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Challenging my high-lvl group (NPCs and monsters; my players shouldn't read this!)
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<blockquote data-quote="Piratecat" data-source="post: 1220365" data-attributes="member: 2"><p>Sea King Blel-Plibbit</p><p>17th lvl cleric, 2nd lvl Hierophant</p><p></p><p>Large or Medium</p><p>Hit Dice: 21d8+63 (+147) (160 hp or 244 hp or 263 with divine power and righteous might; ½ dmg) 263</p><p>Initiative: +1</p><p>Speed: 20 ft., swim 50 ft.</p><p>AC: 40 (+10 natural, +6 large shield (w/magical vestment +4), +10 armor (magical vestment +4), 20% miss chance (entropic shield), +5 deflection (shield of faith), -1 size, DR 15/holy)</p><p>Attacks: Spear +39/+34/+29/+24 melee, bite +29 melee [BAB +16/+11/+6/+1; +2 or +9 str, +1 morale (bless), +6 luck (divine favor), +3 from divine power, -1 size, +5 spear of the Sea Mother)</p><p>Damage: Spear 2d6+15, bite 1d6 +10 (+1 luck, +9 str, +5 spear)</p><p>Special Attacks: Lightning bolt, 30’ touch attack, Blast infidel (NG)</p><p>Special Qualities: Keen sight, slippery, adhesive, immunities, electricity resistance 30, light blindness, amphibious</p><p>Saves: Fort +16, Ref +10, Will +19 (+1 morale vs fear, +2 resistance from prot good, +1 luck from prayer)</p><p>Abilities: Str 15 (29), Dex 12, Con 16 (24), Int 15, Wis 20, Cha 14</p><p>Skills: Concentration +25, Escape Artist +30, Knowledge (religion) +30, Listen +13, Move Silently +4, Search +12, Spot +25 (+1 luck from prayer)</p><p>Feats: Alertness, Great Fortitude, Leadership x2, Power attack, craft lots ‘o crap (wondrous object & arms & armor & ring), extend spell </p><p>Alignment: neutral evil</p><p>Kuo-toas speak Kuo-Toan, Undercommon, and Aquan.</p><p></p><p>Items: periapt of wisdom +4, spear of the Sea Mother (+5, vile damage), crown of currents, armor of damage transferal, regalia, ring of psychic poison (BoVD p101)</p><p></p><p>Domains: water (rebuke/command fire creatures), destruction (smite +4 to hit, +17 to dmg)</p><p>[code]</p><p>Lvl 0 1 2 3 4 5 6 7 8 9</p><p>17 6 7+1 6+1 6+1 6+1 5+1 4+1 3+1 2+1 1+1[/code]</p><p></p><p>0th: </p><p>1st: bless, command, divine favor, entropic shield, prot good, sanctuary, shield of faith, obscuring mist</p><p>2nd: bear’s endurance, darkness, silence, silence, wave of grief (BoVD), wither limb (BoVD), fog cloud</p><p>3rd: Bestow curse, deeper darkness, invisibility purge, see through fog, protection from energy, searing light, contagion</p><p>4th: extended prayer, divine power, poison (DC 24), spell immunity (fireball, magic missile, poly other, searing light), stop heart (BoVD p106), tongues, control water</p><p>5th: greater command, heartclutch (BoVD p 97), morality undone (BoVD p99), righteous might, slay living, ice storm</p><p>6th: greater dispel magic, greater dispel magic, harm, harm, cone of cold</p><p>7th: blasphemy, repulsion, whirlwind of teeth (BoVD-8d8 dmg), disintegrate</p><p>8th: mass inflict critical wounds (4d8+17), sea mother’s storm (as firestorm: 17d6 cold damage), horrid wilting (17d6)</p><p>9th: miracle, implosion</p><p></p><p>Combat</p><p></p><p>Lightning Bolt (Su): Two or more kuo-toa clerics (known as "whips") operating together can generate a stroke of lightning</p><p>every 1d4 rounds. The whips must join hands to launch the bolt but need merely remain within 30 feet of one another while it</p><p>builds. The lightning bolt deals 1d6 points of damage per whip, but a successful Reflex save halves this amount (save DC 13 +</p><p>number of whips).