
eakratz |
My players will probably be 9th level when they do HotB so I figured that Ghartok needed to be upgraded. I know he is pretty much a beast as is, but the AP has him at 2+ APL so I decided to stick with that.
First, I added a level of humanoid pretty much just to up his saves by one. Then I waffled around trying to figure out a good class to add to him. I didn't want to add any more Unholy Warrior levels to him and even though he is immune to mind affecting effects I wanted his Will save to be higher. I thought about an oracle of battle, but decided I just wanted him to be a brute so I went with two levels of monk and took Improved Grapple and Throw Anything as his bonus feats. I think it will be fun to have him grapple a PC one round, then throw him at another PC the next. I also changed the great axe to a bardiche for the greater reach.
This will be the first time I GM at higher levels, so if this looks too brutal or not tough enough please chime in with your suggestions.
GHARTOK, THE CARRION KING
CR 10
Male unchosen unholy warrior 4 (Book of Fiends 205) martial artist monk 2
CE Large humanoid (gnoll)
Init + 5; Senses darkvision 60 ft., deathwatch, scent; Perception + 9
Aura strong chaotic evil
DEFENSE
AC 22, touch 9, flat-footed 22 (+ 7 armor, + 1 deflection, –1 Dex, + 2 insight, + 6 natural, –2 rage, –1 size)
hp hp 167 (12 HD; 8d8+ 4d10+ 72)
Saves Fort + 20, Ref + 5, Will + 12
Defensive Abilities Fearsome resolve, Foresighted; Immune mind-affecting effects
OFFENSE
Speed 35 ft.
Melee Goreshred + 20/+ 15 (2d8+ 16/×3), bite + 13 (2d6+ 6) or
Power Attack: Goreshred + 17/+ 12 (2d8+ 25/×3), bite + 10 (2d6+ 11)
Space 10 ft.; Reach 15 ft.
Special Attacks ferocity, loathsome strike 1/day, rage 16 rounds/day, roaring fury 1/day; humanbane bardiche + 2d6 damage
Spells Prepared (CL 2nd; concentration + 3)
1st—divine favor
TACTICS
The Carrion King’s rage is included in these statistics.
Base Statistics: AC 24, touch 11, flat-footed 24; hp 108; Fort + 14, Will + 3; Melee Goreshred + 16/+ 11 (1d12+ 13×3), bite + 9 (2d6+ 4); Str 26, Con 22; Skills Climb + 14
STATISTICS
Ability Scores
Str 30, Dex 8, Con 26, Int 8, Wis 14, Cha 13
Base Atk + 9 CMB + 20 (+ 22 bull rush & grapple)); CMD 29 (31 vs. bull rush & grapple)
Feats Cleave, Great Cleave, Improved Bull Rush, Improved Initiative, Power Attack, Weapon Focus (bardiche), Imp Unarmed Strike, Stunning Fist (4/day DC 18), Imp Grapple, Throw Anything
Skills Acrobatics + 3, Climb + 17, Intimidate + 9, Perception + 9, Stealth –5; Racial Modifiers + 4 Perception
Languages Common, Gnoll
SQ fast, unholy warrior domains (hate, wrath)
Gear Large + 1 breastplate, Goreshred (large + 1 human bane bardiche), belt of mighty constitution + 2, ring of protection + 1
SPECIAL ABILITIES
Fast (Ex) The Carrion King gains a +5 foot bonus to his base land speed.
Fearsome Resolve (Su)Once per day when his hit points are at 58 or less, the Carrion King can attempt a Fort save (DC = 10 + the HD of the last opponent that struck him) to heal 2d8+5 points of damage as a free action.
Frenzy (Su)The Carrion King is too angry to die. He may continue to fight until his negative hit points exceed his Constitution core.
Loathsome Strike (Ex) Once per day, the Carrion King may add his Charisma bonus to his attack roll—on a successful hit, in lieu of normal damage, he deals 1d8 points of temporary Charisma damage.
Rage (Ex) The Carrion King can enter a rage (as a barbarian) for up to 16 rounds per day.
Roaring Fury (Su) Once per day, as a move-equivalent action, the Carrion King may emit a fierce roar that forces all living opponents within 30 feet to make a DC 13 Will save or become panicked. This is a mind-affecting Fear effect. The save DC is Charisma-based.
Ferocity (Ex) An unchosen becomes enraged if mortally wounded. It continues to fight without penalty even while disabled or dying, and as long as it has less than 0 hit points, it gains a +2 bonus on attack rolls and all weapon damage rolls.
Foresighted (Su) An unchosen’s trepanation has partially unlocked an almost psychic ability to sense peril. It gains a +2 insight bonus on Initiative checks and to its armor class.

