(Cydra Rogues' Gallery-My Players STAY OUT)

This is the quadruple-con damage breath weapon monster. I must confess, it came out much deadlier than its 'by the book' CR (which was 19) indicated- I'd more likely say it was about a CR 23-25.

Advanced Bile Corrupted Four-Headed Chuul
Huge Aberration
Hit Dice: 33d8+429 (hp 578)
Initiative: +7
Speed: 30', swim 20'
AC: 39 (-2 size, +2 dex, +29 natural)
Base Attack/Grapple: +24/+45
Attack: Claw +36 melee (6d6+13 plus 16 vile)
Full Attack: 2 claws +36 melee (6d6+13 plus 16 vile)
Space/Reach: 15'/10'
Special Attacks: Disruptive attack, enhanced power, improved grab, spit bile, squeeze
Special Qualities: Agonized existence, DR 10/good, darkvision 90', fast healing 10, immunity to acid, paralysis and poison
Saves: Fort +24, Ref +19, Will +19
Abilities: Str 36, Dex 14, Con 36, Int 10, Wis 12, Cha 3
Skills: Hide +18, Listen +33, Search +6, Spot +33, Swim +21
Feats: Alertness, Blind-Fight, Cleave, Combat Reflexes, Epic Reflexes, Great Cleave, Hold the Line, Improved Initiative, Improved Natural Attack (claw), Improved Sunder, Lightning Reflexes, Power Attack, Weapon Focus (claw).
Environment: Room 71, Inner Sanctum of Bile Mountain
Organization: Unique and solitary
Challenge Rating: 25
Treasure: Half standard
Alignment: Chaotic evil

Disruptive Attack (Su): This terrible monster inflicts 16 points of vile damage with each successful claw hit.

Enhanced Power (Su): The corrupted nature of this chuul grants it a +4 bonus to the save DCs of all of its special attacks.

Improved Grab (Ex): If it hits with a pincer, a chuul may make a free grapple check. If it gets a hold it can squeeze each round, or it may elect to transfer its victim to its tentacles and attempt to paralyse them.

Spit Bile (Su): All four of this monster's heads may simultaneously spit bile. This has a 60’ range and explodes in a 15’ radius spread; each inflicts 6d6 acid damage and deals 2d6 con damage. Victims may make Fort saves, DC 43, for half damage and no con damage.

Squeeze (Ex): This inflicts 6d6+19 plus 16 vile points of damage to the victim with a successful grapple check.

Tentacles (Ex): If this monster transfers a victim to its mouth, the victim must make a Fort save (DC 43) or be paralyzed for 6 rounds, suffering 3d6+6 plus 16 vile damage per round while held in the tentacles.

Agonized Existence (Ex): This monster is immune to pain-based effects and automatically shakes off enchantments in 1d4 rounds.

CR 19; Atk 2 claws +36 melee (6d6+13 plus 16 vile plus improved grab- squeeze, 6d6+19 plus 16 vile, each round it maintains a hold; or transfer to tentacles as a partial action, requires Fort save DC 43, or be paralyzed for 6 rounds, suffering 3d6+6 plus 16 vile damage per round while in tentacles); SQ Agonized existence (immune to pain-based effects, shake off enchantments in 1d4 rounds),
 

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I must confess, it came out much deadlier than its 'by the book' CR (which was 19) indicated- I'd more likely say it was about a CR 23-25.

Have you considered using Upper_Krust's CR measurement system? It seems to be aimed at keeping better match with such things at the higher levels. And hey, it's fun to have the kind of mix-n-match freedom you can get out of it.

john
 

Greybar said:
Have you considered using Upper_Krust's CR measurement system? It seems to be aimed at keeping better match with such things at the higher levels. And hey, it's fun to have the kind of mix-n-match freedom you can get out of it.

john

I've glanced at it, but was turned off by the way it equates ECL with CR and so forth.
 

Well, we've seen quite a bit of this Fnogghi guy here lately... and we're about to see more! So here are his stats, as well as his bodyguards.

Yikes.