</p><p></p><p>Pincer Staff: Many kuo-toa fighters and all whips above 6th level carry this Large exotic weapon. A pincer staff deals 1d10</p><p>points of bludgeoning damage, threatens a critical hit on a 20, and deals double damage on a critical hit. It has a 10-foot reach</p><p>and cannot be used against an adjacent opponent. A wielder that hits an opponent of at least Small but no larger than Large size</p><p>attempts to start a grapple as a free action without provoking an attack of opportunity. If the wielder gets a hold, the staff grabs</p><p>the opponent and deals 1d10 points of damage each round the hold is maintained.</p><p></p><p>Keen Sight (Ex): Kuo-toas have excellent vision thanks to their two independently focusing eyes. Their eyesight is so keen that</p><p>they can spot a moving object or creature even if it is invisible, ethereal, or astral. Only by remaining perfectly still can such</p><p>objects or creatures avoid their notice.</p><p></p><p>Slippery (Ex): All kuo-toas secrete an oily film that makes them difficult to grapple or snare. Webs, magic or otherwise, don’t</p><p>affect kuo-toas, and they usually can wriggle free from most other forms of confinement.</p><p></p><p>Adhesive (Ex): Kuo-toas use their own body oil and other materials to give their shields a finish almost like flypaper, holding</p><p>fast any creatures or items touching them. Anyone who makes an unsuccessful melee attack against a kuo-toa must succeed at</p><p>a Reflex save (DC 14), or the attacker’s weapon sticks to the shield and is yanked out of the wielder’s grip. Creatures using</p><p>natural weapons are automatically grappled if they get stuck.</p><p></p><p>Immunities (Ex): Kuo-toas are immune to poison and paralysis. The various hold spells also have no effect on them, and their</p><p>keen sight automatically detects figments for what they are.</p><p></p><p>Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds kuo-toas for 1 round. In</p><p>addition, they suffer a -1 circumstance penalty to all attack rolls, saves, and checks while operating in bright light.</p><p></p><p>Amphibious (Ex): Although kuo-toas breathe by means of gills, they can survive indefinitely on land.</p><p></p><p>Skills: Kuo-toas receive a +15 racial bonus to Escape Artist checks and a +4 racial bonus to Spot and Search checks.</p></blockquote><p></p>
[QUOTE="Piratecat, post: 1220365, member: 2"] Sea King Blel-Plibbit 17th lvl cleric, 2nd lvl Hierophant Large or Medium Hit Dice: 21d8+63 (+147) (160 hp or 244 hp or 263 with divine power and righteous might; ½ dmg) 263 Initiative: +1 Speed: 20 ft., swim 50 ft. AC: 40 (+10 natural, +6 large shield (w/magical vestment +4), +10 armor (magical vestment +4), 20% miss chance (entropic shield), +5 deflection (shield of faith), -1 size, DR 15/holy) Attacks: Spear +39/+34/+29/+24 melee, bite +29 melee [BAB +16/+11/+6/+1; +2 or +9 str, +1 morale (bless), +6 luck (divine favor), +3 from divine power, -1 size, +5 spear of the Sea Mother) Damage: Spear 2d6+15, bite 1d6 +10 (+1 luck, +9 str, +5 spear) Special Attacks: Lightning bolt, 30’ touch attack, Blast infidel (NG) Special Qualities: Keen sight, slippery, adhesive, immunities, electricity resistance 30, light blindness, amphibious Saves: Fort +16, Ref +10, Will +19 (+1 morale vs fear, +2 resistance from prot good, +1 luck from prayer) Abilities: Str 15 (29), Dex 12, Con 16 (24), Int 15, Wis 20, Cha 14 Skills: Concentration +25, Escape Artist +30, Knowledge (religion) +30, Listen +13, Move Silently +4, Search +12, Spot +25 (+1 luck from prayer) Feats: Alertness, Great Fortitude, Leadership x2, Power attack, craft lots ‘o crap (wondrous object & arms & armor & ring), extend spell Alignment: neutral evil Kuo-toas speak Kuo-Toan, Undercommon, and Aquan. Items: periapt of wisdom +4, spear of the Sea Mother (+5, vile damage), crown of currents, armor of damage transferal, regalia, ring