silverhair2008 |

My group is in HotB now and has just made 6th level. They haven't been below the first level below the Temple. Their comments have been that they didn't realize the dungeon was so large. I have 6 PC's in our party, with one being an NPC Rogue that they needed to replace their Bard who had to leave.
How did yours get to 9th? Are you having much of a problem upscaling the encounters to compensate for the difference between 3.5 and Pathfinder?

eakratz |
Naw, I'm not even using XP. I'm calling for level ups at certain milestones. However, because this is probably my groups only chance at playing a Arabian flavored game, I am including some aspects of 1st Editions Desert of Desolation, Entombed With the Pharaohs, Broken Chains, Pact of the Stone Pyramids, and Cult of the Ebon Destroyers.
Because of this I have to manipulate some of the CRs. I had to cut way back on the Desert of Desolation stuff, pretty much just keeping the spirit of it and placing the Macguffins in the Pathfinder adventures. It's also not too much of a problem because I just have to bump up the CRs of the enemies only a couple levels, but I am relocating book five until after book six and placing it into my "Genie Wars part ii" which is going to be using Necromancer Games City of Brass.

Luz RPG Superstar 2011 Top 32 |

Not sure if you've already run this encounter, eakratz, but I'll throw in my two cents. I think a 9th level party will stomp on a CR10 Ghartok. He will probably get a full round of attacks in once (seriously maiming if not dropping a PC) but after that the party will overwhelm him. A sorcerer will have a field day with 3rd level spells on him and a ray of enfeeblement will ruin his day. His AC is low enough that martial classes will reduce his high hp in short order. I'd give him the advanced template.
I like that you've given him some grappling abilities with the monk levels, it adds some versatility to his offensive repertoire. Another level or two would make him much more of a contender, have you considered the tetori monk instead of the martial artist? Also, I think I'd lose the Throw Anything feat and take something to improve his stunning fist DC (ability focus or mantis style).
Are you using 3.5 rules or PF? If the latter then I would definately look to give him another boost. 2 + APL is not a good measuring stick for boss fights as the classes had major upgrades in PF.
Hope that helps!

eakratz |
Luz, thanks for the insight. I was basing the CR 10 off of Ghartok being Cr 8 originally, and the advancment track saying the PCs should be level 6 when they meet him. I think maybe I will advance him another level. I went martial artist because he is chaotic evil, but I suppose I can make him a tetori as well. I already am allowing a PC to be NG and have a level in monk so the precedent is there.
I want to keep the Throw Anything just to try and get him to throw one PC at another even if only once, but I suppose a -4 improvised weapon penalty wouldn't be all that bad considering what he is doing.
Also, I still have a way to go, but I figured he would also have the 2 carrion initiates and 6 gnolls from "room I1" the Hall of Whispers, which is the same room Ghartok is found in. I am anticipating that he isn't fighting alone so I didn't want to make him too powerful, but this will be the first time a run an encounter that high.
Definitely something to think about. Thanks.

