.
These are statistics for normal Xianese soldiers, such as important personages or PCs might hire. Note that enemies of more than 3 levels higher than these soldiers treat them as minions, with the provided minion stat modifications.
Xianese Footman
Level 1 Soldier, Medium natural humanoid, 100 XP
Initiative: +2
Senses: Perception +0
HP 28; Bloodied 14
AC 17; Fortitude 15, Reflex 13, Will 13
Speed 6
(Basic Melee) Spear Strike (standard; at-will) * Weapon
+8 vs. AC; 1d6 + 3 damage.
(Basic Ranged) Javelin Throw (standard; at-will) * Weapon
+8 vs. AC; 1d6 + 3 damage, range 10/20
Phalanx Soldier: The footman gains +2 AC so long as he's adjacent to at least one other footman.
Alignment: Unaligned, Languages: Low Imperial
Skills Athletics +7
Str 14 (+2) Dex 10 (+0) Wis 10 (+0)
Con 12 (+1) Int 10 (+0) Cha 10 (+0)
Equipment: Spear, boiled leather armor, wooden shield, three javelins.
Minion modification: Add +3 to all attacks and defenses. They do 4 points of damage on a successful spear or javelin hit. Worth 25 XP apiece.
Xianese Archer
Level 1 Soldier, Medium natural humanoid, 100 XP
Initiative: +2
Senses: Perception +0
HP 28; Bloodied 14
AC 17; Fortitude 13, Reflex 15, Will 13
Speed 6
(Basic Melee) Dagger Thrust (standard; at-will) * Weapon
+6 vs. AC; 1d4 damage.
(Basic Ranged) Longbow Shot (standard; at-will) * Weapon
+8 vs. AC; 1d10 + 3 damage, range 20/40
Alignment: Unaligned, Languages: Low Imperial
Skills Athletics +7
Str 10 (+0) Dex 14 (+2) Wis 10 (+0)
Con 12 (+1) Int 10 (+0) Cha 10 (+0)
Equipment: Longbow, boiled leather armor, dagger.
Minion modification: Add +3 to all attacks and defenses. They do 2 points of damage on a dagger hit, 6 points on a longbow hit. Worth 25 xp.
Artillerymen are assumed to be working a ballista or catapult, depending on the fortifications available. It takes four men to handle any particular engine so that it fires every other round. One man takes eight rounds to fire an engine, two take four, and three take three rounds. They'll fight in self-defense if attacked, but tend to run if no supporting troops are there to help them.
Xianese Artilleryman
Level 1 Soldier, Medium natural humanoid, 100 XP
Initiative: +2
Senses: Perception +0
HP 28; Bloodied 14
AC 17; Fortitude 13, Reflex 15, Will 13
Speed 6
(Basic Melee) Handaxe Chop (standard; at-will) * Weapon
+6 vs. AC; 1d6 damage.
(Ranged) Ballista Shot (standard; at-will) * Weapon
+8 vs. Reflex; 2d6 + 3 damage, range 20/40, reload as above.
(Ranged) Catapult Stone (standard; at-will) * Weapon
+8 vs. Reflex; 2d6+3 burst 1 damage, range 40, reload as above. Catapults have a minimum range of 10 squares.
Alignment: Unaligned, Languages: Low Imperial
Skills Athletics +7
Str 10 (+0) Dex 14 (+2) Wis 10 (+0)
Con 12 (+1) Int 10 (+0) Cha 10 (+0)
Equipment: boiled leather armor, handaxe.
Minion modification: Add +3 to all attacks and defenses. They do 2 points of damage on a dagger hit, 8 points on a siege engine hit. Worth 25 xp.
Xianese cavalry commonly break up large goblin formations with their charges, trusting in the infantry to keep the greenies pinned long enough for the cavalry to hit their flanks. For combat purposes, the cavalryman and his horse are treated as one unit.
