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Hi all!

thanks a lot for the answers!

About bullywugs, I think I'll make them flee (because no one of them wants to stay at the manor, Bua Gorg was pushing them to do the assault) and let the PC's earn an easy victory.

As for Skinwalkers, I'll include an encounter with one o two jariliths, just for flavor... and some kills jeje it's an awesome monster too good to pass the opportunity to include it!


Hi all,

Right now my players are at the end of "the bullywug gambit", they went directly to lavinia's room and killed Drevoraz and Bua Gorg. Chief Lorpt, Lorb Lorb Tub and 10 bullywugs are still alive. What do you think they should do? Flee? Wait for the PC's as detailed in the adventure? I need some ideas.

I have read "City of Broken Idols" and found quite strange that in order to create a skinwalker, you need a Jarilith and a cleric of Demogorgon, but none of them are detailed in the module. Can one of the authors explain this to me?

Thanks!


Thanks for sharing, Eric!

Now it's my turn to contribute. I have been working on updating the klurichir demon, so the wormdrake can gate one when my PC´s arrive with one of those uber-powerful creatures. I'm not sure about the CR so feel free to comment. Basically what I have done is update the Fiend Folio version with some minor changes, like adding the pincers to the full attack secuence. Skills not included. You can give it some magic items if you want. Enjoy...

Klurichir CR 25
CE Huge Outsider (chaotic, evil, extraplanar, tanar´ri)
Init +8; Senses darkvision 60 ft., see invisibility; Listen +, Spot +
Aura fear (as spell, 30 ft radius, Will DC 34, CL 20th)
Languages Abyssal, Celestial, Common, Draconic, Ignan, Undercommon
----------------------
AC 39, touch 16, flat-footed 31 (-2 size, +8 Dex, +23 natural);
hp 445 (27 HD); DR 20/cold iron and good
Inmune electricity, poison
Resist acid 10, cold 10, fire 10; SR 36
Fort +29, Ref +25, Will +22
----------------------
Spd 50 ft., Fly 90 ft.(poor)
Melee +3 battleaxe +43/+38/+33/+28 (3d6+24/x3 +2d6, Fort DC 37 or die) and
2 pincers +37 (3d6+7)
Ranged spines +33 (2d4+14 plus poison Fort DC 35 2d4 Str/2d4 Str)
Space 15 ft.; Reach 15 ft.
Base Atk +27; Grp +49
Atk Options Power Attack, Improved Grab (pincers), rend 2d6+21, Vorpal pincers
Special Actions summon tanar´ri
Spell-Like Abilities (CL 20th)
At will—Blasphemy (DC 28), deeper darkness, desecrate, detect good, detect law, dispel good (DC 26), fear (DC 25), greater dispelling, magic circle against good, mass charm (DC 29), mass suggestion (DC 27), pyrotechnics (DC 23), read magic, symbol (any) (DC 21+Lvl), telekinesis (DC 26), teleport without error (self plus maximum load of objects), tongues, unhallow, unholy aura (DC 29), unholy blight (DC 25), wall of fire.
3/day—destruction (DC 28), enervation (+33 ranged touch), fire storm (DC 29), implosion (DC 30), slay living (DC 26)
Spells Known (CL 10th)
5rd (3/day) -
4rd (4/day) -
3rd (6/day) -
2nd (7/day) -
1st (8/day) -
0 (9/day) -
----------------------
Abilities Str 39, Dex 27, Con 34, Int 24, Wis 20, Cha 33
SQ Improved grapple (never considered grappled)
Feats Power Attack, Multiattack, Cleave, Great Cleave, Improved Critical (battleaxe, vorpal pincers), Weapon Focus (battleaxe), Overwhelming Critical (battleaxe), Devastating Critical (battleaxe), Improved Natural Attack (pincers)
Skills
Posessions +3 battleaxe
----------------------
Vorpal Pincers (Ex): Against grappled opponent +37, (2d6+21/18-20)
summon tanar´ri (Sp): 1/Day, 4d10 quasits, 1d6 hezrous, 2 nalfeshnees, 2 glabrezu, 2 mariliths or 2 balors.


Erik Goldman wrote:
I've statted out the titan and couatl, if anyone wants the pre-selected ones and doesn't feel like doing any work.

If you don't mind, please post them. You will save me a lot of work :-)

thanks


Hi all
The last weeks I have been working on the monsters from HTBM to adapt them to my PCs level. here you have the statblocks, in case someone finds them useful. If you find any errors please tell me and I'll fix them. One warning: I use +4, +4, +4, +2, +0, +0 instead of the standard elite array.