eakratz |
CR 11
Male unchosen unholy warrior 4 (Book of Fiends 205) martial artist monk 2, fighter 1
CE Large humanoid (gnoll)
Init + 5; Senses darkvision 60 ft., deathwatch, scent; Perception + 9
Aura strong chaotic evil
DEFENSE
AC 26, touch 9, flat-footed 26 (+ 10 armor, + 1 deflection, –1 Dex, + 2 insight, + 6 natural, –2 rage, –1 size)
hp hp 181 (13 HD; 8d8+ 5d10+ 90)
Saves Fort + 22, Ref + 5, Will + 12
Defensive Abilities Fearsome resolve, Foresighted; Immune mind-affecting effects
OFFENSE
Speed 35 ft.
Melee Goreshred + 20/+ 15 (2d8+ 16/×3), bite + 13 (2d6+ 6) or
Power Attack: Goreshred + 17/+ 12 (2d8+ 25/×3), bite + 10 (2d6+ 11)
Space 10 ft.; Reach 15 ft.
Special Attacks ferocity, loathsome strike 1/day, rage 16 rounds/day, roaring fury 1/day; humanbane bardiche + 2d6 damage
Spells Prepared (CL 2nd; concentration + 3)
1st—divine favor
TACTICS
The Carrion King’s rage is included in these statistics.
Base Statistics: AC 24, touch 11, flat-footed 24; hp 108; Fort + 14, Will + 3; Melee Goreshred + 16/+ 11 (1d12+ 13×3), bite + 9 (2d6+ 4); Str 26, Con 22; Skills Climb + 14
STATISTICS
Ability Scores
Str 30, Dex 8, Con 26, Int 8, Wis 14, Cha 13
Base Atk + 9 CMB + 20 (+ 22 bull rush & grapple)); CMD 29 (31 vs. bull rush & grapple)
Feats Cleave, Great Cleave, Improved Bull Rush, Improved Initiative, Power Attack, Weapon Focus (bardiche), Imp Unarmed Strike, Stunning Fist (4/day DC 20), Imp Grapple, Throw Anything, Ability Focus (Stunning Fist)
Skills Acrobatics + 3, Climb + 17, Intimidate + 9, Perception + 10, Stealth –5; Racial Modifiers + 4 Perception
Languages Common, Gnoll
SQ fast, unholy warrior domains (hate, wrath)
Gear Large + 2 fullplate, Goreshred (large + 1 human bane bardiche), belt of mighty constitution + 2, ring of protection + 1
SPECIAL ABILITIES
Fast (Ex) The Carrion King gains a +5 foot bonus to his base land speed.
Fearsome Resolve (Su)Once per day when his hit points are at 58 or less, the Carrion King can attempt a Fort save (DC = 10 + the HD of the last opponent that struck him) to heal 2d8+5 points of damage as a free action.
Frenzy (Su)The Carrion King is too angry to die. He may continue to fight until his negative hit points exceed his Constitution core.
Loathsome Strike (Ex) Once per day, the Carrion King may add his Charisma bonus to his attack roll—on a successful hit, in lieu of normal damage, he deals 1d8 points of temporary Charisma damage.
Rage (Ex) The Carrion King can enter a rage (as a barbarian) for up to 16 rounds per day.
Roaring Fury (Su) Once per day, as a move-equivalent action, the Carrion King may emit a fierce roar that forces all living opponents within 30 feet to make a DC 13 Will save or become panicked. This is a mind-affecting Fear effect. The save DC is Charisma-based.
Ferocity (Ex) An unchosen becomes enraged if mortally wounded. It continues to fight without penalty even while disabled or dying, and as long as it has less than 0 hit points, it gains a +2 bonus on attack rolls and all weapon damage rolls.
Foresighted (Su) An unchosen’s trepanation has partially unlocked an almost psychic ability to sense peril. It gains a +2 insight bonus on Initiative checks and to its armor class.

Luz RPG Superstar 2011 Top 32 |

Eakratz, that looks better. A nice bump in his AC and hp will go a long way to making this a tougher fight. Still, watch out for ray of enfeeblement or especially ray of exhaustion, which will cancel his rage even on a successful save.
The big problem with this encounter is it is in a huge chamber and Ghartok needs to get close. Having the gnoll guards and carrion initiates is a must in order to keep the party busy so the Carrion King can close the gap. As a suggestion, maybe max out his Intimidate and Acrobatics skills. This way he can make the long jump across the pit if he wants, and using his intimidate at a distance may soften up some of the party for his Roaring Fury attack. After that, just get him within striking distance of the nearest group of opponents and let him go to work. Now that I think of it, using Throw Anything to toss foes into the Carrion Pit would be awesome. You may even want to keep Thkot Tal on standby if the party is having too easy of a time.
Lastly, because there is a good chance the party will spread themselves out here, you might consider swapping Cleave and Great Cleave for some Vital Strike feats. He may have to keep moving from one opponent to another and not get an opportunity to use Cleave or have a full round of attacks. That may sound a bit metagamey but the way I see it, your job is to make the encounter tough and memorable. By any means possible, but within the rules.
Nice work with the build and good luck!

