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Turbo Olangru


Savage Tide Adventure Path


Well, my players are on the cusp of HTBM, and have I got a surprise for them.
One of the things I like to do is advance monsters on the fly to provide an extra challenge. Of course, Olangru will not be spared, though I'm quite pleased by how he turned out. He's CR 11, and should terrify them to no end. So, without further ado, here's a krunked-out version of an already wonderful enemy.

Turbo Olangru CR 11
Bar-lgura scout 5/fighter 1
CE Medium outsider (chaotic, evil, extraplanar, tanar’ri)
Initiative +7; Senses darkvision 60ft.; Listen +15, Spot +15
Languages: Abyssal, Celestial, Common, Draconic; telepathy 100 ft.
AC 29, touch 18, flat-footed 29; Dodge, Mobility, skirmish (+1 AC), Improved Skirmish (+2 AC), uncanny dodge
HP: 127; DR 10/cold iron or good
Immune: electricity, poison
Resist: acid 10, cold 10, fire 10; SR 22
Fort: +15, Ref +16, Will +8; evasion
Speed: 60 ft., climb 20 ft.; Run, chronocharm of the horizon walker
Melee* 2 claws +16 (1d6+10) and bite +11 (1d6+6)
Base Atk: +10; Grp +18
Atk Options: Power Attack, Spring Attack, pounce, skirmish (+2d6), Improved Skirmish
Special Actions: abduction, summon tanar’ri
Combat Gear: chronocharm of the horizon walker (1/day, move ½ land speed as a swift action)
Spell-Like Abilities (CL 12th)
At will—darkness, cause fear (DC 14), dispel magic, greater teleport (DC 20), see invisibility, telekinesis (DC 18)
2/day—disguise self (DC 14), invisibility, major image (DC 16)
*2-point Power Attack
Abilities Str 26 Dex 23 Con 20 Int 13 Wis 12, Cha 16
SQ battle fortitude (+1), fast movement, trackless step, trapfinding
Feats: Dodge, Improved Skirmish, Improved Toughness, Mobility, Power Attack, Run, Spring Attack
Skills: Balance +22, Climb +31, Hide +24, Intimidate +18, Jump +40, Listen +15, Move Silently +20, Spot +15, Tumble +22
Possessions: combat gear, bracers of armor +2, boots of striding and springing, cloak of resistance +1, ring of entropic deflection (if Olangru moves at least 10 feet, ranged attacks have a 20% miss chance against him; if he has an item that grants a bonus to speed [boots of striding and springing], the miss chance increases to 50%) , ring of protection +2
Abduction (Su): A bar-lgura can use greater teleport to transport other creatures. It can bring up to one Large or two Medium or smaller creatures with it each time it teleports. It can teleport unwilling targets as well, although an unwilling victim can attempt a DC 20 Will save to resist being transported. The DC is Charisma-based.
Battle Fortitude (Ex): At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
Pounce (Ex): If a bar-lgura charges a foe, it can make a full attack.
Skirmish (Ex): A 5th-level scout deals an extra 2d6 points of damage on all attacks and a +1 competence bonus to Armor Class during any round in which he moves at least 10 feet. The extra damage applies only to attacks taken during the scout’s turn, and only against living creatures that have a discernable anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. A scout loses this ability when wearing medium or heavy armor and when carrying a medium or heavy load.
Summon Tanar’ri (Sp): 1/day, a bar-lgura can attempt to summon another bar-lgura with a 35% chance of success. This is the equivalent of a 2nd-level spell (CL 12th).
Improved Skirmish: This feat allows Olangru the ability to deal +2d6 skirmish damage and gain an additional +2 competence bonus to AC when moving 20 or more feet in a round.
Improved Toughness: This feat grants Olangru one additional hit point per hit die.
Skills: A bar-lgura gains a +4 racial bonus on Hide checks and a +10 racial bonus on Jump checks.

