Connor's Sorta Low CR Monster Thread- To be updated... eventually...


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I'm going to post the Hobgoblin band, Graxus' Gauths, in a slightly weird way. I wrote a short story that basically introduces them, and so I will post with each installment one or two stat blocks relating to the characters involved. So here is the first one, the leader of the Gauths, Graxus. At this point he is a sergent in a warband known as Haggar's Hundred.

Graxus, Hobgoblin Marshal 7
Medium Humanoid
Hit Dice: 7d8 (38 hp)
Initiative: +7
Speed: 30 ft (40 ft when auraed)
AC: 22 (+5 Studded Leather +2, +3 Dex, +4 Buckler +3)
Base Attack/Grapple: +5 melee/ranged, +5 grapple
Attack: Flaming Bastard Sword +2 (w/ power attack –2/+2): +6 (1d10 +5 +1d6 fire)
Face/Reach: 5ft / 5ft
Special Qualities: Grant Move Action 1/day, Auras, Darkvision 60ft., Skill Bonus.
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 13, Dex 16, Con 11, Int 12, Wis 10, Cha 18.
Skills: Bluff + 16, Diplomacy +17, Hide(cc) +8, Move Silently(cc) +12, Survival +10
Feats: Skill Focus (Diplomacy)*, Improved Initiative, Power Attack, Cleave

Equipment: +2 Studded Leather Armor, +3 Buckler, Flaming Bastard Sword +2.
Skill Bonus (Ex): Hobgoblins receive a +4 racial bonus to their move silently checks

Auras (Ex): As a marshal, Graxus can use special techniques of haranguing, encouragement, etc to rally his troops. Any allies within 60 ft. (including himself) who can hear Graxus are affected by his auras (and he cannot single out a specific ally to be affected- they all are). Depending on his words, he can encourage his troops to improve themselves in different ways, but in any case he can only project one major aura and one minor aura at a time, but can change either or both auras as a free action on his turn.

For his major auras, he can choose to either add +2 to all his ally’s melee attacks, or increase their movement rate by +10 feet. These are motivating attack and urgency, respectively. Typically, Graxus motivates Urgency, adding +10 to his ally’s movement rate.

For his minor auras, he can choose to either add +4 to all his ally’s critical hit confirmation rolls, their will saves, their fortitude saves, or their damage rolls while flanking. Typically Graxus motivates critical hits, adding +4 to his ally’s crit hit confirmations.

Remember that Graxus can only grant his auras’ powers to an ally if he is able to speak, and they are able to hear. See the Minature’s Handbook for greater details about Auras.

Grant Move Action (Ex): Once per day, Graxus can grant all allies within 30 ft (not himself) an extra move action. He does this as a free action on his turn, and his allies act immediately in proper initiative order. Once these actions have been resolved, the round continues as normal.

Part One

Cragmire Castle rose from the damp grey earth like an upturned coffin- a black splotch painted on a venous, dying sky. Its stone and iron towers split the sky, pierced its cloudy skin. From afar the castle seemed a horrible cyst there, on the Mountain by the Sea. It sat half way up those barren slopes, huge and grim and hungry. From where Graxus stood, ten leagues or more away, it was a half melted candle, glistening with the sheen of pounded steel.

This was the westernmost Orc stronghold, the first in a line that stretched from the sea to the Tables of Ice and split the continent in twain. And it would be the first to fall in nearly twenty years, since the last Great War. Or at least Haggar claimed. Graxus believed him, as every man of Haggar’s Hundred did.

The plan of attack was simple: Graxus and his squad of four would enter the castle through the caves beneath it, place the magical orbs Haggar had requisitioned from the Magus Council, light up a signal, and get out before Noccus, Haggar’s personal magus, spoke the final words of the spell that would unleash the powers within the orbs.

Night fell.

Graxus reported to Haggar’s tent and got his final briefing. Outside, Graxus sent one of the general’s aids to wake the squad. As he waited, he double-checked his equipment- adjusting the straps on his armor, unsheathing his sword and running his fingers along the edge, feeling more than the hard sharpness of the blade- feeling the magic that coursed through the steel bastard sword. It radiated into his fingers and set a feeling on the skin there like a swarm of mice was pitter-pattering across. It reassured Graxus to know that even on this dark night, the charms on his blade still functioned.

He looked up at the sky. The moon was new, although it did not matter as the sky was a soup of grey clouds. He looked down. The first of his men was walking towards him, and he could see some of the others further behind him. Good. It was time to begin.