FNOGGHI CHAOS-HAND
Fomorian Cleric 18
Huge Giant
Hit Dice: 33d8+297 plus 13 temporary hp
Initiative: +1
Speed: 40’
Armor Class: 31 (-2 size, +1 dex, +9 natural, +13 armor), touch 9, flat-footed 30
Base Attack/Grapple: +24/+45
Attack: +2 unholy heavy flail +39 melee (4d6+21/17-20 plus 1d6 electricity plus 2d6 vs. good); or slam +36 melee (1d8+13); or Chaos touch +36 touch (Chaos effect); or masterwork heavy crossbow +24 ranged (4d6/19-20)
Full Attack: +2 unholy heavy flail +39/34/29/24 melee (4d6+21/17-20 plus 1d6 electricity plus 2d6 vs. good); or 2 slams +36 melee (1d8+13); or Chaos touch +36 touch (Chaos effect); or masterwork heavy crossbow +24 ranged (4d6/19-20)
Space/Reach: 15’/15’
Special Attacks: Rebuke undead, spells, touch of chaos, trample 2d10+19
Special Qualities: DR 5/-, fast healing 5, immunity to fear and poison (due to heroes’ feast), scent
Saves: Fort +29, Ref +11, Will +24
Abilities: Str 37, Dex 10, Con 28, Int 11, Wis 24, Cha 12
Skills: Concentration +14, Knowledge (religion) +36, Listen +9, Move Silently +23, Spot +22
Feats: Alertness, Awesome Blow, Cleave, Craft Magic Arms and Armor, Divine Vigor, Empower Spell, Great Cleave, Improved Bull Rush, Improved Critical (heavy flail), Power Attack, Weapon Focus (heavy flail)
Challenge Rating: 21
Gear (all huge-sized unless otherwise noted): Full plate +2, unholy shock heavy flail +2, bag of 30 assorted gems (10 each are worth 1000, 500 and 100 gp), jug of cure serious wounds (enough for eight draughts for medium creatures), masterwork heavy crossbow, 20 bolts, 10 silver bolts, 10 cold iron bolts, rations (8 days), heavy chain (100’ length, weighs 100 lbs). Bag contains 2d6x100 gp.
Alignment: Chaotic evil

The horribly deformed giant before you seems almost malevolently misshapen. One of his feet is twisted almost backwards, and an ear protrudes grotesquely from his throat. He wears dark-colored full plate graven with an image of a dark obelisk surrounded by worms.

Combat

Fnogghi is not brilliant, but he is wise enough to have learned from past battles. Whenever possible, he buffs up while his hurlers and spearmen attack the enemy at a distance, especially targeting perceived spellcasters. When the battle is joined, he will attempt to strike at any obvious good characters first, as his weapon is best used against such. He loves to match clerical powers against lawful clerics (or those he perceives as such).

Spells: As an 18th-level cleric of Na’Rat, Fnogghi has the domains of Chaos and Madness. His base save DC is 17 + spell level. Spells prepared: 6 8 8 8 7 6 6 5 4 3
0 level: detect magic (3), light (2), read magic
1st level: bless, cause fear, divine favor, lesser confusion (d), protection from law, shield of faith (2), summon monster I
2nd level: align weapon, bear’s endurance, deific vengeance (2), shield other (2), silence, touch of madness (d)
3rd level: bestow curse, cure serious wounds, daylight, invisibility purge, locate object, magical vestment**, rage (d), wind wall
4th level: chaos hammer (d), death ward, divination, divine power, freedom of movement, restoration, tongues
5th level: bolts of bedevilment (d), flame strike, righteous might, scrying, slay living, true seeing
6th level: animate object (d), banishment, greater dispel magic, heal, heroes’ feast**, mass bull’s strength
7th level: destruction, empowered flame strike (2), mass spell resistance, word of chaos (d)
8th level: empowered blade barrier, fire storm, maddening scream (d), summon monster VIII
9th level: mass heal, terrible calling*, weird (d)

*This spell has already been cast, and is a unique spell discovered by Fnogghi.

**This spell has already been cast and its effects are included in the stat blocks.

Touch of Chaos (Su): Up to 3/day, by touch, Fnogghi can deliver a touch of chaos. If the victim fails a Will save (DC 27) it will gain a Chaos trait.

Trample (Ex): As a standard action, Fnogghi can trample opponents at least one size category smaller than himself. This deals 2d10+19 points of bludgeoning damage. A trampled opponent may either attempt an attack of opportunity at -4 or a Reflex save (DC 39) for half damage. The save DC is strength-based.

