Mick Maus

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Mickey.png
Mick Maus Level 8 Elite Soldier
Small natural humanoid, ratling XP 700
Initiative: +9 Senses: Perception +4, low-light vision
HP: 86 Bloodied: 43
AC: 24 Fort: 24 Reflex: 21 Will: 22
Saving Throws +5 against poison effects
Speed: 7
Meleebasic.png Knuckle Sandwich (standard; at-will)
+15 vs. AC; 1d6 + 5 damage.
Melee.png Greataxe (standard; at-will) ✦ Weapon
+15 vs. AC; 2d6 + 9 damage.
Melee.png Bootknife (standard; at-will) ✦ Weapon
+15 vs. AC; 1d8 + 6 damage.
Melee.png Headbutt (minor; at-will)
+11 vs. AC; 1d6 + 5 damage and the target is dazed (save ends).
Melee.png Improvised Weapon (standard; at-will) ✦ Weapon
Requires an improvised weapon; +15 vs. AC; 1d8 + 7 damage.
Close.png Swinging Wild (standard; recharge D5.png D6.png) ✦ Weapon
Close blast 3; +15 vs. AC; 2d8 + 5 damage.
Melee.png Headlock (standard; at-will)
+13 vs. Reflex; 1d6 damage and the target is grabbed.
Melee.png Pummel (standard; at-will)
Targets a creature grabbed by Mick Maus; no attack roll; 2d6 + 7 damage.
Jack Daggerfall's Old-Time Rotgut (minor; recharge D5.png D6.png) ✦ Healing
Mick Maus regains 28 hit points.
Pudgy Hands
Mick Maus can use weapons of his size or one size larger than him as if they were his size.
Insidious
Mick ignores difficult terrain when shifting, even when shifting multiple squares.
Alignment: Evil Languages: Common, Goblin, Vermin
Skills: Athletics +12, Endurance +11, Intimidate +10, Streetwise +10
STR: 17 (+7) DEX: 16 (+7) WIS: 11 (+4)  
CON: 14 (+6) INT: 8 (+3) CHA: 12 (+5)  
Equipment: darkhide armor, greataxe, dagger