of psychic poison (BoVD p101) Domains: water (rebuke/command fire creatures), destruction (smite +4 to hit, +17 to dmg) [code] Lvl 0 1 2 3 4 5 6 7 8 9 17 6 7+1 6+1 6+1 6+1 5+1 4+1 3+1 2+1 1+1[/code] 0th: 1st: bless, command, divine favor, entropic shield, prot good, sanctuary, shield of faith, obscuring mist 2nd: bear’s endurance, darkness, silence, silence, wave of grief (BoVD), wither limb (BoVD), fog cloud 3rd: Bestow curse, deeper darkness, invisibility purge, see through fog, protection from energy, searing light, contagion 4th: extended prayer, divine power, poison (DC 24), spell immunity (fireball, magic missile, poly other, searing light), stop heart (BoVD p106), tongues, control water 5th: greater command, heartclutch (BoVD p 97), morality undone (BoVD p99), righteous might, slay living, ice storm 6th: greater dispel magic, greater dispel magic, harm, harm, cone of cold 7th: blasphemy, repulsion, whirlwind of teeth (BoVD-8d8 dmg), disintegrate 8th: mass inflict critical wounds (4d8+17), sea mother’s storm (as firestorm: 17d6 cold damage), horrid wilting (17d6) 9th: miracle, implosion Combat Lightning Bolt (Su): Two or more kuo-toa clerics (known as "whips") operating together can generate a stroke of lightning every 1d4 rounds. The whips must join hands to launch the bolt but need merely remain within 30 feet of one another while it builds. The lightning bolt deals 1d6 points of damage per whip, but a successful Reflex save halves this amount (save DC 13 + number of whips). Pincer Staff: Many kuo-toa fighters and all whips above 6th level carry this Large exotic weapon. A pincer staff deals 1d10 points of bludgeoning damage, threatens a critical hit on a 20, and deals double damage on a critical hit. It has a 10-foot reach and cannot be used against an adjacent opponent. A wielder that hits an opponent of at least Small but no larger than Large size attempts to start a grapple as a free action without provoking an attack of opportunity. If the wielder gets a hold, the staff grabs the opponent and deals 1d10 points of damage each round the hold is maintained. Keen Sight (Ex): Kuo-toas have excellent vision thanks to their two independently focusing eyes. Their eyesight is so keen that they can spot a moving object or creature even if it is invisible, ethereal, or astral. Only by remaining perfectly still can such objects or creatures avoid their notice. Slippery (Ex): All kuo-toas secrete an oily film that makes them difficult to grapple or snare. Webs, magic or otherwise, don’t affect kuo-toas, and they usually can wriggle free from most other forms of confinement. Adhesive (Ex): Kuo-toas use their own body oil and other materials to give their shields a finish almost like flypaper, holding fast any creatures or items touching them. Anyone who makes an unsuccessful melee attack against a kuo-toa must succeed at a Reflex save (DC 14), or the attacker’s weapon sticks to the shield and is yanked out of the wielder’s grip. Creatures using natural weapons are automatically grappled if they get stuck. Immunities (Ex): Kuo-toas are immune to poison and paralysis. The various hold spells also have no effect on them, and their keen sight automatically detects figments for what they are. Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds kuo-toas for 1 round. In addition, they suffer a -1 circumstance penalty to all attack rolls, saves, and checks while operating in bright light. Amphibious (Ex): Although kuo-toas breathe by means of gills, they can survive indefinitely on land. Skills: Kuo-toas receive a +15 racial bonus to Escape Artist checks and a +4 racial bonus to Spot and Search checks. [/QUOTE]
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