eakratz |
Great ideas. I neglected to mention it in the OP, but tossing people into the pit was a strategy I wanted to use as well. I was searching the PFSRD for a feat I thought I saw that allowed a character to pick up another character and use them as a club, but then I remembered Awesome Blow. One of my characters has levels in Hungry Ghost Monk so he has the Punishing Kick feat. I think it would be cool for these two to hit each other and send them flying.
I also added skill focus for acrobatics to allow him to leap the pit no problem. Nothing kills a sense of awe then seeing the big bad try to pull off something cool only to see him flounder.
CR 11
Male unchosen unholy warrior 4 (Book of Fiends 205) martial artist monk 2, fighter 1
CE Large humanoid (gnoll)
Init + 5; Senses darkvision 60 ft., deathwatch, scent; Perception + 9
Aura strong chaotic evil
DEFENSE
AC 26, touch 9, flat-footed 26 (+ 10 armor, + 1 deflection, –1 Dex, + 2 insight, + 6 natural, –2 rage, –1 size)
hp hp 181 (13 HD; 8d8+ 5d10+ 90)
Saves Fort + 22, Ref + 5, Will + 12
Defensive Abilities Fearsome resolve, Foresighted; Immune mind-affecting effects
OFFENSE
Speed 35 ft.
Melee Goreshred + 20/+ 15 (2d8+ 16/×3), bite + 13 (2d6+ 6) or
Power Attack: Goreshred + 17/+ 12 (2d8+ 25/×3), bite + 10 (2d6+ 11)
Space 10 ft.; Reach 20 ft.
Special Attacks ferocity, loathsome strike 1/day, rage 16 rounds/day, roaring fury 1/day; humanbane bardiche + 2d6 damage
Spells Prepared (CL 2nd; concentration + 3)
1st—divine favor
TACTICS
The Carrion King’s rage is included in these statistics.
Base Statistics: AC 24, touch 11, flat-footed 24; hp 120; Fort + 14, Will + 3; Melee Goreshred + 16/+ 11 (1d12+ 13×3), bite + 9 (2d6+ 4); Str 26, Con 22; Skills Climb + 12
STATISTICS
Ability Scores
Str 30, Dex 8, Con 26, Int 8, Wis 14, Cha 13
Base Atk + 9 CMB + 20 (+ 22 bull rush & grapple)); CMD 29 (31 vs. bull rush & grapple)
Feats Awesome Blow13, Skill Focus (acrobatics)7, Improved Bull Rush5, Improved Initiative3, Power Attack1, Weapon Focus (bardiche)11, Imp Unarmed Strike©, Stunning Fist© (4/day DC 20), Imp Grapple©, Throw Anything©, Ability Focus (Stunning Fist)9, Vital Strike©
17 Skills Acrobatics + 10/+ 18, Climb 1/+ 14, Intimidate 5/+ 9, Perception 1/+ 9; Racial Modifiers + 4 Perception
Languages Common, Gnoll
SQ fast, unholy warrior domains (hate, wrath)
Gear Large + 2 fullplate, Goreshred (large + 1 human bane bardiche), belt of mighty constitution + 2, ring of protection + 1
SPECIAL ABILITIES
Fast (Ex) The Carrion King gains a +5 foot bonus to his base land speed.
Fearsome Resolve (Su)Once per day when his hit points are at 58 or less, the Carrion King can attempt a Fort save (DC = 10 + the HD of the last opponent that struck him) to heal 2d8+5 points of damage as a free action.
Frenzy (Su)The Carrion King is too angry to die. He may continue to fight until his negative hit points exceed his Constitution core.
Loathsome Strike (Ex) Once per day, the Carrion King may add his Charisma bonus to his attack roll—on a successful hit, in lieu of normal damage, he deals 1d8 points of temporary Charisma damage.
Rage (Ex) The Carrion King can enter a rage (as a barbarian) for up to 16 rounds per day.
Roaring Fury (Su) Once per day, as a move-equivalent action, the Carrion King may emit a fierce roar that forces all living opponents within 30 feet to make a DC 13 Will save or become panicked. This is a mind-affecting Fear effect. The save DC is Charisma-based.
Ferocity (Ex) An unchosen becomes enraged if mortally wounded. It continues to fight without penalty even while disabled or dying, and as long as it has less than 0 hit points, it gains a +2 bonus on attack rolls and all weapon damage rolls.
Foresighted (Su) An unchosen’s trepanation has partially unlocked an almost psychic ability to sense peril. It gains a +2 insight bonus on Initiative checks and to its armor class.

Luz RPG Superstar 2011 Top 32 |

...
I totally forgot about Awesome Blow. Nice catch! That would work better than Throw Anything because he could move and smack someone into the pit in the same round, plus he'd be doing damage from the combat maneuver check. I think with Throw Anything he would need to successfully perform a grapple first, then throw on the following round.

eakratz |
My players just encountered him last night. I forgot to use awesome blow and when I grappled the bard the cleric had an instantaneous spell that allowed him a CMB check to escape; which he did. I did get to use the Loathsome Strike for max charisma damage on the bard. That was quite the shocker. The wizard cast a spell which fatigued Ghartok and there were several instances where he was either hit by one, or missed by one. Also, the fighter was nauseated by the smell for a few rounds until the cleric fixed him, then he attacked Ghartok. Ghartok hit him three times and put him down. Luckily they had a raise dead scroll on them but they didn't remember they had it until afterwards. I had Blogab join in and let the fighter's player play him. When things looked bad for Ghartok Zayafid came out on the PCs side, but they didn't take the deal so they had to fight Zayafid and five Unchosen for a few rounds until I had Zayafid disappear and is now waiting. It turned out to be a good fight.