This burly, battle-scarred goblin carries a notched battleaxe. A tattoo of a skeletal ram’s head marks his face. He wears a wolf fur cloak and a chain shirt.
Level 3 Elite Brute (XP 300)
Small natural humanoid (goblin)
Initiative +2; Senses Perception +4; low-light vision
HP 106; Bloodied 53
AC 18; Fortitude 18, Reflex 16, Will 17
Saving Throws +2; Action Point 1
Battleaxe (standard; at will) ✦ Weapon
+8 vs. AC; 1d8+4 damage.
Dual Axe (standard; when Irontooth doesn’t move on his turn; at will)
Make a basic melee attack against two adjacent creatures.
Goblin Tactics (immediate reaction, when missed by a melee attack; at will): Irontooth can shift 1 square.
Blood Crazed (while bloodied) ✦ Healing
While bloodied, Irontooth gains +1d10 damage and loses the ability to use goblin tactics. He must attack the nearest foe, charging when possible. At the end of his turn, he heals 5 hp.
Alignment Evil; Languages Common, Goblin, Draconic
Str 18(+5) Dex 14(+3) Wis 16(+4)
Con 13(+2) Int 8(+0) Cha 12(+2)
Irontooth was a goblin marauder that had moved into the Winterhaven region some months before the party arrived. He took control of a band of kobolds and set them to work robbing travelers on the Old King’s Road. He was slain after an epic battle in the kobolds’ waterfall cave.