Qadira

I find it hard to imagine a proper HTBM party that could survive that. I have a party of 7, and they're all a level or two ahead of schedule, and I don't think THEY could handle your Turbo Olangru!

I might be tempted to find out though. :)


And I would probably have 'settled' for Boots of Perma-Haste instead ... nice upgunning. *Tips his hat*


Turin the Mad wrote:
And I would probably have 'settled' for Boots of Perma-Haste instead ... nice upgunning. *Tips his hat*

I was tempted to give him something that would emulate haste, but I thought that was too much. Another +1 bonus to AC and another attack he could make at the end of his pounce would kill anyone.


Hierophantasm wrote:
Turin the Mad wrote:
And I would probably have 'settled' for Boots of Perma-Haste instead ... nice upgunning. *Tips his hat*
I was tempted to give him something that would emulate haste, but I thought that was too much. Another +1 bonus to AC and another attack he could make at the end of his pounce would kill anyone.

Ummm ... scratches his head ... and your point sir ? :)


Here there be monsters is a tough adventure, assuming you have a party of four to 5 and they are sitting at the proper levels for the adventure. If you have that I wouldn't bother advancing him. I would just run him as is, but show no mercy with your tactics. If you do that you still find that he can tear your party apart. I could have easily had a TPK in this adventure if I had been a more killer dm. I still did manage to kill 3 PCs in Here there be monsters (and I held back a bit), which I think is respectable.


Hierophantasm wrote:
Well, my players are on the cusp of HTBM, and have I got a surprise for them.

Why not just tell them that they all die before even starting with the adventure?

Seriously though, this Olangru is pure evil. How many characters are in your group?


Talon wrote:

Why not just tell them that they all die before even starting with the adventure?

Seriously though, this Olangru is pure evil. How many characters are in your group?

Oh, I usually taunt my players at the start of every session with "Good night, PCs. Most likely kill you before morning," in my best Cary Elwes/Dread Pirate Roberts. Alas, they've foiled my sinister attempts countless times. Curses!

But, thank you all the same. :) There are usually 4-6 players, depending on availability, six for this session with 2 9th-levels, 3 8th-levels, and a 7th-level.


Hierophantasm wrote:
Talon wrote:

Why not just tell them that they all die before even starting with the adventure?

Seriously though, this Olangru is pure evil. How many characters are in your group?

Oh, I usually taunt my players at the start of every session with "Good night, PCs. Most likely kill you before morning," in my best Cary Elwes/Dread Pirate Roberts. Alas, they've foiled my sinister attempts countless times. Curses!

But, thank you all the same. :) There are usually 4-6 players, depending on availability, six for this session with 2 9th-levels, 3 8th-levels, and a 7th-level.

LOL

I personally prefer something to the effect of " Good Day, and Good Luck " if I'm in a good mood, or " Roll init and get to dyin' " if not.

I might consider those viciously, vicariously nasty fleshgrinding weapons (something moderately nasty, perhaps +1 fleshgrinding javelins or some other 'ammunition' weapon) with which to have him pepper the spellslingers before settling down to business with the main 'tanks' of the party...


Turin the Mad wrote:
I might consider those viciously, vicariously nasty fleshgrinding weapons (something moderately nasty, perhaps +1 fleshgrinding javelins or some other 'ammunition' weapon) with which to have him pepper the spellslingers before settling down to business with the main 'tanks' of the party...

Funny you mention fleshgrinding...

Once upon a time, I submitted a Critical Threat to Dungeon. It basically consisted of a 16th-level human fighter with Quick Draw, three +1 fleshgrinding greatswords, a +1 greatsword, and a lot of +5 oils of greater magic weapon. (If you hadn't guessed, his gimmick was to use a full-attack action, presumably hitting with a fleshgrinding sword, leave it, quick draw another, hit, leave it, and repeat, until he was left with one sword to defend himself with--the other three in the poor sot.) Admittedly, not a very exciting Critical Threat, but your mention of it brought a bit of nostalgia back to me. Called him the Black Butcher of Hextor. (Yeah, no wonder he didn't make the cut--pardon my pun.)

