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<blockquote data-quote="Cleon" data-source="post: 8497937" data-attributes="member: 57383"><p>I'm not in a hurry. The basic Chieftain is perfectly functional as-is.</p><p></p><p>However, I have just realized that the standard Stench ability has "On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour." That means that if a creature saves against a normal Trog's DC 12 Stench then they'll be immune to the Chieftain and Warchief's stench despite the latter being way more powerful creatures. That doesn't seem right.</p><p></p><p>Perhaps we should upgrade the stench abilities of all the higher-ranking trogs. Various editions/versions of the troglodytes featured stenches that:</p><ul> <li data-xf-list-type="ul">lasted up to 1 minute</li> <li data-xf-list-type="ul">saving only protected you against the stench of the trog whose stench you saved against.</li> <li data-xf-list-type="ul">stench acted as an olfactory alarm to other trogs.</li> <li data-xf-list-type="ul">stench sickened non-trogs within a 30 foot radius.</li> </ul><p>Maybe give the higher-challenge trogs a stench that affects a wider radius (maybe 20 ft. for guards, 40 ft. for warchiefs, 60 ft. for chieftains?), lasts longer (to be decided), and alerts troglodytes within 100/200/300 feet that battle has started?</p><p></p><p>I'm not convinced we need to add an additional combat beanie to that, since the normal trogs getting to attack potentially poisoned opponents is likely enough of an advantage, but I suppose we could give the Warchief/Chieftain an Inspiring Croak that allows some of its minions a bonus claw or bite attack, or maybe give the Chieftain an Inspiring Attack ability that is equivalent to an Action Surge.</p><p></p><p>However, that seems a bit "gilding the lily" rather than something they actually need.</p><p></p><p>Although something that they trogs do need is a sample Shaman! I might stat one of those up. Probably will aim for Challenge 3, to fill the gap between the CR 2 Warchief and CR 4 Chieftain.</p></blockquote><p></p>
[QUOTE="Cleon, post: 8497937, member: 57383"] I'm not in a hurry. The basic Chieftain is perfectly functional as-is. However, I have just realized that the standard Stench ability has "On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour." That means that if a creature saves against a normal Trog's DC 12 Stench then they'll be immune to the Chieftain and Warchief's stench despite the latter being way more powerful creatures. That doesn't seem right. Perhaps we should upgrade the stench abilities of all the higher-ranking trogs. Various editions/versions of the troglodytes featured stenches that: [LIST] [*]lasted up to 1 minute [*]saving only protected you against the stench of the trog whose stench you saved against. [*]stench acted as an olfactory alarm to other trogs. [*]stench sickened non-trogs within a 30 foot radius. [/LIST] Maybe give the higher-challenge trogs a stench that affects a wider radius (maybe 20 ft. for guards, 40 ft. for warchiefs, 60 ft. for chieftains?), lasts longer (to be decided), and alerts troglodytes within 100/200/300 feet that battle has started? I'm not convinced we need to add an additional combat beanie to that, since the normal trogs getting to attack potentially poisoned opponents is likely enough of an advantage, but I suppose we could give the Warchief/Chieftain an Inspiring Croak that allows some of its minions a bonus claw or bite attack, or maybe give the Chieftain an Inspiring Attack ability that is equivalent to an Action Surge. However, that seems a bit "gilding the lily" rather than something they actually need. Although something that they trogs do need is a sample Shaman! I might stat one of those up. Probably will aim for Challenge 3, to fill the gap between the CR 2 Warchief and CR 4 Chieftain. [/QUOTE]
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