Powerup Results: Fnogghi will cast the following spells, in order, with the effects noted if he has time. He will always skip ahead to righteous might if it looks as though melee is imminent. If it looks as though an empowered blade barrier will stop an assault (and if he’ll still have time for the righteous might) he’ll probably try tossing that one out first.

Rd. 1- cast mass bull’s strength; +4 str to all buddies and self.
Rd. 2- cast mass spell resistance; everyone gets SR 30.
Rd. 3-4- cast two shield others or whoever seem to be the best choices
Rd. 5- cast righteous might; grow to Gargantuan size, +8 str, +4 con, +66 hp, +4 natural armor, DR 15/good, size modifier goes to -4
Rd. 6- cast divine power; gain +2 additional enhancement to str, +9 to BAB, +18 temporary hp
Rd. 7- join the fray!


When fully powered up, Fnogghi becomes the following monstrous set of stats: Gargantuan giant; HD 33d8+363 plus 33 temporary hp; AC 30; BAB/Grapple +33/+54; Atk +2 unholy heavy flail +52 melee (4d6+32/17-20 plus 1d6 electricity plus 2d6 vs. good); or slam +49 melee (2d6+20); or Chaos touch +49 touch (Chaos effect); or masterwork heavy crossbow +22 ranged (4d6/19-20); SA Trample 4d6+30 (save DC 46); SQ DR 5/- and 15/good, SR 30; Str 51, Con 32; SV Fort +31.

FNOGGHI’S SPEARMEN
Fomorian Fighter 8
Huge Giant
Hit Dice: 15d8 + 8d10 +214
Initiative: +1
Speed: 40’
Armor Class: (-2 size, +1 dex, +9 natural, +10 armor)
Base Attack/Grapple: +19/+43
Attack: +1 frost longspear +36 melee (3d6+29/19-20x3 plus 1d6 frost); or mighty masterwork composite longbow +19 ranged (3d6+10/x3); or masterwork bastard sword +34 melee (3d8+24/19-20)
Full Attack: +1 frost longspear +36/31/26/21 melee (3d6+29/19-20x3 plus 1d6 frost); or mighty masterwork composite longbow +19/14/9/4 ranged (3d6+10/x3); or masterwork bastard sword +34/29/24/19 melee (3d8+24/19-20)
Space/Reach: 15’/15’
Special Attacks: Trample 2d10+24 (DC 37)
Special Qualities: DR 5/-, fast healing 5, immunity to fear and poison (due to heroes’ feast), scent
Saves: Fort +23, Ref +8, Will +11
Abilities: Str 42, Dex 12, Con 26, Int 11, Wis 15, Cha 8
Skills: Craft (armorer, weaponsmithing) +17
Feats: Awesome Blow, Cleave, Epic Toughness, Great Cleave, Greater Weapon Focus (longspear), Greater Weapon Specialization (longspear), Improved Bull Rush, Improved Critical (longspear), Improved Sunder, Iron Will, Power Attack, Weapon Focus (longspear), Weapon Specialization (longspear)
Challenge Rating: 19
Gear: Full plate +2, frost longspear +1, mighty (+10) masterwork composite longbow (made of an alloy of adamantine and iron), 50 arrows, 50 adamantine arrows, masterwork bastard sword, bag of 3d10x100 gp, 3d10x100 pp.
Alignment: Chaotic evil


FNOGGHI’S HURLERS (Andre and Pierre)
Fire Giant Fighter 5/Hulking Hurler 3
Large Giant (fire)
Hit Dice: 15d8 + 8d10 +161
Initiative: -1
Speed: 30’
Armor Class: 26 (-1 size, -1 dex, +8 natural, +10 armor)
Base Attack/Grapple: +19/+37
Attack: +1 anarchic greatsword +33 melee (3d6+21 plus 2d6 vs. good) or slam +32 melee (1d4+14) or masterwork 500 lb. rock +23 ranged (6d6+16)
Full Attack: +1 anarchic greatsword +33/28/23/18 melee (3d6+21 plus 2d6 vs. good) or 2 slams +32 melee (1d4+14) or masterwork 500 lb. rock +23/18/13/8 plus Rapid Shot ranged (6d6+16)
Space/Reach: 10’/10’
Special Attacks: Knockdown blow, ranged power attack, really throw anything
Special Qualities: Catch weapons, immunity to fire, immunity to fear and poison (due to heroes’ feast), low-light vision, rock catching, vulnerability to cold
Saves: Fort+21, Ref +12, Will +10
Abilities: Str 38, Dex 16, Con 24, Int 10, Wis 17, Cha 11
Skills: Climb +25, Intimidate +10, Search +8, Spot +16
Feats: Cleave, Deadly Shot, Improved Critical (rock), Point Blank Shot, Power Attack, Precise Shot, Quickdraw, Rapid Shot, Sharp-Shooting, Weapon Focus (rock), Weapon Specialization (rock)
Challenge Rating: 18
Gear: Full plate +2, anarchic greatsword +1. Fnogghi’s hurlers each bear a sack of ten particularly good throwing boulders, polished and prepared (essentially masterwork). Each also has a pouch holding 1d6 rubies (each worth 1000 gp) and 1d4x100 gp.
Alignment: Chaotic evil