But thanks for the idea about potentially using fleshgrinding with ammunition. Have to look into that more extensively.

Qadira

bumped for others to use. enjoy.


Fiendish Dire Weasel wrote:

bumped for others to use. enjoy.

Bumped again due to an over-abundance of awesome.


Pathfinder Adventure Path Subscriber

The main problem my Olangru (and his mates) ran into was a lack of Concentration skill. Snce teleport is spell-like, it can be interrupted, and with no Concentration skill it WILL be interrupted.

Qadira RPG Superstar 2010 Top 32

Ooooh - we're playing STAP again, and they are 9th level. They skipped HTBM and went straight to Farshore (except for a captured cohort). Olangru has been tempting them with small tokens and they're on the warpath.

5 PCs, 9th level, splatbooks agogo... they can probably take him. (But I hope he gives as good as he gets)

Between this and Turin's Olangru there's some sweet hurtin' on the way.


carborundum wrote:

Ooooh - we're playing STAP again, and they are 9th level. They skipped HTBM and went straight to Farshore (except for a captured cohort). Olangru has been tempting them with small tokens and they're on the warpath.

5 PCs, 9th level, splatbooks agogo... they can probably take him. (But I hope he gives as good as he gets)

Between this and Turin's Olangru there's some sweet hurtin' on the way.

Ghost-Faced Killer Olangru? ^_^ I reaaally hope so, he was thwarted so early in my own STAP...

Taldor

Oh, I like! I'll be snatching this Olangru up to mess with my players. They actually just finished the Crimson Sunset, but they left Olangru behind when they escaped Fogmire. So I've been planning to bring him back into play at some point...


Elora wrote:
Oh, I like! I'll be snatching this Olangru up to mess with my players. They actually just finished the Crimson Sunset, but they left Olangru behind when they escaped Fogmire. So I've been planning to bring him back into play at some point...

The GFK Olangru? There are so many nasty ways to tweak his basic "scout" concept into cruel, vicious and brutally enjoyable character deaths. :)


Turin the Mad wrote:
Elora wrote:
Oh, I like! I'll be snatching this Olangru up to mess with my players. They actually just finished the Crimson Sunset, but they left Olangru behind when they escaped Fogmire. So I've been planning to bring him back into play at some point...
The GFK Olangru? There are so many nasty ways to tweak his basic "scout" concept into cruel, vicious and brutally enjoyable character deaths. :)

Yes there are, but as a GM you have a duty to abstain from doing such. Put bluntly, as a DM you have the power to at any given time kill all the PCs, and there is absolutely nothing they can do about it 'within the game'.

As the GM you are there to challenge the players, not to take perverse joy in killing off their characters so you can brag about it on the internet.


Mazaku wrote:
Turin the Mad wrote:
Elora wrote:
Oh, I like! I'll be snatching this Olangru up to mess with my players. They actually just finished the Crimson Sunset, but they left Olangru behind when they escaped Fogmire. So I've been planning to bring him back into play at some point...
The GFK Olangru? There are so many nasty ways to tweak his basic "scout" concept into cruel, vicious and brutally enjoyable character deaths. :)

Yes there are, but as a GM you have a duty to abstain from doing such. Put bluntly, as a DM you have the power to at any given time kill all the PCs, and there is absolutely nothing they can do about it 'within the game'.

As the GM you are there to challenge the players, not to take perverse joy in killing off their characters so you can brag about it on the internet.

^_^

I do enjoy challenging my players, make no mistake. This is generally in the form of a truly challenging stat block, such as the above-mentioned "Ghost-Faced Killer Olangru".

I oft make light to the effect of "kill zem all". In campaigns with readily available 'return character X to life' effects/magic, does it really matter if the characters die like flies swarming a bug zapper?