Xianese Cavalry
Level 3 Soldier, Medium natural humanoid, 150 XP
Initiative: +2
Senses: Perception +0
HP 44; Bloodied 22
AC 20; Fortitude 18, Reflex 15, Will 15
Speed 8
(Basic Melee) Lance Thrust (standard; at-will) * Weapon
+10 vs. AC; 1d10 + 3 damage.
(Basic Ranged) Thrown Javelin (standard; at-will) * Weapon
+10 vs. AC; 1d10 + 3 damage, range 10/20
(Melee) Thunderous Charge (standard; encounter) * Weapon
+12 vs. AC; 2d8 + 4 damage. Can only be used if the cavalryman has moved at least 8 squares away from his starting point during the turn.
(Ranged) Harrying Fire (standard; encounter) * Weapon
+12 vs. AC; 2d8+4 damage, range 10/20. The cavalryman can move- not shift- 8 squares after making their attack.
Alignment: Unaligned, Languages: Low Imperial
Skills Athletics +7
Str 14 (+2) Dex 10 (+0) Wis 10 (+0)
Con 12 (+1) Int 10 (+0) Cha 10 (+0)
Equipment: Spear, chain hauberk, five javelins
Minion modification: Add +3 to all attacks and defenses. They do 6 points of damage on a lance or javelin hit, 10 points on a charge or harrying fire. Worth 25 xp.
Xianese Officer
Level 3 Soldier (Leader), Medium natural humanoid, 150 XP
Initiative: +2
Senses: Perception +0
HP 44; Bloodied 22
AC 20; Fortitude 18, Reflex 15, Will 15
Speed 5
(Basic Melee) Spear Strike (standard; at-will) * Weapon
+10 vs. AC; 1d10 + 3 damage.
(Basic Ranged) Javelin Throw (standard; at-will) * Weapon
+10 vs. AC; 1d10 + 3 damage, range 10/20
Rallying Shout (standard; at-will)
+2 power bonus to hit for all allies within close burst 5 until the start of the officer's next turn.
Fearless Leader (minor; encounter)
All allies within close burst 5 may make an immediate saving throw versus any fear effects with a +2 bonus.
Alignment: Unaligned, Languages: Low Imperial
Skills Intimidate +8, Athletics +8, Diplomacy +8
Str 14 (+2) Dex 10 (+0) Wis 10 (+0)
Con 12 (+1) Int 10 (+0) Cha 14 (+2)
Equipment: Spear, chain hauberk, wooden shield, three javelins.
Minion modification: Add +3 to all attacks and defenses. They do 6 points of damage on a hit. Worth 25 xp.
Nefarious goblinoids lurk thick in the hills and forests of Ektau.
A variety of common goblin enemies, including standard spearmen, elite warriors, and chieftains.
Spearmen are ordinary goblins, rabble that are no match for a hero individually. Even so, they can provide ample peril when they come in packs… and they almost always come in packs.
Goblin Spearman
Level 1 Minion, Small natural humanoid, 25 XP
Initiative: +3
Senses: Perception +1; low-light vision
HP 1; minions never take damage from a missed attack roll.
AC 16; Fortitude 12, Reflex 14, Will 11
Speed 6
(Basic Melee) Spear Poke (standard; at-will) * Weapon
+6 vs. AC; 4 damage
Goblin Shiftiness (immediate reaction when missed by a melee attack, at-will)
The goblin shifts one square.
Alignment: Unaligned, Languages: Shakuntal
Skills Athletics +5
Str 10 (+0) Dex 14 (+2) Wis 10 (+0)
Con 12 (+1) Int 10 (+0) Cha 12 (+1)
Equipment: Spear, crude leather armor.
Exceptionally large and savage examples of their kind, goblin headchoppers prefer to use large axes to wreak their vengeance on enemies. The great size of their weaponry occasionally makes it difficult to control their swings, and when they hurl themselves into a berserk frenzy of hacking not even their allies are safe around them.
