Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Challenging my high-lvl group (NPCs and monsters; my players shouldn't read this!)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="The Forsaken One" data-source="post: 983704" data-attributes="member: 799"><p>I like that <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>On the WotC site there is an example EPIC Illithid Savant, just for any inspiration if you want to make one up yourself. Else I'd be glad to create anyone with any cohorts or other critters around if as you please. Give me CR or an EL and it shall be done <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p>(And if you want it min maxed or not <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> Which technically doesn't do anything about the CR of something but the effect might differ slightly <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />)</p><p></p><p>I had a blast 2 days ago when my party and their allies in a camp got attack by loads of formians lead by a couple of Formian Observers and Taskmasters <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>They didn't know anything about observers and stuff... my god they ran they ran...</p><p></p><p></p><p>=====================================</p><p></p><p></p><p></p><p>"The sentries spotted them on in the rocky hills that surrounded our encampment -- these huge ant creatures that just . . . watched us . . . with cold, black eyes. Our archers scared them off for a little while, but they eventually returned in different locations. We thought them harmless until, without warning, this massive wave of bigger, more horrifying creatures came spilling over the cliffs, taking out our defenses with ease. It was is if they knew how we were going to react before we even knew it ourselves!"</p><p></p><p>-- Excerpt from the court-martial of former Knight-Sergeant Covuss Dall</p><p></p><p>The legions that make up the formian race comprise numerous castes. Some of these are never seen outside their complex hive-cities, while others appear with alarming regularity. Each caste performs a highly specialized role, sacrificing individuality and personality to benefit the rest of a specific hive and the formian race. Among these castes is the dreaded formian observer.</p><p></p><p>Observers are seen often, acting as the eyes and ears of the hive. They gather information around cities, keeping a close watch for anything that could be considered dangerous. Observers are some of the first formians to be found in other lands, scouting out terrain and possible resistance in advance of an invading army. Communities unfortunate enough to find themselves the target of a marauding formian army would be wise to eliminate as many observers as possible, as quickly as possible.</p><p></p><p>The mind of an observer can discern the strengths and weaknesses of a subject simply by watching him or her for a few moments. Observers watch subtle body movement, facial cues, and gross movement to deduce tactics, strategies, and fighting style. </p><p></p><p>Observers defer to myrmarchs and will either give or receive orders from taskmasters, based on the directives given by myrmarchs. Because of their unique abilities, they form the tactical intelligence in any attack, showing their kin the best methods to deal with intruders. They are never found alone, but rather travel in small groups with other observers or with a mixed platoon of warriors and workers. Because of the unique status of observers, the other castes do their best to protect them from harm, fighting with ferocity matched only when the queen is threatened. However, should an observer ever find itself alone and outnumbered, it will remain watching the intruders, passing along useful information to the hive until help arrives or it is killed.</p><p></p><p>An observer is constantly on the move, stopping only to rest briefly and eat. Anyone viewing one of these creatures from above would realize that its reconnaissance makes a perfect spiral around the hive, extending up to fifty miles away from the city center. Upon spotting an intruder, observers freeze for as long as possible, sizing up the potential opponent and passing along the information to the rest of the hive. If attacked or approached in a threatening manner, they flee to any sheltered spot where they can maintain sight of the target. Should multiple observers face different intruders, each one tracks a separate target, giving a tremendous tactical advantage to the warriors, taskmasters, and myrmarchs who will come in to eliminate the threat.</p><p></p><p>In rare instances, observers actually talk to intruders. They try to glean as much information as possible and stall for time until more formians can arrive to deal with the situation. Survivors of such meetings claim that observers are extremely logical and cold, and can deduce the intentions of someone with alarming speed.</p><p></p><p>Observer, Formian</p><p>Medium-Size Outsider (Lawful)</p><p>Hit Dice: 9d8+18 (58 hp)</p><p>Initiative: +6 </p><p>Speed: 40 ft.</p><p>AC: 17 (+2 Dex, +5 natural)</p><p>Attacks: Sting +10 melee</p><p>Damage: Sting 2d4+1 plus poison</p><p>Face/Reach: 5 ft. by 5 ft./5 ft.