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Carrion Crawler Queen lair
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<blockquote data-quote="Quickleaf" data-source="post: 6707164" data-attributes="member: 20323"><p>Same as a regular carrion crawler, which I've pasted below for your convenient perusal:</p><p></p><p><strong>Tentacles.</strong> Melee Weapon Attack: +8 to hit, reach 10ft., one creature. Hit: 4 (1 d4 + 2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.</p><p></p><p></p><p>First, the queen has no ranged attacks. The summoned minions are to reach characters staying back at range.</p><p></p><p>Second, the multiattack has a built-in limit of 1 tentacle/character.</p><p></p><p>Third, damage per round is consistent with a CR 3 monster, but likely to be even lower because some attacks will miss.</p><p></p><p>Fourth, did you read the part about a paralyzed creature getting a saving throw <em>each turn</em>? In addition, the paladin's <em>lay on hands</em> can remove poison (and therefor paralysis), and the swanmay has <em>lesser restoration</em> 1/day.</p><p></p><p>Fifth, this is intended to be a call back to the old school carrion crawler with its flurry of <em>eight</em> tentacle attacks. It's meant to be scary.</p><p></p><p></p><p>The lair is fairly small. There were 6 carrion crawlers total, and the PCs have already killed 4 of them (like I stated in the OP). So the opposition I was planning consists entirely of what I listed in the OP: queen, 2 crawlers, 2+ swarms of insects.</p><p></p><p>It's very possible the PCs will be going into this as fresh as they can. There's a bit of hex crawl exploration happening to <em>find</em> the lair in the first place, so there is the off chance the PCs will tangle with some other critters in a different cave and decide to keep pushing and tumble into the carrion crawler's lair, yes. I'd say it's a 50/50 toss-up depending on how gung-ho the players are feeling.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6707164, member: 20323"] Same as a regular carrion crawler, which I've pasted below for your convenient perusal: [B]Tentacles.[/B] Melee Weapon Attack: +8 to hit, reach 10ft., one creature. Hit: 4 (1 d4 + 2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success. First, the queen has no ranged attacks. The summoned minions are to reach characters staying back at range. Second, the multiattack has a built-in limit of 1 tentacle/character. Third, damage per round is consistent with a CR 3 monster, but likely to be even lower because some attacks will miss. Fourth, did you read the part about a paralyzed creature getting a saving throw [i]each turn[/i]? In addition, the paladin's [i]lay on hands[/i] can remove poison (and therefor paralysis), and the swanmay has [i]lesser restoration[/i] 1/day. Fifth, this is intended to be a call back to the old school carrion crawler with its flurry of [i]eight[/i] tentacle attacks. It's meant to be scary. The lair is fairly small. There were 6 carrion crawlers total, and the PCs have already killed 4 of them (like I stated in the OP). So the opposition I was planning consists entirely of what I listed in the OP: queen, 2 crawlers, 2+ swarms of insects. It's very possible the PCs will be going into this as fresh as they can. There's a bit of hex crawl exploration happening to [i]find[/i] the lair in the first place, so there is the off chance the PCs will tangle with some other critters in a different cave and decide to keep pushing and tumble into the carrion crawler's lair, yes. I'd say it's a 50/50 toss-up depending on how gung-ho the players are feeling. [/QUOTE]
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