These two black-skinned giants are heavily armored and have greatswords across their backs; but in their hands are large boulders.

Combat

These two vicious fire giant brothers, Andre and Pierre, love to surprise little folk with the power of their rocks. There really isn’t anything they like better than squishing those smaller than them. They serve Fnogghi faithfully and have been well-rewarded so far.

Knockdown Blow (Ex): As a full round action, one of the hurlers can launch a ranged attack that knocks any Medium or smaller creature that it deals damage to prone.

Ranged Power Attack (Ex): Against enemies within 30’, the hurlers can power attack with a ranged weapon (dealing 8d6 hp of damage- extrapolated from CW, pg. 159).

Really Throw Anything (Ex): The hurlers can throw anything up to 3200 lbs. If the item is an improvised weapon, the hurler takes a -2 instead of the usual -4 penalty. The range increment is 10’. Their masterwork rocks are about 500 lbs. each.
 

Moil

Hi Jester,

I really loved your Moil adventure and back story. Was it based on a module or published adventure (RttToH?) If so, how heavily did you alter it? Was Acereraks lair also part of this?

Also do you have the differernt Marii stats - I always have trouble preparing high level casters for my group.

Thankyou,
 

Sandain said:
Hi Jester,

I really loved your Moil adventure and back story. Was it based on a module or published adventure (RttToH?) If so, how heavily did you alter it? Was Acereraks lair also part of this?

Also do you have the differernt Marii stats - I always have trouble preparing high level casters for my group.

Thankyou,


Yeah, everything from the huge battle with the vampire necromancers, balor, crawling head etc. through the Fortress of Conclusion was RttToH, modified pretty significantly (it was, after all, a 2e module) but basically kept faithful to the original. Felenga was all mine though (he's actually an ancient pc from my previous campaign- there's a story there, but it's an Early Years story! ;))

I'll try to dig out some Marii for you later on when I have a little more free time; I'm getting ready for work right now, so I'm afraid it's going to have to wait a bit! :)

iirc, some of the Marii stats are tricked out for specific encounters and situations.
 

Worms

The 'nest' of two intertwined freakish worms with barbed tentacles was an interesting fight. I used the 'greater pseudonatural' template on some huge centipedes and came out with a pretty good set of stats for a nasty worm.

GREATER PSEUDONATURAL HUGE CENTIPEDES
Huge Outsiders
Hit Dice: 6d8+36 (94)
Initiative: +7
Speed: 80’, climb 80’
Armor Class: 50 (-2 size, +7 dex, +35 natural), touch 15, flat-footed 43
Base Attack/Grapple: +4/+41
Attack: Bite +31 melee (2d6+14 plus poison)
Full Attack: Bite +20 melee (2d6+14 plus poison) and two tentacle rakes +20 melee (2d8+14 plus improved grab)
Space/Reach: 15’/10’
Special Attacks: Constant insight, improved grab, poison, rotting constriction, spell-like abilities
Special Qualities: Alternate form, DR 10/salt, darkvision 60’, resistance to acid 20 and electricity 20
Saves: Fort +11, Ref +9, Will +7
Abilities: Str 39, Dex 25, Con 22, Int 3, Wis 20, Cha 2
Skills: Climb +11, Hide +2, Spot +4
Feats: Ability Focus (poison), Weapon Focus (bite)
Environment: Far Realms
Organization: Nest (2-7)
Challenge Rating: 18
Treasure: None
Alignment: Neutral

Before you is a nest of coiled slimy beasts covered in skittering legs and waving barbed tentacles about. Long dripping eyes are at the end of waving, rope-like cords of muscle tissue. The whole thing resembles an enormous pile of alien intestines.

