Lion's Tactical Guide to the Tasloi

Taslois are nocturnal, arboreal goblinoids that resemble the classic green-skinned goblins (with the tasloi woman in the book looking rather similar to a certain brave goblin girl from Critical Role Campaign 2) and live in treetop communities organized into tribal societies that raise giant vermin as livestock. Their highest ability score is Dexterity, with their Strength, Constitution, and Wisdom being below average while their Intelligence and Charisma are above average, indicating that they’re intelligent skirmishers capable of adjusting their tactics to an extent. They have an innate climbing speed equal to their walking speed, which they use to climb the trees of their jungle homes, and they have the same Nimble Escape feature and Stealth proficiency as standard goblins do. As a result, they can engage in similar shoot, hide, and run tactics to their goblin cousins, launching ambushes from trees by tossing nets at their enemies in order to restrain them. After their enemies have either been ensnared or avoided the nets, they attack utilizing javelins that their Javelin Expert trait allows them to use Dexterity for in place of Strength, and carry shortswords in the event that one of their opponents gets it in their head to climb into the trees in order to hit them where they live. Monsters with thrown weapon attacks are said to carry 2d4 of them on their person, which I think can be justified in this case by simply having them jam a bunch of javelins into the trees they launch their attack from in order to pull them back out as needed. Having only 5 hit points compared to a goblin’s 7, however, one good hit is enough to take them out, so even a light wound is enough to make them make like a tree, take to the trees, and leave using Nimble Escape.

Tasloi snipers are made of sturdier stuff than the average tasloi, with one more AC due to their slightly higher Dexterity and 15 hit points, leaving them in the position of leading their fellow tasloi in ambush. They have the same weapons as a standard tasloi, save that their Net attack is replaced by a Blowgun attack with a range of 25/100 feet which deals a flat 5 piercing damage and 2d6 poison damage, as well as forcing their target to make a DC 9 Constitution save or suffer the poisoned condition for one hour. Although not allowing a repeat save is nice, and the poisoned condition can help with the other taslois’ efforts at restraining their targets, the DC is so low that only the rare soul foolish enough to take Constitution as their dump stat without having proficiency in Constitution saving throws is likely to fail it. Still, the blowgun is far and away a better attack than anything else they have, so they’ll stick with it until they are reduced to 6 hit points or less, at which point they’ll shout at their buddies to nimbly escape.

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