[EDIT]: The story is taking a little longer than I first anticipated to write, so I will probably end up posting the hobs in thier entirty over the course of three or four days. But I promise, Pogre, I will have at least the stats on your Ogre/Moon Rat combo up before friday, if not sooner. With *grins* evil tactics.
 
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To whoever posted a link to these pages : my players cursed you onto the tenth generation.

Connor : you're one twisted sick little puppy, and I mean it as a compliment. Well done, waiting to see what more insanities sprout from your mind. Cheers
 

ConnorSB said:
[EDIT]: The story is taking a little longer than I first anticipated to write, so I will probably end up posting the hobs in thier entirty over the course of three or four days. But I promise, Pogre, I will have at least the stats on your Ogre/Moon Rat combo up before friday, if not sooner. With *grins* evil tactics.

Excellent! I already have a couple of models picked out as likely candidates. Cleaned them up and primed them this evening. ;)
 

Sorry I haven't updated. I've been having some migrane and vision problems lately. Although the good news is that the migranes are causing the vision problems, and not the other way around. Anyway... I'll update as soon as looking at 10 pt. font doesn't hurt my brain.
 



ConnorSB said:
Sorry I haven't updated. I've been having some migrane and vision problems lately. Although the good news is that the migranes are causing the vision problems, and not the other way around. Anyway... I'll update as soon as looking at 10 pt. font doesn't hurt my brain.

Bumping this so it will be easy to find when your health returns! :D
 

And my health has returned!

Pogre, here's the stat blocks for the fake ogre mage. I haven't finished writing up thier tactics yet, as I am still figuring out the best way to optimize the combined 16K gp they get (beyond the +1 flaming Greatsword and +1 fullplate I gave the Ogre). The rat needs quite a few protection items for, well, protection.

Grumucus the Patsy, Ogre Fighter 1
Large Giant
Hit Dice: 4d8+1d10 +13 (37 hp)
Initiative: –1
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class: 26 (–1 size, –1 Dex, +9 natural, +9 Fullplate + 1), touch 8, flat-footed 25
Base Attack/Grapple: +4/+13
Attack: +1 Flaming Greatsword +10 melee (2d8+7+1d6 fire) or javelin +1 ranged (1d8+5)
Full Attack: +1 Flaming Greatsword +10 melee (2d8+7+1d6 fire) or javelin +1 ranged (1d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., low-light vision, Familiar Benifits
Saves: Fort +6, Ref +0, Will +1
Abilities: Str 21, Dex 8, Con 15, Int 9, Wis 10, Cha 16
Skills: Climb +5, Listen +2, Spot +2, Bluff +10
Feats: Toughness, Weapon Focus (greatclub), Skill Focus (Bluff)
Environment: Any
Organization: Paired with Awakened Rat
Challenge Rating: 4
Treasure: Standard
Alignment: Chaotic Evil
Advancement: By character class and Half-Fiend Template
Level Adjustment: -

Familiar Benefits for Grumucus:
Improved Natural Armor (Ex), Alertness (Ex), Improved Evasion (Ex), Share Spells, Empathic Link (Su), Deliver Touch Spells (Su), Speak with Master (Ex). See PHB pg 52-3 for more info.


The True Grumucus, Awakened Rat Sorcerer 7
Tiny Magical Beast
Hit Dice: 2d8 + 7d4 +9 (34 hp)
Initiative: +2
Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +5/–10
Attack: Bite +9 melee (1d3–4)
Full Attack: Bite +9 melee (1d3–4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +7, Will +7
Abilities: Str 2, Dex 15, Con 12, Int 18, Wis 12, Cha 18
Skills: Balance +15, Climb +17, Hide +26, Move Silently +22, Swim +15, Concentration +11, Knowledge (arcane) +14, Spellcraft +14, Bluff +14
Feats: Weapon Finesse, Alertness (Familiar Benefit)
Environment: Any
Organization: Paired with Ogre Patsy
Challenge Rating: 7
Alignment: Chaotic Evil
Advancement: By Sorcerer Levels and Half-Fiend Template
Level Adjustment: —

Skills: Rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat can always choose to take 10 on Climb checks, even if rushed or threatened. A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Spells/Day: 6/7/7/5.
Spells known: 0th: Ghost Sound, Dancing Lights, Read Magic, Daze, Flare, Mage Hand, Arcane Mark
1st: True Strike, Color Spray, Enlarge Person, Magic Missle, Disguise Self.
2nd: Resist Energy, Darkness, Invisibility.
3rd: Fly, Fireball.
 
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