Combat:

Constant Insight (Su):
These beasts have a constant +15 insight bonus on attack rolls. In addition, they are unaffected by any miss chance due to concealment.

Improved Grab (Ex): If one of these horrors of the Far Realms hits with one of its tentacles, it may attempt to grapple its victim. A grappled victim, alas, is subject to the monster’s rotting constriction ability.

Poison (Ex): Fort DC 21; initial and secondary damage 1d6 dex.

Rotting Constriction (Su): Each round after the first that one of these terrible beasts maintains a hold on a victim, it inflicts 2d4 points of con drain. Each time it does this it regains 10 hp.

Spell-Like Abilities (Sp): At will- blur, dimension door, shield, unhallow; caster level 20th.

Alternate Form (Su): As a standard action, these monsters can assume the form of a spinning mass of fatty globules waving on long, spiny tentacles. Other (non-pseudonatural) creatures receive a -1 penalty on their attack rolls against it in this form.

***

Then of course we have Xukrischis- which I actually created some time ago here on ENWorld for a Far Realms thread in the Homebrewed Monsters forum.


XUKRISCHIS, Horror from the Far Realms
Gelatinous Fiendish Pseudonatural Advanced Purple Worm of Legend

Gargantuan Outsider (Extraplanar)
Hit Dice: 32d10+512 (688 hp)
Initiative: +3
Speed: 10’, burrow 10’, swim 20’
Armor Class: 26 (-4 size, -2 dex, +21 natural), touch 5, flat-footed 26
Base Attack/Grapple: +32/+56
Attack: Bite +46 melee (6d6+17 plus 2d4 acid)
Full Attack: Bite +46 melee (6d6+17 plus 2d4 acid) and sting +44 melee (2d8+8 plus 2d4 acid plus poison) and slam +43 melee (4d6+8 plus 2d4 acid)
Space/Reach: 20’/15’
Special Attacks: Acid, improved grab, poison, raging blood, smite good, swallow whole, true strike
Special Qualities: Alternate form, blindsight 60’, darkvision 60’, DR 10/magic, fast healing 5, greater damage, immunity to polymorphing and stunning, resilient, resistance to acid 10, cold 10, electricity 10 and fire 10, SR 25, tremorsense 60’
Saves: Fort +28 (+32 vs. poison and paralysis), Ref +12, Will +11 (+15 vs. mind-affecting and sleep effects)
Abilities: Str 45, Dex 8, Con 41, Int 5, Wis 6, Cha 8
Skills: Hide -13, Listen +25, Swim +35
Feats: Awesome Blow, Cleave, Improved Bull Rush, Improved Initiative, Improved Natural Armor (x3), Improved Natural Attack (bite), Improved Toughness, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (sting)
Environment: Far Realms
Organization: Solitary or with a nest of 2-7 greater pseudonatural huge centipedes
Challenge Rating: 23
Treasure: None
Alignment: Neutral evil

What must surely be the most frightful looking creature in the multiverse moves slowly before you. Gigantic in proportion, it pulses and rumbles, emitting weird odors and strange noises. Stretching easily 70’ or more long, the hideous entity looks like nothing so much as a 10’ diameter strand of seemingly aware mucus. A gross, slimy perspiration seems to leak out of the thing all over, and while one end contains a bizarre set of hard-looking crusty ridges that disturbingly resembles a mouth, the other end has a long, tapered, spear-like protrusion of crusted mucus-like material dripping some foul-smelling yellow excretion.

Combat

Xurkrischis is sentient, albeit not highly intelligent. It knows that it is vulnerable to attacks from afar, so if it suffers more than half its hit points in damage without having a target it can engage in melee it will usually seek to burrow away to safety. When not seriously threatened, Xurkrischis constantly eats, preferring to dine on sentient creatures but being totally omnivorous in principle.

Frightful Presence (Ex): Xurkrischis can make a horrible burbling, farting sound accompanied by a hideous stench, inspiring terror in all creatures within 40’ that have fewer than 32 HD. Each potentially affected creature must make a Will save (DC 25) or become shaken- a condition that lasts until the opponent is out of range. A successful save leaves the creature immune to Xurkrischis’ frightful presence for 24 hours.

Improved Grab (Ex): Xurkrischis can make a free grapple check without provoking attacks of opportunity when it hits an opponent of Huge or smaller size with his bite.

