frankthedm
First Post
Troglizard, Warrior 2 CR 3
20HD Type 4 Demon aka Nalfeshnee CR17
6HD Half Farspawn Earth Elemental CR6
9HD Tiger CR5
12HD Liger CR6
22HD Dire Liger CR10
12HD Mummy CR7
Fiendish Girallon CR7
10HD Fiendish Girallon CR9
19 HD Fiendish Girallon CR14
19 HD Fiendish Girallon Barbarian 1 CR15
16HD Dire boar CR7
16HD Fiendish Dire Boar CR9
22HD Awakened Fiendish Dire Boar-barian CR13
20HD Devourer CR13
20HD Pseudonatural Devourer CR15
36HD Devourer CR18
30HD Black pudding CR14
7HD Grey Ooze CR6
15HD Pseudonatural Juvenile Blue Dragon CR10
13HD Pseudonatural Young Red Dragon CR9
12HD Pseudonatural Hill Giant CR9
24HD Tentacled Horror CR13
8HD Vampiric Illithid fr0m space! CR10
8HD Pseudonatural Vampiric Illithid CR10
8HD Elite Vampiric Illithid CR10
12HD Vampiric Illithids CR10
16HD Vampiric Illithid CR11
20HD Vampiric Illithids CR12
24HD Vampiric Illithids CR13
24HD Elite Vampiric Ulitharid CR15
6HD Thoqqua CR4
9HD Thoqqua CR5
Fiendish Deep One CR2
6HD Deep One CR3
10HD Deep One CR5
10HD Blink Dog CR5
10HD Non-Elite Blink Dog CR5
12HD Elite Blink Dog CR7
10HD Wyvern skeleton CR5
Orges as PCs PDF
Gort’s 33HD Elite Astral Chuul CR ?14?
Fiendish dire horse
Elite dire horse
11HD dire horse
Dungeonbred beholder CR13 [Medium]
15HD Durable Dungeonbred beholder CR14 [Medium]
19HD Bloated Dungeonbred beholder CR16 [Large]
27HD Champion Dungeonbred beholder CR19 [Large]
33HD Bloated Dungeonbred beholder CR20 [Large]
The wotc page where these critters debuted
http://www.wizards.com/default.asp?x=dnd/mm/20031018a
I am pleased to inform you, the Glantrian expansion council, that further training of the Praetorian troglodyte - lizard folk amalgamation is possible. Selective breeding supplemented with sufficient force has proven effective to keep the creatures in check. Their minds, while resistant on charms that affect normal humanoids can still be enspelled with sufficient potency, of which, in our great kingdom of magic, there is no short supply.
One recent development is that these creatures have been coaxed to use armor. As some of you may know, most of the scaled bipeds are not well disposed to wearing armor due to skin conditions they suffer from such accoutrements. However after a brief field study I found that crocodile leathers can be safely worn by this breed and that they can manufacture this armor given the need and materials. I submit to you Glantri city canal guard report #126 form the Month of Dragon’s Fire of last year. I won’t bore you with too many unfortunate details, but several of our canal cleansing scorpion-crocodile hybrids where found skinned among the lair of the escaped band of these creatures who were wearing the hides. Their penchant for slave taking was evidenced by the unfortunate apprentice found who had been worked to death by the rogue band.
The Troglizards should be used to take the Malpheggi swamp of Darokin and the marshlands of Karmekios at the soonest opportune time. Once they replace the indigenous lizard folk tribes, their accelerated metabolisms and increased aggression will ensure the Troglizards become a major military threat that will deplete the forces of those countries, easing our expansion goals.
