| Naurgul |
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How about we share some statblocks we have made for those situations that aren't strictly in the AP but could potentially arise? I'll go first. Here's my take on Detective Desdelen “Skinny” Bolera:
Detective Bolera — Creature 6
Unique, NG, Medium, Humanoid, Half-Elf, Human
female half-elf investigator
Perception +18; low-light vision
Languages Common, Dwarven, Goblin, Undercommon, Kelish
Skills Arcana +15, Deception +13, Diplomacy +13, Occultism +15, Performance +13, Religion +15, Society +15, Stealth +13, Creative Writing +18
Str +0, Dex +2, Con +1, Int +4, Wis +1, Cha +2
Items acid flask, crystal shards, thunderstone, tanglefoot bag, dread ampoule, alchemist's fire, blight bomb, frost vial, ghost charge (all moderate), handcuffs (good), fingerprint kit, forensic dye, blindpepper tube, looter's lethargy
AC 23; Fort +12, Ref +13, Will +12
HP 90
Speed 25 feet
Ranged [1-action] Crossbow +18 (range increment 120 feet, reload 1), Damage 2d6 piercing
Bolera's Interrogation [3-action] (Frequency 3 times per day) She focuses her attention on a single creature within 30 feet. That creature must attempt a Will save against her Perception DC. On a failure, the creature finds itself unable to speak any deliberate and intentional lies and takes a -2 penalty to Deception checks. On a critical failure, the penalty to Deception checks is -4. This effect lasts for 10 minutes.
Devise a Stratagem [1-action] (Frequency once per round) She chooses a creature she can see, Recalls Knowledge on it and Strikes. If the Strike is a failure, the attack never happened. If it's a success, add 7 precision damage, the target becomes flat-footed for one ally's next attack, improve the Recall Knowledge result by one degree.
Expeditious Inspection [free action] (Frequency once per 10 minutes) Assesses surroundings with great speed. Recalls Knowledge, Seeks, or Senses Motive.
Inspire Imitation [reaction] Whenever she critically succeeds at a skill check, she automatically qualifies to use the Aid reaction when attempting to help an ally using the same skill, no preparation needed.
| Naurgul |
Here's an attempt at Sergeant Ollo:
Sergeant Moldun Ollo — Creature 8
Unique LG Medium Humanoid Dwarf
Perception +19; Darkvision
Languages Common, Dwarven
Skills Athletics +19 , Diplomacy +18 , Society +17 , Absalom +17 , Legal +17
Str +4, Dex +1, Con +5, Int +2, Wis +1, Cha +3
Items battle axe, steel shield
AC 26 (28 with shield raised); Fort +20, Ref +14, Will +18
HP 160
Speed 20 feet
Ancient Blood +1 circumstance bonus to saving throws against magical effects
Bravery When Ollo rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, any time he gains the frightened condition, reduce its value by 1.
Quick Shield Block [reaction] At the start of his turns, Ollo gets an additional reaction that he can use only to Shield Block
Melee [1-action] battle axe +21 (attack, sweep), Damage 2d8+2 slashing
Heroes' Call [2-action] (Frequency 1 time per day) Ollo sings of ancient heroes. He or an adjacent dwarf ally gets the effects of 3rd level Heroism. If the target has half or fewer Hit Points they also gain 16 temporary Hit Points.
Swipe [2-action] Ollo makes a melee Strike and compares the attack roll result to the AC of up to two foes, each of whom must be within melee reach and adjacent to each other. Roll damage only once and apply it to each creature he hits. This counts as two attacks for the multiple attack penalty.
| Naurgul |
Here's a Washboard Dogs gang troop in case your players are mad enough to take them on:
Washboard Dogs Crew — Creature 11
Uncommon N Gargantuan Humanoid Human Troop
Perception +21
Languages Common
Skills Athletics +22, Intimidation +18, Gang Lore +18
Str +7, Dex +3, Con +6, Int +2, Wis +3, Cha +2
Items assortment of bludgeoning weapons like pipes and morningstars, one washboard each (use steel shield stats)
AC 31; Fort +23, Ref +20, Will +18
HP 210 (16 squares); Thresholds 140 (12 squares), 70 (8 squares); Weaknesses area damage 15, splash damage 8
Shield Block [reaction] Trigger The crew takes damage from a physical attack. Effect They snap the washboards into place to deflect the blow. The shields prevent an amount of damage up to the shields' Hardness. The crew takes any remaining damage.
Troop Defenses
Speed 25 feet; troop movement
Fire Crossbows! [2-action] The gang draw or reload their crossbows, then launch a ranged attack in the form of a volley. This volley is a 10-Foot Burst within 120 feet that deals 5d8 piercing damage (DC 25 Basic Reflex save).
Form a Phalanx [1-action] Many of the gang members raise their washboards to protect others. They gain a +2 circumstance bonus to AC until the start of their next turn.