Poison (Ex): Poisons run from the stinger of the hideous fiend called Xurkrischis (Fort DC 41; initial damage 1d6 str, secondary damage 2d6 str).

Raging Blood (Su): Whenever Xurkrischis is damaged, a spray of acid is emited in a 5’ cone. Any creature within the cone suffers 1d4 hp of acid damage (no save). Xurkrischis is unaffected by its own fluids.

Smite Good (Su): Once per day the horror that is Xurkrischis can smite good on a normal melee attack, inflicting an extra +20 hp of damage against a good foe.

Swallow Whole (Ex): Xurkrischis can swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. A swallowed victim suffers 2d8+17 plus 2d4+8 acid damage each round; it can try to cut its way out with a light piercing or slashing weapon (requires 25 points of damage vs. AC 24).

True Strike (Su): 1/day this horrible thing can make a normal attack roll with a +20 insight bonus. Xurkrischis is unaffected by the normal miss chance from concealment on this attack.

Alternate Form (Su): As a standard action, Xurkrischis can change from the terrible form he tends towards while on the Material Plane to a horrible, many-tentacled form resembling nothing so much as a fluid-filled anemone-shaped bag with leaking cloudy pustules all over its disgusting form. While it is within this form, other creatures receive a -1 morale penalty on attack rolls against it.

Resilient (Ex): Xurkrischis has a form that is only partially defined. As such, it cannot be flanked, it takes -1d6 hp from a sneak attack and it takes only half the extra damage inflicted by a critical hit.
 


Sandain said:
Hi Jester,

Can you tell me where the gelantinous, and the greater pseudonatural templates come from please?

Dan

Sure!

The Gelatinous template is in Savage Species, and the 'greater' Pseudonatural template is in the Epic-level HB. It's prolly in the SRD, too- I believe all the monsters in the ELH got in.
 

The Academy of the Spear

The part where the party went into the academy and finds the undead formation is kind of funny- I was worried that the encounter might turn tough with all the con drain and negative levels that could come into play. Boom, one round and its over. Sheesh.

2 wraiths
10 ghouls
2 spectres
6 swordwraiths (FF pg. 173; switch to longspear)

RECTOR SOLRUSH
Death Knight Fighter 17

Hit Dice: 17d12
Initiative:+6
Speed: 20’
Armor Class: 27 (+1 dex, +11 armor, +5 natural), touch 11, flat-footed 26
Base Attack/Grapple: +17/26
Attack: Greatspear +31 melee plus Weapon Mastery (2d6+20 plus 1d6 electricity plus 2d6 vs. good/19-20x3+1d6) or touch +x melee (1d8+1 plus 1 con, Will save, DC 19, half damage and no con damage)
Full Attack: Greatspear +31/26/21/16 melee plus Weapon Mastery (2d6+20 plus 1d6 electricity plus 2d6 vs. good/19-20x3+1d6) or touch +x melee (1d8+1 plus 1 con, Will save, DC 19, half damage and no con damage)
Space/Reach: 5’/5’
Special Attacks: Abyssal blast (17d6, Ref DC 19 half), fear aura (affects only creatures of 5 HD or less)
Special Qualities: DR 10/magic and good, immunity to cold, electricity and polymorph, SR27, summon nightmare, turn immunity, undead
Saves: Fort +10, Ref +7, Will +7
Abilities: Str 29, Dex 15, Con -, Int 9, Wis 14, Cha 12
Skills: Intimidate +21, Jump +27
Feats: Cleave, Combat Reflexes, Exotic Weapon Proficiency (greatspear), Greater Weapon Focus (greatspear), Greater Weapon Specialization (greatspear), Hold the Line, Improved Bull Rush, Improved Critical (greatspear), Improved Initiative, Iron Will, Power Attack, Quickdraw, Severe Critical (greatspear), Weapon Focus (greatspear), Weapon Mastery (greatspear), Weapon Specialization (greatspear)
Challenge Rating: 20
Treasure: Full plate +3, silver unholy shock greatspear +3, ring of fire resistance 10, cloak of flying (10 minutes/day, as fly spell; free action to activate it), boots of dexterity +2, gauntlets of incredible power (give +4 enhancement bonus to strength, +2 morale bonus on attack rolls), bag of 10 rubies worth 1000 gp each.
Alignment: Chaotic Evil
 

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