I have no duty to abstain from killing the player characters at my table any more than you have a duty to kill all of the player characters at yours.

The GM is entitled to have fun - and for some of us, the occassional character death (however temporary) is the GM version of acquiring a major magic item or character development milestone is for the players.

Qadira RPG Superstar 2010 Top 32

I held off with the Ghost-face - they're only 8th level :-) A mixture of the 10th and 11th level versions made his debut an hour ago. Wow.

First he kept them awake by dropping Darkness spells on their campfire (cast on bits of their cohort he captured after the shipwreck).

When they set off the next day I hit them with a Fiendish Gargantuan Monstrous Centipede when they reached Fogmire, and had Olangru and three lady-friends attack when it was half dead. Their goal was to kidnap their native guide and zombify him for the big X in the ground - that and to make an impression.

Well, they certainly made an impression. The ladies softened up a few party members by pouncing out of invisibility after hasted charges. Olangru did the same on the flying Spellthief, and tore her from 50 to -10 in that one round of attacks. He then Chronocharmed 40 feet away and growled. In the next round the abduction took place, and Olangru charge/skirmished his way to the until-now-almost-invulnerable Forsaker. KAPOW! Down to -5 in one round.

As he threw his limp body to the ground he growled "See you soon, meat"
The ladies teleported out and two got hacked with AoOs. One was a crit for 70 points and the other a crit for 81. What are the chances?

So - basically, they made an impression on the Big O after all. Everyone happy!


carborundum wrote:

I held off with the Ghost-face - they're only 8th level :-) A mixture of the 10th and 11th level versions made his debut an hour ago. Wow.

First he kept them awake by dropping Darkness spells on their campfire (cast on bits of their cohort he captured after the shipwreck).

When they set off the next day I hit them with a Fiendish Gargantuan Monstrous Centipede when they reached Fogmire, and had Olangru and three lady-friends attack when it was half dead. Their goal was to kidnap their native guide and zombify him for the big X in the ground - that and to make an impression.

Well, they certainly made an impression. The ladies softened up a few party members by pouncing out of invisibility after hasted charges. Olangru did the same on the flying Spellthief, and tore her from 50 to -10 in that one round of attacks. He then Chronocharmed 40 feet away and growled. In the next round the abduction took place, and Olangru charge/skirmished his way to the until-now-almost-invulnerable Forsaker. KAPOW! Down to -5 in one round.

As he threw his limp body to the ground he growled "See you soon, meat"
The ladies teleported out and two got hacked with AoOs. One was a crit for 70 points and the other a crit for 81. What are the chances?

So - basically, they made an impression on the Big O after all. Everyone happy!

Awesome!! ^_^

I'm sure he will want to abduct any other available female characters (NPCs or otherwise) to 'replenish' his harem...

Qadira RPG Superstar 2010 Top 32

Or guys... after a bit of genderbending belt action :)


carborundum wrote:
Or guys... after a bit of genderbending belt action :)

Ah yes, I should not have forgotten about the cabin boy's contribution to the mayhem.

Makes an innocent face


Turin the Mad wrote:
carborundum wrote:
Or guys... after a bit of genderbending belt action :)

Ah yes, I should not have forgotten about the cabin boy's contribution to the mayhem.

Makes an innocent face

?!?


Bellona wrote:
Turin the Mad wrote:
carborundum wrote:
Or guys... after a bit of genderbending belt action :)

Ah yes, I should not have forgotten about the cabin boy's contribution to the mayhem.

Makes an innocent face

?!?

Who better in STAP than the cabin boy to deliver nondetection masked cursed items? :)

Qadira RPG Superstar 2010 Top 32

You had the cabin boy deliver their belts? O lawks a mussy! Bad Turin! Bad!

Spoiler for confused persons...