Goblin Headchopper
Level 1 Brute, Small natural humanoid, 100 XP
Initiative: +3
Senses: Perception +1; low-light vision
HP 30; Bloodied 15
AC 17; Fortitude 15, Reflex 13, Will 13
Speed 6
(Basic Melee) Hack and Slash (standard; at-will) * Weapon
+8 vs. AC; 1d10 + 3 damage.
(Melee) Axe Crazy (standard; encounter) * Weapon
+10 vs. AC, 2d6 + 3 damage attack on all creatures in Close Burst 1.
Goblin Shiftiness (immediate reaction when missed by a melee attack, at-will)
The goblin shifts one square.
Alignment: Unaligned, Languages: Shakuntal
Skills Athletics +7
Str 14 (+2) Dex 10 (+0) Wis 10 (+0)
Con 12 (+1) Int 8 (-1) Cha 12 (+1)
Equipment: Battleaxe, crude leather armor.
Every so often, chance gives a goblin mother a hobgoblin child. Bigger, smarter, and meaner than an ordinary goblin, hobgoblins very often rise to command their tribes and send them forth on raids that prove uncommonly difficult for human villagers to repulse. Ordinary goblin mob tactics give way to more sophisticated tactics, even if the untutored chieftain remains more primitive in his arts than a human officer would be.
Hobgoblin Chieftain
Level 5 Soldier (Leader), Medium natural humanoid, 100 XP
Initiative: +3
Senses: Perception +1
HP 30; Bloodied 15
AC 17; Fortitude 15, Reflex 13, Will 13
Speed 6
(Basic Melee) Longsword (standard; at-will) * Weapon
+12 vs. AC; 1d10 + 4 damage.
Get over here! (minor; encounter)
The hobgoblin chieftain shifts up to three of his allies three squares.
Making an Example
When the chieftain hits an enemy, all allies gain +2 hit and damage against that target until the end of the chieftain's next turn.
Hobgoblin Resilience (immediate reaction, when the hobgoblin suffers an effect that a save can end; encounter)
The hobgoblin chieftain rolls a saving throw against the effect.
Alignment: Unaligned, Languages: Shakuntal, Low Imperial
Skills Athletics +10, Intimidate +10, Insight +8
Str 14 (+2) Dex 10 (+0) Wis 10 (+0)
Con 12 (+1) Int 12 (+1) Cha 14 (+2)
Equipment: Longsword, hide armor, wooden shield.
Female Goblin Spirit Shaman 3; CR 3; Small Humanoid; HD 3; hp 15; Init +1; Spd 20 ft.; AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex); BAB +2; Grapple -3; Atk +2 melee (1d4-1 shortspear, 20/x2 crit) (+2 BAB, -1 Str, +1 size) or +4 ranged (1d4-1 small javelin, 30 ft range increment) (+2 BAB, +1 Dex, +1 size); AL NE; SV Fort +2, Ref +2, Will +5; Str 8, Dex 13, Con 8, Int 12, Wis 15, Cha 12.
Skills and Feats: Heal +6, Survival +6, Concentration +3, Handle Animal +6; Alertness; Alertness, Toughness, Brew Potion
Gear: Leather armor, small shortspear, small shortbow, light wooden shield, two potions of Cure Light Wounds (CL 1).
Usual Spells: 1st: Cure Light Wounds/Hide from Animals/Summon Nature's Ally I, 2nd: Barkskin/Flaming Sphere, 3rd: Call Lightning
Spells Per Day: 4/3/1
Spell tactics: Most often, the priestess will cast Barkskin on herself and the best warriors beforehand if given the chance, and then support the battle with Call Lightning and Flaming Sphere from the rear. She'll employ Cure Light Wounds on injured goblins if she's able to do so without risking herself. She's perfectly aware that enemies will likely try to kill her first, and so will try to position herself behind cover.