I also have some questions regarding monsters and NPCs advancement, I hope you can help me:

- Olangru's SR: I'm not sure if it goes up according to the new HD or CR. I have used HD, but there's a huge argument going on the wizards boards about this.

- Olangru's caster level for spell-like abilities: Do you increase it by one for every hit dice added? That's the way I do it but, again, I have seen one thread on the wizards boards that left me undecided.

- Lemorian golem: Even if you increase its size, the rot damage stays the same. Am I right?

- Spirit naga: In the monster description says that it casts spells as a 7th Lvl sorcerer. When advancing it, Do you increase its spells per day as if it have gained a new level of sorcerer? I think the answer is no.

NPC's:

- Vanthus: Mr Jacobs, you said that he could benefit from some number crunching. I will need to give him 2 or 3 levels so, do you have any suggestions?

- Lavinia: 3 of my 6 PC's are martial adepts. Do you think lavinia could take some levels in warblade, focusing on diamond mind (rapier is favored weapon, very stylish) and white raven (she is very diplomatic)? They could teach her the maneuvers (they have both disciplines) and it combines well with swashbuckler. Also, it opens some nice RP opportunities.

Olangru CR 12
Bar-lgura scout 7
CE Medium Outsider (chaotic, evil, extraplanar, tanar´ri)
Init +7; Senses darkvision 60 ft.; Listen +17, Spot +17
Languages Abyssal, Celestial, Common, Draconic; telepathy 100 ft.
----------------------
AC 28, touch 16, flat-footed 28; Dodge, Mobility, skirmish (+2 AC), uncanny dodge
hp 123 (13 HD); DR 10/cold iron or good
Inmune electricity, poison
Resist acid 10, cold 10, fire 10; SR 23
Fort +14, Ref +17, Will +9; Evasion
----------------------
Spd 50 ft., climb 20 ft., Run
Melee* 2 claws +17 (1d6+10) and
bite +15 (1d6+6 )
Base Atk +11; Grp +19
Atk Options Power Attack, Spring Attack, pounce, skirmish (+2d6)
Special Actions abduction, summon tanar´ri
Combat Gear ring of the ram (25 charges)
Spell-Like Abilities (CL 13th)
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 22, Con 20, Int 14, Wis 12, Cha 16
SQ battle fortitude (+1), fast movement, trackless step, trapfinding, flawless stride
Feats Dodge, Mobility, Spring Attack, Run, Power Attack, Multiattack
Skills Balance +24, Climb +32, Hide +26, Intimidate +19, Jump +36, Listen +17, Move Silently +22, Spot +17, Tumble +24
Posessions combat gear, Bracers of armor +2, boots of levitation, cloak of resistance +1

Lemorian Golem CR 12
CE Huge Construct
Init +6; Senses darkvision 60 ft., Listen +21, Spot +21
Languages Abyssal
----------------------
AC 27, touch 10, flat-footed 25 (-2 size, +2 Dex, +17 natural)
hp 183 (22 HD); DR 10/adamantine or good
Immune construct traits
SR 28
Fort +7, Ref +9, Will +8
----------------------
Spd 40 ft., climb 20 ft.
Melee 4 tentacles +27 (3d6+12 / 19-20 plus rot fort DC 23 1d4 con)
Space 15 ft.; Reach 15 ft.
Base Atk +16; Grp +36
Atk Options Combat Reflexes, Improved Grab, Constrict 3d6+18 plus rot fort DC 23 1d4 con)
Special Actions howl (50 ft., DC 23 will or shaken 1d6 rds, panicked 1d6 if affected twice )
----------------------
Abilities Str 34, Dex 14, Con -, Int 11, Wis 12, Cha 11
SQ construct traits, dual nature
Feats Ability Focus (howl), Combat Reflexes, Improved Critical (tentacle), Improved Initiative, Weapon Focus (tentacle), Improved Natural Attack (tentacle), Ability Focus (rot), Improved Toughness (+1 hp/HD)
Skills Climb +16, Listen +21, Spot +21