Spoiler:
In Turin's STAP story hour (Madman GMs Savage Tide, I think) Olangru decided to replace his harem through Girdles of Masculinity/ Femininity. Go read the whole thing now :)

Qadira RPG Superstar 2010 Top 32

Say Turin, was that item ever statted up for 3.5? I'm thinking of having Olangru summon harem replacements and put the girdle on them, hoping the PCs loot it and wear it. Thing is, I vaguely remember it being a one-shot item, and giving him a custom-made two-shot version just to mess with them at short notice seems a bit of a stretch. (Even if he was good friends with Khala, which he isn't IIRC)


carborundum wrote:

You had the cabin boy deliver their belts? O lawks a mussy! Bad Turin! Bad!

Spoiler for confused persons...

** spoiler omitted **

Argh! My search-fu is weak today. Where precisely is this described, please?

Didn't Turin run two different parties through the STAP, and if so, did both get their own campaign journal on these boards?


carborundum wrote:
Say Turin, was that item ever statted up for 3.5? I'm thinking of having Olangru summon harem replacements and put the girdle on them, hoping the PCs loot it and wear it. Thing is, I vaguely remember it being a one-shot item, and giving him a custom-made two-shot version just to mess with them at short notice seems a bit of a stretch. (Even if he was good friends with Khala, which he isn't IIRC)

I did indeed stat it up in the campaign journal if memory serves. They are "affordable" as one-shot items - as "use activated" they are minor artifacts. The cabin boy had a half-dozen of them. As one-shot items, they're remarkably affordable. ^_^

EDIT: A Madman GM's the Savage Tide can be found under the linky.

Hrm ... there seems to be some random chattering at the end of the journal...


Turin the Mad wrote:
carborundum wrote:
Say Turin, was that item ever statted up for 3.5? I'm thinking of having Olangru summon harem replacements and put the girdle on them, hoping the PCs loot it and wear it. Thing is, I vaguely remember it being a one-shot item, and giving him a custom-made two-shot version just to mess with them at short notice seems a bit of a stretch. (Even if he was good friends with Khala, which he isn't IIRC)

I did indeed stat it up in the campaign journal if memory serves. They are "affordable" as one-shot items - as "use activated" they are minor artifacts. The cabin boy had a half-dozen of them. As one-shot items, they're remarkably affordable. ^_^

EDIT: A Madman GM's the Savage Tide can be found under the linky.

Hrm ... there seems to be some random chattering at the end of the journal...

After taking a substantive look at your journal I judge my earlier statements as a mite rash. I hope you'll forgive me, I have an immense dislike for DM's that treat their players characters like disposable diapers with the sole purpose of being shet on and thrown away.

Upon a closer look it seems you've had most of the same party for some time and those PC's have been able to develop significant attachments.


Let me also add, 5 clerics: Wow. No wonder you make your encounters as lethal as you do and view death as temporary.


Mazaku wrote:
Let me also add, 5 clerics: Wow. No wonder you make your encounters as lethal as you do and view death as temporary.

Yep - when the group can bring itself back from death at the drop of a hefty supply of diamonds, I tend not to worry about it overmuch. :)

Especially given that the "core rules" clearly support 'temporary death'.


The only changes I have made to Olangru was to add a 5th level of scout, change his ring's theme to that of a goristro (just a flavour change), changed his Dodge feat to Expeditious Dodge, and gave him two flaws in order to get two extra feats (Leap Attack and Fleet of Foot - the latter is great to keep them guessing who he is going to pounce next!). Finally, I changed his cause fear spell-like ability to grease instead. It's fun to use while hiding! :)

I suppose I should give Olangru another minor magical item since the party is behind in terms of appropriate loot acquired for pcs of their level but I don't want him to slay them all outright. Still, if he ends up killing the whole party, I prefer that he finishes them off one-by-one, Predator-style, as they flee from him (assuming they fail as a group to defeat him). However, I really don't see any reason why he would not flee in case the battle does not go his way. He's not build to stay in one battle for any lengthy period of time against a large group. His style is really that of an ambusher. ;)

CB out.

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