</p><p>Special Attacks: Poison, spell-like abilities</p><p>Special Qualities: All-around vision, evaluation, hive mind, immunities, outsider traits, resistances, telepathy, SR 23</p><p>Saves: Fort +8, Ref +8, Will +10</p><p>Abilities: Str 12, Dex 15, Con 14, Int 18, Wis 19, Cha 17</p><p>Skills: Climb +13, Craft (any one) +10, Diplomacy +11, Hide +14, Intuit Direction +16, Listen +18, Move Silently +14, Search +20, Sense Motive +16, Spot +22</p><p>Feats: Alertness, Improved Initiative, Track</p><p>Climate/Terrain: Any land and underground</p><p>Organization: Team (2-4), or platoon (2-4 plus 7-18 workers and 6-11 warriors)</p><p>Challenge Rating: 11</p><p>Treasure: Standard</p><p>Alignment: Always lawful neutral</p><p>Advancement: 10-12 HD (Medium-size); 13-18 HD (Large)</p><p></p><p>Observers are slightly smaller than taskmasters and noticeably weaker. They have two sets of eyes -- one set is very large; another, smaller set is located on the sides of their heads and grants them 360° vision. The antennae of observers are much larger and more sensitive than those of other castes. Their arms end in small, delicate hands used for manipulation rather than combat.</p><p></p><p>Like taskmasters, observers lack mandibles and mouths of any kind, speaking only through telepathy. Observers know Formian and Common.</p><p></p><p>COMBAT</p><p></p><p>Observers do their best to avoid melee. They remain in the background, deducing the behavior, intent, and tactics of intruders for the benefit of the other formians to exploit. In addition to their evaluation ability (see below), observers try to determine how much and what kind of magic intruders might possess.</p><p></p><p>Evaluation (Ex): The incredible minds of observers evaluate and break down the strengths and weaknesses of enemies in mere moments. For each full round of combat in which an observer can actually see (magical means, including clairvoyance, do not work) a single opponent, each formian in contact with the hive mind gains a +1 insight bonus to attacks against that opponent. This effect is cumulative for each round of combat and does not have a limit. The effect lasts until the observer is killed, knocked unconscious, blinded, or cannot see the target for one full round. This bonus begins again as soon as the observer sees the intruder again, starting at +1 per round. There is no additional bonus if multiple observers watch the same target. Formians can process information from any number of observers watching multiple targets.</p><p></p><p>All-Around Vision (Ex): Observers are exceptionally alert and circumspect. Their double set of unblinking eyes grants them a +4 racial bonus to Spot and Search checks, and they can't be flanked.</p><p></p><p>Hive Mind (Ex): All formians within 50 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No formian is considered flanked unless all of them are.</p><p></p><p>Poison (Ex): Sting, Fortitude save (DC 16); initial and secondary damage 1d6 temporary Intelligence. If forced into combat, observers try to use their poison on obvious spellcasters first.</p><p></p><p>Spell-Like Abilities (Sp): At will -- charm monster, clairaudience/clairvoyance, detect chaos, detect magic, detect thoughts, see invisibility, true seeing. These abilities are as the spells cast by a 12th-level sorcerer (save DC 13 + spell level).</p><p></p><p>Telepathy (Su): An observer can communicate telepathically with any intelligent creature within fifty miles of whose presence it is aware.</p><p></p><p>Outsider Traits: Darkvision 60 ft.; cannot be raised or resurrected (though a wish or miracle spell can restore life).</p><p></p><p>Immunities (Ex): Formians have poison, petrification, and cold immunity.</p><p></p><p>Resistances (Ex): Formians have fire, electricity, and sonic resistance 20.</p></blockquote><p></p>
[QUOTE="The Forsaken One, post: 983704, member: 799"] I like that :D On the WotC site there is an example EPIC Illithid Savant, just for any inspiration if you want to make one up yourself. Else I'd be glad to create anyone with any cohorts or other critters around if as you please. Give me CR or an EL and it shall be done :p (And if you want it min maxed or not :p Which technically doesn't do anything about the CR of something but the effect might differ slightly :p) I had a blast 2 days ago when my party and their allies in a camp got attack by loads of formians lead by a couple of Formian Observers and Taskmasters :D They didn't know anything about observers and stuff... my god they ran they ran... ===================================== "The sentries spotted them on in the rocky hills that surrounded our encampment -- these huge ant creatures that just . . . watched us . . . with cold, black eyes. Our archers scared them off for a little while, but they eventually returned in different locations. We thought them harmless until, without warning, this massive wave of bigger, more horrifying creatures came spilling over the cliffs, taking out our defenses with ease. It was is if they knew how we were going to react before we even knew it ourselves!" -- Excerpt from the court-martial of former Knight-Sergeant Covuss Dall The legions that make up the formian race comprise numerous castes. Some of these are never seen outside their complex hive-cities, while others appear with alarming regularity. Each caste performs a highly specialized role, sacrificing individuality and personality to benefit the rest of a specific hive and the formian race. Among these castes is the dreaded formian observer. Observers are seen often, acting as the eyes and ears of the hive. They gather information around cities, keeping a close watch for anything that could be considered dangerous. Observers are some of the first formians to be found in other lands, scouting out terrain and possible resistance in advance of an invading army. Communities unfortunate enough to find themselves the target of a marauding formian army would be wise to eliminate as many observers as possible, as quickly as possible. The mind of an observer can discern the strengths and weaknesses of a subject simply by watching him or her for a few moments. Observers watch subtle body movement, facial cues, and gross movement to deduce tactics, strategies, and fighting style. Observers