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<blockquote data-quote="the Jester" data-source="post: 1810568" data-attributes="member: 1210"><p>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.</p><p></p><p>Yikes.</p><p></p><p><span style="color: #AACC22"><strong>FNOGGHI CHAOS-HAND</strong></span></p><p>Fomorian Cleric 18</p><p>Huge Giant</p><p>Hit Dice: 33d8+297 plus 13 temporary hp </p><p>Initiative: +1</p><p>Speed: 40’</p><p>Armor Class: 31 (-2 size, +1 dex, +9 natural, +13 armor), touch 9, flat-footed 30</p><p>Base Attack/Grapple: +24/+45</p><p>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)</p><p>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)</p><p>Space/Reach: 15’/15’</p><p>Special Attacks: Rebuke undead, spells, touch of chaos, trample 2d10+19</p><p>Special Qualities: DR 5/-, fast healing 5, immunity to fear and poison (due to heroes’ feast), scent</p><p>Saves: Fort +29, Ref +11, Will +24</p><p>Abilities: Str 37, Dex 10, Con 28, Int 11, Wis 24, Cha 12</p><p>Skills: Concentration +14, Knowledge (religion) +36, Listen +9, Move Silently +23, Spot +22</p><p>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) </p><p>Challenge Rating: 21</p><p>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.</p><p>Alignment: Chaotic evil</p><p></p><p><em>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.</em></p><p></p><p><strong>Combat</strong></p><p></p><p>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). </p><p></p><p>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</p><p>0 level: detect magic (3), light (2), read magic</p><p>1st level: bless, cause fear, divine favor, lesser confusion (d), protection from law, shield of faith (2), summon monster I </p><p>2nd level: align weapon, bear’s endurance, deific vengeance (2), shield other (2), silence, touch of madness (d)</p><p>3rd level: bestow curse, cure serious wounds, daylight, invisibility purge, locate object, magical vestment**, rage (d), wind wall</p><p>4th level: chaos hammer (d), death ward, divination, divine power, freedom of movement, restoration, tongues</p><p>5th level: bolts of bedevilment (d), flame strike, righteous might, scrying, slay living, true seeing</p><p>6th level: animate object (d), banishment, greater dispel magic, heal, heroes’ feast**, mass bull’s strength</p><p>7th level: destruction, empowered flame strike (2), mass spell resistance, word of chaos (d)</p><p>8th level: empowered blade barrier, fire storm, maddening scream (d), summon monster VIII</p><p>9th level: mass heal, terrible calling*, weird (d)</p><p></p><p>*This spell has already been cast, and is a unique spell discovered by Fnogghi.</p><p></p><p>**This spell has already been cast and its effects are included in the stat blocks. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><em>Powerup Results:</em> 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.</p><p></p><p>Rd. 1- cast mass bull’s strength; +4 str to all buddies and self.</p><p>Rd. 2- cast mass spell resistance; everyone gets SR 30.</p><p>Rd. 3-4- cast two shield others or whoever seem to be the best choices </p><p>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</p><p>Rd. 6- cast divine power; gain +2 additional enhancement to str, +9 to BAB, +18 temporary hp</p><p>Rd. 7- join the fray! </p><p></p><p></p><p>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.</p><p></p><p><span style="color: #AACC22"><strong>FNOGGHI’S SPEARMEN</strong></span></p><p>Fomorian Fighter 8</p><p>Huge Giant</p><p>Hit Dice: 15d8 + 8d10 +214</p><p>Initiative: +1</p><p>Speed: 40’</p><p>Armor Class: (-2 size, +1 dex, +9 natural, +10 armor)</p><p>Base Attack/Grapple: +19/+43</p><p>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)</p><p>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)</p><p>Space/Reach: 15’/15’</p><p>Special Attacks: Trample 2d10+24 (DC 37)</p><p>Special Qualities: DR 5/-, fast healing 5, immunity to fear and poison (due to heroes’ feast), scent</p><p>Saves: Fort +23, Ref +8, Will +11</p><p>Abilities: Str 42, Dex 12, Con 26, Int 11, Wis 15, Cha 8</p><p>Skills: Craft (armorer, weaponsmithing) +17</p><p>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)</p><p>Challenge Rating: 19</p><p>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.</p><p>Alignment: Chaotic evil</p><p></p><p></p><p><span style="color: #AACC22"><strong>FNOGGHI’S HURLERS (Andre and Pierre)</strong></span></p><p>Fire Giant Fighter 5/Hulking Hurler 3</p><p>Large Giant (fire)</p><p>Hit Dice: 15d8 + 8d10 +161</p><p>Initiative: -1</p><p>Speed: 30’</p><p>Armor Class: 26 (-1 size, -1 dex, +8 natural, +10 armor)</p><p>Base Attack/Grapple: +19/+37</p><p>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)</p><p>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)</p><p>Space/Reach: 10’/10’</p><p>Special Attacks: Knockdown blow, ranged power attack, really throw anything </p><p>Special Qualities: Catch weapons, immunity to fire, immunity to fear and poison (due to heroes’ feast), low-light vision, rock catching, vulnerability to cold</p><p>Saves: Fort+21, Ref +12, Will +10</p><p>Abilities: Str 38, Dex 16, Con 24, Int 10, Wis 17, Cha 11</p><p>Skills: Climb +25, Intimidate +10, Search +8, Spot +16</p><p>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)</p><p>Challenge Rating: 18</p><p>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.</p><p>Alignment: Chaotic evil</p><p> </p><p><em>These two black-skinned giants are heavily armored and have greatswords across their backs; but in their hands are large boulders.</em></p><p></p><p><strong>Combat</strong></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="the Jester, post: 1810568, member: 1210"] 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. [color=#AACC22][b]FNOGGHI CHAOS-HAND[/b][/color][b][/b] 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 [i]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.[/i] [b]Combat[/b] 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. [i]Powerup Results:[/i] 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. [color=#AACC22][b]FNOGGHI’S SPEARMEN[/b][/color] 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 [color=#AACC22][b]FNOGGHI’S HURLERS (Andre and Pierre)[/b][/color][b][/b] 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 [i]These two black-skinned giants are heavily armored and have greatswords across their backs; but in their hands are large boulders.[/i] [b]Combat[/b] 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. [/QUOTE]
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