I feel that it would be appropriate to allocate funds for the master warsmiths to fashion armor and weapons for the Units kept for our own shock troops. Should mundane crocodile supply be inefficient for this process, then I propose using our remaining stock of scorpadiles as raw materials.[Sblock=Troglizard – Warrior 2]
Medium Monstrous Humanoid (Reptilian)
Hit Dice: 3d8+2d8 +20 [42 hp]
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 1 handed weapon
22 (+2 Dex, +6 natural, +3 studded crocodile leather, +2 large turtle shell shield), touch 12, flat-footed 20
2 handed weapon
20 (+2 Dex, +6 natural, +3 studded crocodile leather, touch 12, flat-footed 20
Base Attack/Grapple: +5/+8
Attack: Claw +8 melee (1d4+3) or +8 melee (weapon damage ) or javelin +6 ranged (1d6+3)
Full Attack: 2 claws +8 melee (1d4+3) and bite +6 melee (1d4+1) or +8 melee (weapon damage) and bite +6 melee (1d4+1), or javelin +6 ranged (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Stench dc15
Special Qualities: Darkvision 60 ft.
Saves: Fort +8, Ref +5, Will +2
Abilities [non elite NPC] Str 17, Dex 14, Con 19, Int 10, Wis 9, Cha 8
Skills: Balance +5, Climb +8, Hide +9, Swim +8 [pre armour penalty]
Feats: Multiattack, Power Attack
Environment: Temperate or warm marsh, underground
Organization: Solo, Commando unit; 2 to 5, sergeants; [1 per 10 combatant troglizards]
Challenge Rating: 3 [or 4 if you diagree the Base troglizard is a CR 2]
Treasure: 50% coins, 50% goods, 50% items
Stench: Like their troglodyte forebears, troglizards excrete an oily, noxious liquid when excited or agitated. This musklike scent is repellant to all creatures others than troglizards. All other living beings within 30 feet must make a DC 15 Fort save or be sickened for 10 rounds. Creatures that successfully save are not affected by the same troglizard's stench for 24 hours. A delay poison or neutralize poison spell removes the sickened effect. Those creatures that are immune to poison are unaffected, and those resistant to poison enjoy their normal bonuses on the saving throw against the stench. The save DC is Constitution-based.
Skills: Troglizards have a +4 racial bonus on Hide checks due to the troglizard's ability to alter its coloration somewhat. This ability functions like that of a chameleon although not to the same extent.[/Sblock]
20HD Type 4 Demon aka Nalfeshnee CR17
6HD Half Farspawn Earth Elemental CR6
9HD Tiger CR5
12HD Liger CR6
22HD Dire Liger CR10
12HD Mummy CR7
Fiendish Girallon CR7
10HD Fiendish Girallon CR9
19 HD Fiendish Girallon CR14
19 HD Fiendish Girallon Barbarian 1 CR15
16HD Dire boar CR7
16HD Fiendish Dire Boar CR9
22HD Awakened Fiendish Dire Boar-barian CR13
20HD Devourer CR13
20HD Pseudonatural Devourer CR15
36HD Devourer CR18
30HD Black pudding CR14
7HD Grey Ooze CR6
15HD Pseudonatural Juvenile Blue Dragon CR10
13HD Pseudonatural Young Red Dragon CR9
12HD Pseudonatural Hill Giant CR9
24HD Tentacled Horror CR13
8HD Vampiric Illithid fr0m space! CR10
8HD Pseudonatural Vampiric Illithid CR10
8HD Elite Vampiric Illithid CR10
12HD Vampiric Illithids CR10
16HD Vampiric Illithid CR11
20HD Vampiric Illithids CR12
24HD Vampiric Illithids CR13
24HD Elite Vampiric Ulitharid CR15
6HD Thoqqua CR4
9HD Thoqqua CR5
Fiendish Deep One CR2
6HD Deep One CR3
10HD Deep One CR5
10HD Blink Dog CR5
10HD Non-Elite Blink Dog CR5
12HD Elite Blink Dog CR7
10HD Wyvern skeleton CR5
Orges as PCs PDF
Gort’s 33HD Elite Astral Chuul CR ?14?