defer to myrmarchs and will either give or receive orders from taskmasters, based on the directives given by myrmarchs. Because of their unique abilities, they form the tactical intelligence in any attack, showing their kin the best methods to deal with intruders. They are never found alone, but rather travel in small groups with other observers or with a mixed platoon of warriors and workers. Because of the unique status of observers, the other castes do their best to protect them from harm, fighting with ferocity matched only when the queen is threatened. However, should an observer ever find itself alone and outnumbered, it will remain watching the intruders, passing along useful information to the hive until help arrives or it is killed. An observer is constantly on the move, stopping only to rest briefly and eat. Anyone viewing one of these creatures from above would realize that its reconnaissance makes a perfect spiral around the hive, extending up to fifty miles away from the city center. Upon spotting an intruder, observers freeze for as long as possible, sizing up the potential opponent and passing along the information to the rest of the hive. If attacked or approached in a threatening manner, they flee to any sheltered spot where they can maintain sight of the target. Should multiple observers face different intruders, each one tracks a separate target, giving a tremendous tactical advantage to the warriors, taskmasters, and myrmarchs who will come in to eliminate the threat. In rare instances, observers actually talk to intruders. They try to glean as much information as possible and stall for time until more formians can arrive to deal with the situation. Survivors of such meetings claim that observers are extremely logical and cold, and can deduce the intentions of someone with alarming speed. Observer, Formian Medium-Size Outsider (Lawful) Hit Dice: 9d8+18 (58 hp) Initiative: +6 Speed: 40 ft. AC: 17 (+2 Dex, +5 natural) Attacks: Sting +10 melee Damage: Sting 2d4+1 plus poison Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Poison, spell-like abilities Special Qualities: All-around vision, evaluation, hive mind, immunities, outsider traits, resistances, telepathy, SR 23 Saves: Fort +8, Ref +8, Will +10 Abilities: Str 12, Dex 15, Con 14, Int 18, Wis 19, Cha 17 Skills: Climb +13, Craft (any one) +10, Diplomacy +11, Hide +14, Intuit Direction +16, Listen +18, Move Silently +14, Search +20, Sense Motive +16, Spot +22 Feats: Alertness, Improved Initiative, Track Climate/Terrain: Any land and underground Organization: Team (2-4), or platoon (2-4 plus 7-18 workers and 6-11 warriors) Challenge Rating: 11 Treasure: Standard Alignment: Always lawful neutral Advancement: 10-12 HD (Medium-size); 13-18 HD (Large) Observers are slightly smaller than taskmasters and noticeably weaker. They have two sets of eyes -- one set is very large; another, smaller set is located on the sides of their heads and grants them 360° vision. The antennae of observers are much larger and more sensitive than those of other castes. Their arms end in small, delicate hands used for manipulation rather than combat. Like taskmasters, observers lack mandibles and mouths of any kind, speaking only through telepathy. Observers know Formian and Common. COMBAT Observers do their best to avoid melee. They remain in the background, deducing the behavior, intent, and tactics of intruders for the benefit of the other formians to exploit. In addition to their evaluation ability (see below), observers try to determine how much and what kind of magic intruders might possess. Evaluation (Ex): The incredible minds of observers evaluate and break down the strengths and weaknesses of enemies in mere moments. For each full round of combat in which an observer can actually see (magical means, including clairvoyance, do not work) a single opponent, each formian in contact with the hive mind gains a +1 insight bonus to attacks against that opponent. This effect is cumulative for each round of combat and does not have a limit. The effect lasts until the observer is killed, knocked unconscious, blinded, or cannot see the target for one full round. This bonus begins again as soon as the observer sees the intruder again, starting at +1 per round. There is no additional bonus if multiple observers watch the same target. Formians can process information from any number of observers watching multiple targets. All-Around Vision (Ex): Observers are exceptionally alert and circumspect. Their double set of unblinking eyes grants them a +4 racial bonus to Spot and Search checks, and they can't be flanked. Hive Mind (Ex): All formians within 50 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No formian is considered flanked unless all of them are. Poison (Ex): Sting, Fortitude save (DC 16); initial and secondary damage 1d6 temporary Intelligence. If forced into combat, observers try to use their poison on obvious spellcasters first. Spell-Like Abilities (Sp): At will -- charm monster, clairaudience/clairvoyance, detect chaos, detect magic, detect thoughts, see invisibility, true seeing. These abilities are as the spells cast by a 12th-level sorcerer (save DC 13 + spell level). Telepathy (Su): An observer can communicate telepathically with any intelligent creature within fifty miles of whose presence it is aware. Outsider Traits: Darkvision 60 ft.; cannot be raised or resurrected (though a wish or miracle spell can restore life). Immunities (Ex): Formians have poison, petrification, and cold immunity. Resistances (Ex): Formians have fire, electricity, and sonic resistance 20. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Challenging my high-lvl group (NPCs and monsters; my players shouldn't read this!)
Top