Advanced Tyrannosaurus CR 10
N Huge Animal
Init +5; Senses low-light vision, scent, Listen +14, Spot +14
----------------------
AC 14, touch 9, flat-footed 13
hp 237 (24 HD)
Fort +19, Ref +15, Will +10
----------------------
Spd 40 ft.
Melee bite +25 (3d6+15/19-20 )
Space 15 ft.; Reach 10 ft.
Base Atk +17; Grp +35
Atk options improved grab, swallow whole
----------------------
Abilities Str 30, Dex 12, Con 21, Int 2, Wis 15, Cha 10
Feats Alertness, Improved Natural Attack (bite), Run, Toughness (3), Track , Improved initiative, Improved Critical (bite)
Skills Hide +4, Listen +14, Spot +14

Elite Terror Birds CR 5
N Large Animal
Init +9; Senses low-light vision; Listen +4, Spot +4
----------------------
AC 19, touch 15, flat-footed 14
hp 59 (7 HD)
Fort +9, Ref +10, Will +6
----------------------
Spd 50 ft.
Melee bite +10 (1d8+6) and
2 claws +8 (1d4+3 )
Space 10 ft.; Reach 10 ft.
Base Atk +5; Grp +15
Atk Options improved grab (bite)
----------------------
Abilities Str 23, Dex 21, Con 19, Int 2, Wis 16, Cha 10
Feats Improved Initiative, Multiattack, Skill Focus (Hide)
Skills Hide +10, Move Silently +9

Nest Mother CR 8
Advanced elite terror bird
N Huge Animal
Init +8; Senses low-light vision; Listen +3, Spot +2
----------------------
AC 19, touch 12, flat-footed 17
hp 168 (16 HD)
Fort +16, Ref +14, Will +8
----------------------
Spd 50 ft.
Melee bite +21 (3d6+11) and
2 claws +19 (1d8+5 )
Space 15 ft.; Reach 15 ft.
Base Atk +12; Grp +31
Atk Options improved grab (bite)
----------------------
Abilities Str 32, Dex 18, Con 23, Int 2, Wis 12, Cha 12
Feats Improved Initiative, Multiattack, Skill Focus (Hide), Improved Natural Attack (bite, claws), Iron Will
Skills Hide +11, Move Silently +10

Advanced Gargantuan Monstrous Centipedes CR 7
N Gargantuan Vermin
Init +2; Senses darkvision 60 ft., Listen +0, Spot +8
----------------------
AC 18, touch 8, flat-footed 16
hp 88 (16 HD)
Immune vermin traits
Fort +11, Ref +7, Will +5
----------------------
Spd 40 ft., climb 40 ft.
Melee bite +15 (2d8+10 plus poison Fort DC 17, 1d8 dex)
Space 20 ft., Reach 15 ft.
Base Atk +12; Grp +31
----------------------
Abilities Str 24, Dex 15, Con 12, int - , Wis 10, Cha 2
Feats -
Skills Climb +14, Hide -2, Spot +8

Advanced Mummies CR 6
LE Medium Undead
Init +4; Senses darkvision 60 ft., Listen +10, Spot +10
Aura despair (sight, DC 17 will or paralyzed for 1d4 rounds)
Languages Common
----------------------
AC 20, touch 10, flat-footed 20
hp 81 (12 HD); DR 5/-
Immune undead traits
Vulnerable fire
Fort +6, Ref +4, Will +10
----------------------
Spd 20 ft.
Melee slam +14/+9 (1d6+10 plus mummy rot fort DC 17, 1d6 con and 1d6 cha)
Base Atk +6; Grp +11
----------------------
Abilities Str 24, Dex 10, Con -, Int 6, Wis 14, Cha 16
Feats Alertness, Great Fortitude, Toughness, Weapon Focus (slam), Improved Initiative
Skills Hide +9, Listen +10, Move Silently +9, Spot +10

Advanced Black Pudding CR 8
N Huge Ooze
Init -5; Senses blindsight 60 ft.
----------------------
AC 5, touch 5, flat-footed 5
hp 195 (17 HD)
Immune ooze traits
Fort +11, Ref +0, Will +0
----------------------
Spd 20 ft., climb 20 ft.
Melee slam +13 (2d6+4 plus 2d6 acid, Ref DC 24 or weapons and armor destroyed)
Space 15 ft.; Reach 10 ft.
Base Atk +12; Grp +20
Atk Options improved grab, constrict (2d6+4 plus 2d6 acid, -4 reflex save)
----------------------
Abilities Str 17, Dex 1, Con 22, Int -, Wis 1, Cha 1
SQ split (any slashing and piercing damage)
Feats -
Skills Climb +18

