Kain Darkwind |
The Lightless Depths. You know where they are. Or you are one of my players, and you don't know where they are, and you should vacate these threads immediately.
In any case, I think that hook horrors are not open content, yes? PF hasn't converted them or anything, right? I was wondering what sort of replacement monster folks think might be interesting. I was leaning towards deep crow, from one of the PF APs. (Second Darkness, maybe?)
Any suggestions?
Kain Darkwind |
Why not just use Hook Horrors?
A few reasons, actually. First off, they aren't even going to be a minor challenge to my PCs by the time they get there. Second, I was hoping that they were updated by PF, and found out they were closed content. Not to mention they just aren't really that interesting. So I want some suggestions of Paizo monsters of the deep. I mean, I could update them pretty easily. Change listen to Perception, improved grab to grab, etc. That isn't hard. I just want to use something else, that's all.
Turin the Mad |
Tarondor wrote:Why not just use Hook Horrors?A few reasons, actually. First off, they aren't even going to be a minor challenge to my PCs by the time they get there. Second, I was hoping that they were updated by PF, and found out they were closed content. Not to mention they just aren't really that interesting. So I want some suggestions of Paizo monsters of the deep. I mean, I could update them pretty easily. Change listen to Perception, improved grab to grab, etc. That isn't hard. I just want to use something else, that's all.
Cave Fishers ... use some OGL templates, increased HD and the Advanced Simple template can combine into some nasty stuff. Also, here is a stat block for some CR 8 or 9 critters I used in my Savage Tide campaign that are of the underground inhabiting variety...
Kain Darkwind |
Well ... how much of a CR bump are you looking for ?
Well, the adventure is for 11th level characters. My PCs are likely to be 12th level minimum after they run through The Lost Citadel (Mud Sorcerer's Tomb plus option for Maure Castle levels), and possibly higher.
But let's be frank...I don't really have "appropriate encounters for your average party level" show up a whole lot in my game. So if it is a herd of CR 9s or pair of CR 14s, I'm not too concerned. Just something that the poor mongrelmen of Barbas might have as their last line of defense.
The bile gas rhagodessas...that's awesome. They are totally going to show up in Golismorga. I really want to push the Lovecraftian themes once I get them there...they've already faced down an aspect of Tsathogga froghemoth, up on Huhueteotl's Throne), and the Fort of Greenrock was revealed to be destroyed by Deep Ones. So the seeds have been planted.
Turin the Mad |
Turin the Mad wrote:Well ... how much of a CR bump are you looking for ?
Well, the adventure is for 11th level characters. My PCs are likely to be 12th level minimum after they run through The Lost Citadel (Mud Sorcerer's Tomb plus option for Maure Castle levels), and possibly higher.
But let's be frank...I don't really have "appropriate encounters for your average party level" show up a whole lot in my game. So if it is a herd of CR 9s or pair of CR 14s, I'm not too concerned. Just something that the poor mongrelmen of Barbas might have as their last line of defense.
The bile gas rhagodessas...that's awesome. They are totally going to show up in Golismorga. I really want to push the Lovecraftian themes once I get them there...they've already faced down an aspect of Tsathogga froghemoth, up on Huhueteotl's Throne), and the Fort of Greenrock was revealed to be destroyed by Deep Ones. So the seeds have been planted.
I'm glad you like the bile gas death bugs, they're viciously nasty beasties with plenty of CR room for even MORE templates should you be so inclined. ^_^
The bugs could be crawling all over the walls, nesting in living buildings or ... implanting eggs in any thing they capture ...
Turin the Mad |
I'm thinking now about perhaps some cave gryfs? (A gryf is a carnivorous triceratops from an old Tarzan novel)
Large sized triceratops with bites and claws? Does this sound awesome to anyone else?
Sure, just add natural weapons to match the standard triceratops and you're ready to rumble. Could they climb by any chance? (Although their not being able to might explain why they either eat or are eaten by the B.G. death bugs ... )
Kain Darkwind |
I'm going to say no they can't. But both of these would be apex predators, with the bugs being the more individually deadly of the two, and the gryfs being pack hunters that work better together.
I'd personally bet that the gryfs are intelligent enough to stay away from the death bugs areas of concentration, which should increase as one travels deeper. Cave gryf packs would be found at the more shallow depths of the underdark.
Turin the Mad |
Don't forget that the bugs are not just solitary hunters ... they hunt in broods of 3 - 8 ...
And won't your characters be surprised when repel vermin doesn't work on them ... although the first clue will be the mass of writhing tentacles shrouded in that vicious gas ...
I do like that they will run into gryfs earlier than the bugs.
carborundum RPG Superstar 2010 Top 32 |
Kain Darkwind |
Those gryfs would be sweet (and safe from bugs) if they had earthglide, or even burrowed like bulettes... =D
The cave gryf
[size=140]Cave Gryf[/size] (CR 8)
Usually N Large Animal
Init +5; Senses Low light, scent, Perception +13
Languages Sauran
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AC 23 (+1 Dex, +14 natural, -1 size), touch 10, flat-footed 22, combat 28
hp 145 (10d8 + 90)
Fort +15, Ref +8, Will +6
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Speed 30 ft.
Melee gore +15 (2d8 + 9 and toss) and
bite +15 (1d10 + 9) and
2 claws +15 (1d6 + 9)
Space 10 ft.; Reach 10 ft.
Base Atk +7; Combat +17
Atk Options Power attack (-2, +4), toss
Special Attacks powerful charge (4d8 + 18), trample (2d8 + 16, DC 31)
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Abilities Str 28, Dex 12, Con 26, Int 2, Wis 12, Cha 10
Feats Improved Initiative, Iron Will, Power Attack, Run, Toughness
Skills Perception +13, Survival +5
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Toss: A creature hit by the triceratops' gore must make a Reflex save (DC 26) or be thrown 30 ft. in a random direction away from the gryf. The creature takes 1d6 damage for being tossed, plus an additional 1d6 damage if it strikes a solid object before it travels the full distance. The tossed creature is prone when it lands.