Making Bar-lguras size Large [minor spoilers]


Savage Tide Adventure Path


Pathfinder Rulebook Subscriber

My group hasn't yet met up with Orlangru and crew, but they will be encountering them very soon. I'm tossing around the idea of upping their size to Large. It just seems they'll be much scarier with the additional size. I know I'll need to adjust some stats, and I should probably increase their CRs by 1 to compensate for the added toughness. Is there anything else I should take into consideration? I looked at the temple map, and it seems they'll be able to move around well enough (just a couple of bottlenecks at some doorways).

Am I off base here? Will this make them too tough to handle? ANy thoughts will be appreciated.


The temple map will not really be a problem, since they can teleport anyway. The only thing you have to watch out for is whether the monsters will not be too tough for your PCs. You know your PCs best.

Of course if it turns out during the adventure that they are too tough, you can always split them into two groups.

Scarab Sages

Aren't they already Large?
The 'miniature' for them certainly is.

And the picture of one grabbing the sexy iconic bad girl wizard (does she have a name?) is massive.

Sovereign Court RPG Superstar 2013 Top 4, RPG Superstar 2011 Top 16

The Snorting Tip-sniffer wrote:

Aren't they already Large?

The 'miniature' for them certainly is.

And the picture of one grabbing the sexy iconic bad girl wizard (does she have a name?) is massive.

No they have to be advanced in HD before they become large. The Mini's stat card shows it's advanced. If you want to rework Olangru and drop his scout levels for racial HD that would probably work. He'd get more str, con, and hp's, and better reach but would lose skirmish.

--Vrocknrolla!


Making them large (barring advancement) would give them a +4 bonus to their grapple checks, making their abduction easier to use. However, they would have a -1 to hit and to AC, so this in turn makes things easier for the PCs. If you wanted to do the math, you could advance them for an even harder fight, but I found Olangru was a deadly foe, and would have remained one even without my own advancement of his scout abilities when I did it. In my opinion, unless you want to abduct your PCs to weaken them tactically, simply adjusting there size actually makes things easier for the PCs; I wouldn't increase the CR and resulting XP.

The Exchange

There was a "turbo olangru" post when I ran this part months ago, I used him and he was definitely a tough adversary for my group. Try searching the archives for that. He was a bad mutha-hush your mouth.

[edit]I'm a giver....I found the thread and bumped it back to the front page. :)


Pathfinder Rulebook Subscriber

I just checked out Turbo Orlangru - Holy Crap! That's an evil piece of work.

I may take a look at the variant side by side with the original stat block, but I'm not sure I want a TPK on my hands. I want to scare them silly and possibly send a character or two to the morgue, but I think the upgraded Orlangru sounds like death incarnate. 0_o

Sovereign Court RPG Superstar 2013 Top 4, RPG Superstar 2011 Top 16

Turbo-Olangru is way too much for a 7th level party, but just right for a 10th level one (as was the case IMC)!


Here starting at the 2nd post and working down until the last few posts are the statblocks I did for Olangru and most of the baddies I home-brewed for the latter chapters of the Savage Tide. The first is the CR 10 version, slightly re-worked from the original. The nasty one is the CR 15 version ... ^_^

Enjoy!


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

I increased Olagru by the # of HD required to reach Large size. It boosted him to a CR 11, which was tough for the party but they did defeat him and enjoyed the tough boss monster. My players are really good, though, and haven't had any real problems other than the hydra killing one of them.

With the extra HD and size will come increased stretgh and con. The AC and attack are decreased for size, but he picks up +1 nat armor and attack goes up with the HD. Also, the damage die increase. He's tough...


Pathfinder Rulebook Subscriber

Well, my players met Turbo Olrangu face to face for the first time last night. I think they may have peed themselves a little :-)

They tried to set up an ambush in the Fogmire Ruins, but it just served to spread them out and make for a split-party scenario. No one died, but our frontline fighter Duskblade character got knocked down to 2 HP.

In the final analysis, they did a respectable amount of damage to the demon - knocking him down from his full HP of 167 down to 64 or so. I'm going to let him heal up a bit, but not back to full - as long as the players go after him quickly, he won't be back to full strength.

An olman redshirt NPC has been snatched - they tried to take the DMPC healer, but she made her save by one point - lucky players :-)

At any rate, it was a little bit frustrating for them, but I think they also had fun. One of my players declared how "intense" the whole experience was on more than one occasion. Given we have a six member party, and very tactically minded players I think I made the right choice. I think they will defeat the bar-lguras - it's just bound to be a tough, tough fight.

The lemorian Golem on the other hand - not so sure about that one...

Community / Forums / Archive / Paizo / Books & Magazines / Dungeon Magazine / Savage Tide Adventure Path / Making Bar-lguras size Large [minor spoilers] All Messageboards

Want to post a reply? Sign in.
Recent threads in Savage Tide Adventure Path