Quotoctoa CR 8
Male gargoyle barbarian 4
CE Medium Monstrous Humanoid (earth, chaotic)
Init +4; Senses darkvision 60 ft.; Listen +5, Spot +5
Languages Common, Terran
----------------------
AC 20, touch 14, flat-footed 20; uncanny dodge
hp 83 (7 HD); DR 10/magic and 5/adamantine
Fort +10, Ref +9, Will +6
----------------------
Spd 50 ft., fly 60 ft. (average)
Melee 2 claws +11 (1d4+7 ) and
bite +9 (1d6+4 ) and
gore +9 (1d6+4 )
Base Atk +8; Grp +13
Atk Options Improved Bull Rush, Power Attack, Rage 2/day
*2-point Power Attack
----------------------
Abilities Str 20, Dex 18, Con 20, int 6, Wis 13, Cha 4
SQ fast movement, freeze, illiteracy, trap sense +1
Feats Improved Bull Rush, Multiattack, Power Attack,
Skills Hide +9 (+17 near stone), Intimidate +0, Listen +5, Spot +5
Possessions bracers of armor +2, gargoyle crown, 10 gold rings (50 gp each)
----------------------
Rage
hp 97
AC 18, touch 12, flat-footed 18
Fort +12, Will +8
Melee 2 claws +13 (1d4+9 ) and
bite +11 (1d6+5 ) and
gore +11 (1d6+5 )
Grp +15
Abilities Str 24, Con 24

Ilzytik CR 10
Elite Female Spirit Naga
CE Large Aberration
Init +1; Senses darkvision 60 ft., Listen +14, Spot +14
Aura charming gaze (charm person, 30 ft radius, Will DC 19)
Languages Abyssal and Common
----------------------
AC 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
hp 94 (9 HD)
Fort +9, Ref +8, Will +9
----------------------
Spd 40 ft.
Melee bite +10 (2d6+7 plus poison Fort DC 20, 1d8/1d8 Con)
Base Atk +6; Grp +15
Spell Known (CL 7th, +9 ranged touch)
3rd (5/day) - displacement, lightning bolt (Ref DC 18, 7d6 electricity).
2nd (7/day) - cure moderate wounds (self, 2d8+7 ), mirror image (1d4+2), scorching ray (2 rays, 4d6 fire).
1st (8/day) - shield, mage armor, magic missile (4, 1d4+1 each), shield of faith (+3), glitterdust (Will DC 16).
0 (6/day) - acid splash (+9 ranged touch), cure minor wounds, detect magic, mending, open/close, prestidigitation, read magic.
----------------------
Abilities Str 20, Dex 17, Con 22, Int 12, Wis 17, Cha 21
Feats Ability Focus (charming gaze), Combat Casting, Eschew Materials, Alertness, Combat Reflexes
Skills Concentration +15, Listen +14, Spellcraft +10, Spot +14


thanks for the answers!

So the jarilith appears in the AP.... good, good. I think is a pretty nasty monster, with so many (and powerful!) attacks. Sure my party is going to have a tough time dealing with it.

Concerning the difficulty increase, I personally don´t want to add more critters because it makes combat last forever, and the added monters doesn´t make the encounter more challenging. If you can´t hit a hero with one monster, it doesn´t matter if you have two... This is my experience. Also my PC´s are slightly more powerful than your average hero, I let them have one 18 and 16 substitute their two lowest rolls (we use the roll 4d6, drop the lowest mechanic) because I don´t like crappy rolls.

As for the constriction, I see I was right about it. Thanks for the clarification, Mr. Jacobs.


Hi all
I´m DMing the STAP and I have some questions, I hope you can help me:

- about the "constrict" ability: if you look in the MM it says that a creature with improved grab and constrict deals damage equal to the natural weapon used to start the grapple plus constrict damage on a succesful grapple check. so, if I use the Lemorian Golem, on a succesful grapple it deals A) 1d8+8+1d8+12 B) 1d8+1d8+12 Wich one is correct?

- A new player has joined the party, now there are 5 PC´s: half-orc warblade (wants to become bloodclaw master), dwarf warblade (wants to become deepstone sentinel), elf cleric/mage (wtb mystic theurge), human crusader (wtb ruby knight vindicator) and a changeling ninja (wtb the pirate PRC in complete adventurer).
I want to up the CR´s, but I´m not sure how much. 1 point? maybe 2?

- I want to include the Jarilith demon (MM2) in the Isle of Dread, or maybe in Demogorgon´s realm. They are cool and the jungle offers a good opportunity to use them. Any advice on this?

thanks!