Form Up
Scary Swing [1-to-3-action] Frequency once per round Effect The gang members wildly swing their weapons at each enemy adjacent to the troop (DC 27 Basic Reflex save). On a failure, the target becomes Frightened 1 and on a critical failure Frightened 2. Add the number of actions used and the target's frightened value:
1. 1d12+2 bludgeoning damage
2. 2d12+9 bludgeoning damage
3. 3d12+9 bludgeoning damage
Scraping Clamor [1-action] (auditory, manipulate) The Washboard Dogs scrape their weapons up and down their washboard shields, making such a clatter that it's hard to hear anything over the din. Until the beginning of the crew's next turn, all creatures within 30 feet gain a +5 circumstance bonus to any saves to resist auditory spells or abilities.
Troop Movement
| Naurgul |
For the sake of completionism and in case a serious gang war breaks out in your campaign, here's a Diobel Sweeper gang troop to complement the other one:
Diobel Sweepers Crew — Creature 12
Uncommon N Gargantuan Humanoid Human Troop
Perception +21
Languages Common
Skills Athletics +22, Intimidation +18, Gang Lore +18
Str +7, Dex +3, Con +6, Int +2, Wis +3, Cha +2
Items huge quantities of vials and alchemical reagents (reduced to broken glass and brownish mush after combat)
AC 30; Fort +23, Ref +20, Will +18
HP 240 (16 squares); Thresholds 160 (12 squares), 80 (8 squares); Weaknesses area damage 15, splash damage 8
Troop Defenses
Speed 25 feet; troop movement
Form Up
Alchemical Barrage [2-to-3-action] Frequency once per round Effect The members of the gang throw a barrage of alchemical vials in a 10-Foot Burst raining down 1d12+2 elemental + 4 elemental splash damage (DC 27 Basic Reflex save). Each target rolls 1 additional effect from the table below on a failure (2 on a critical failure). Increase the number of additional effects by 1 if the 3-action version was used:
1. 2d6 persistent acid damage
2. 2 persistent fire damage
3. –10-foot penalty to Speeds
4. Flat-Footed from shock
5. Immobilized for 1 round
6. None
Sweep [1-action] Frequency once per round Effect The members of the gang wildly swing their weapons at each enemy adjacent to the troop dealing 2d12+9 bludgeoning damage (DC 25 Basic Reflex save).
Troop Movement
| Naurgul |
I also did the Djinni Vizier from the casino in book 3 a while ago. Had some time to transcribe it today:
Djinni Vizier — Creature 10
Rare CG Large Elemental Air Genie
Perception +20; darkvision; detect magic
Languages Common, Auran
Skills Acrobatics +23, Arcana +18, Athletics +18, Crafting +16, Deception +18, Diplomacy +22, Society +16, Stealth +19
Str +5, Dex +7, Con +3, Int +3, Wis +2, Cha +5
Bound Wishes A djinni vizier can grant a mortal or undead creature up to three wishes within a year’s time. Once they grant a third wish to a single creature, they are freed from service to that creature forever.
Items scimitar
AC 30; Fort +16, Ref +21, Will +18
HP 170; Immunities acid; Resistances mental 10, sonic 10
Whirlwind (air, arcane, aura, evocation) 30 feet. All squares in the djinni's aura are difficult terrain for Striding and Flying creatures. Creatures with the air trait are immune.
Speed 25 feet; fly 40 feet
Melee [1-action] scimitar +23 (forceful, reach 10 feet, sweep), Damage 2d6+15 slashing
Melee [1-action] fist +24 (agile, finesse, magical, nonlethal, reach 10 feet), Damage 4d4+8 bludgeoning
Ranged [1-action] crashing wind +23 (air, arcane, evocation, range increment 20 feet), Damage 2d8+5 bludgeoning
Spells DC 30, attack +22 ; 10th wish (bound); 7th Plane Shift (At Will) (to Astral Plane, Elemental Planes, or Material Plane Only); 5th creation, tongues, summon giant, illusory creature, illusory object; 4th gaseous form, enhance visuals (at will), invisibility (at will) (self only); Constant detect magic
Hurricane Blast [1-action] (air, arcane, evocation); Frequency Once per round. Effect The djinni pushes all creatures in its whirlwind back 30 feet, or repositions all creatures inside the aura without changing their distance to the djinni. Each creature must attempt a DC 30 Fortitude save. Bumping targets to walls or to each other deals damage as if they had fallen. On a success, a target avoids being moved, and on a critical failure it falls Prone in addition to being moved. Creatures with the air trait are immune.
| EdwinM |
because Olansa Terimor as the final boss kinda... sucks and is severly underpowered, I made a new stat block, for her final form.
basically, first I ran the combat almost as written - just substituing astradaemons with agents of the gray queen (aka stronger astradaemons) and not having her cast spells
and after 'defeating' her, I made them fight the true Olansa:
https://imgur.com/a/ro1krBl
| Naurgul |
Nice, how did the fight go? Did you use more spells or Reality Rip?
I'm also thinking of changing Olansa, I would REALLY like to give her some sort of supercharged Steal ability that allows stealing spells, abilities. items, all sorts of stuff. Looking into high level rogue feats and Umbral Graft/Extraction spells for inspiration.