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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="Carnifex" data-source="post: 747984" data-attributes="member: 227"><p>As I mentioned in the main SH thread, I have an idea you could use for making even nastier ghouls <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>I've only got ideas down yet and haven't finalised it intoa full crunchy form yet, despite having already used it in my own campaign, but it's basically a template called 'Ghul-Pack'. A ghul-pack is a pack of ritually bound ghouls who effectively have a hivemind conciousness. They're still individuals with their own intelligence but at the same time work in an eerily cohesive manner.</p><p></p><p> - All members of a ghul-pack are always aware of all the others in respect to position, status, hit points, etc.</p><p> - No ghul-pack ghoul is flanked unless all the ghouls in a pack are.</p><p> - All ghouls in a ghul-pack gain the Alertness feat.</p><p> - All ghouls in a ghul-pack gain additional bonuses while flanking enemies with other ghul-pack members, including a further bonus for grappling attempts (they're very good at bringing down a foe by grappling them then piling on).</p><p> - ghul-pack ghouls have a limited capability to swap hit points around. For my campaign its all still fairly low level but with tough True Ghouls you could have some seriously nasty manipulation of this ability, as the front rank get badly injured by party members then just pass the injuries onto other ghouls lurking behind them; or better yet spread injuries out amongst all of them so it is very hard to kill off any one ghoul. In this way ghul-pack ghouls can operate very tactically by redirecting damage around amongst themselves. Also, ghouls that are turned and flee will use this ability to aid the fight, even if they can't contribute directly due to the turning.</p><p></p><p>The ghouls doing this to my party kind of caught them on the hop, especially when they piled a fair bit of damage into the ghast leader only for it to transfer all the damage to the last remaining normal ghoul. The ghoul died instantly but it left an untouched ghast ready for battle again.</p><p></p><p>This template could be used to represent 'special forces' squads of ghouls magically bound together, elite guards, or other such nasties <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Carnifex, post: 747984, member: 227"] As I mentioned in the main SH thread, I have an idea you could use for making even nastier ghouls :D I've only got ideas down yet and haven't finalised it intoa full crunchy form yet, despite having already used it in my own campaign, but it's basically a template called 'Ghul-Pack'. A ghul-pack is a pack of ritually bound ghouls who effectively have a hivemind conciousness. They're still individuals with their own intelligence but at the same time work in an eerily cohesive manner. - All members of a ghul-pack are always aware of all the others in respect to position, status, hit points, etc. - No ghul-pack ghoul is flanked unless all the ghouls in a pack are. - All ghouls in a ghul-pack gain the Alertness feat. - All ghouls in a ghul-pack gain additional bonuses while flanking enemies with other ghul-pack members, including a further bonus for grappling attempts (they're very good at bringing down a foe by grappling them then piling on). - ghul-pack ghouls have a limited capability to swap hit points around. For my campaign its all still fairly low level but with tough True Ghouls you could have some seriously nasty manipulation of this ability, as the front rank get badly injured by party members then just pass the injuries onto other ghouls lurking behind them; or better yet spread injuries out amongst all of them so it is very hard to kill off any one ghoul. In this way ghul-pack ghouls can operate very tactically by redirecting damage around amongst themselves. Also, ghouls that are turned and flee will use this ability to aid the fight, even if they can't contribute directly due to the turning. The ghouls doing this to my party kind of caught them on the hop, especially when they piled a fair bit of damage into the ghast leader only for it to transfer all the damage to the last remaining normal ghoul. The ghoul died instantly but it left an untouched ghast ready for battle again. This template could be used to represent 'special forces' squads of ghouls magically bound together, elite guards, or other such nasties :) [/QUOTE]
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