Fiendish dire horse
Elite dire horse
11HD dire horse
Dungeonbred beholder CR13 [Medium]
15HD Durable Dungeonbred beholder CR14 [Medium]
19HD Bloated Dungeonbred beholder CR16 [Large]
27HD Champion Dungeonbred beholder CR19 [Large]
33HD Bloated Dungeonbred beholder CR20 [Large]
Terrible Troglizards
The wotc page where these critters debuted
http://www.wizards.com/default.asp?x=dnd/mm/20031018a
I am pleased to inform you, the Glantrian expansion council, that further training of the Praetorian troglodyte - lizard folk amalgamation is possible. Selective breeding supplemented with sufficient force has proven effective to keep the creatures in check. Their minds, while resistant on charms that affect normal humanoids can still be enspelled with sufficient potency, of which, in our great kingdom of magic, there is no short supply.
One recent development is that these creatures have been coaxed to use armor. As some of you may know, most of the scaled bipeds are not well disposed to wearing armor due to skin conditions they suffer from such accoutrements. However after a brief field study I found that crocodile leathers can be safely worn by this breed and that they can manufacture this armor given the need and materials. I submit to you Glantri city canal guard report #126 form the Month of Dragon’s Fire of last year. I won’t bore you with too many unfortunate details, but several of our canal cleansing scorpion-crocodile hybrids where found skinned among the lair of the escaped band of these creatures who were wearing the hides. Their penchant for slave taking was evidenced by the unfortunate apprentice found who had been worked to death by the rogue band.
The Troglizards should be used to take the Malpheggi swamp of Darokin and the marshlands of Karmekios at the soonest opportune time. Once they replace the indigenous lizard folk tribes, their accelerated metabolisms and increased aggression will ensure the Troglizards become a major military threat that will deplete the forces of those countries, easing our expansion goals.
I feel that it would be appropriate to allocate funds for the master warsmiths to fashion armor and weapons for the Units kept for our own shock troops. Should mundane crocodile supply be inefficient for this process, then I propose using our remaining stock of scorpadiles as raw materials.[Sblock=Troglizard – Warrior 2]
Medium Monstrous Humanoid (Reptilian)
Hit Dice: 3d8+2d8 +20 [42 hp]
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 1 handed weapon
22 (+2 Dex, +6 natural, +3 studded crocodile leather, +2 large turtle shell shield), touch 12, flat-footed 20
2 handed weapon
20 (+2 Dex, +6 natural, +3 studded crocodile leather, touch 12, flat-footed 20
Base Attack/Grapple: +5/+8
Attack: Claw +8 melee (1d4+3) or +8 melee (weapon damage ) or javelin +6 ranged (1d6+3)
Full Attack: 2 claws +8 melee (1d4+3) and bite +6 melee (1d4+1) or +8 melee (weapon damage) and bite +6 melee (1d4+1), or javelin +6 ranged (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Stench dc15
Special Qualities: Darkvision 60 ft.
Saves: Fort +8, Ref +5, Will +2
Abilities [non elite NPC] Str 17, Dex 14, Con 19, Int 10, Wis 9, Cha 8
Skills: Balance +5, Climb +8, Hide +9, Swim +8 [pre armour penalty]
Feats: Multiattack, Power Attack
Environment: Temperate or warm marsh, underground
Organization: Solo, Commando unit; 2 to 5, sergeants; [1 per 10 combatant troglizards]
Challenge Rating: 3 [or 4 if you diagree the Base troglizard is a CR 2]
Treasure: 50% coins, 50% goods, 50% items
Stench: Like their troglodyte forebears, troglizards excrete an oily, noxious liquid when excited or agitated. This musklike scent is repellant to all creatures others than troglizards. All other living beings within 30 feet must make a DC 15 Fort save or be sickened for 10 rounds. Creatures that successfully save are not affected by the same troglizard's stench for 24 hours. A delay poison or neutralize poison spell removes the sickened effect. Those creatures that are immune to poison are unaffected, and those resistant to poison enjoy their normal bonuses on the saving throw against the stench. The save DC is Constitution-based.
Skills: Troglizards have a +4 racial bonus on Hide checks due to the troglizard's ability to alter its coloration somewhat. This ability functions like that of a chameleon although not to the same extent.[/Sblock]
Last edited: