D&D Wargaming *ARMIES OF EVIL*

But monstrous HDs don't increase SR, SLAs, SAs or EX's, they just add to BAB, saves, skills, feats and eventually size. For a primarily spell-like casting monster that doesn't really make such a big difference.
 

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So first I'll answer the other question I missed.

I'd like CR-15, CL-15, SR 25, no-more-than 15 SP's, and one-per-day on any 8th lvl SP's.

Adding HD's doesn't necessarily add size.

So here's what we do. Once we finalize the CR-15 design, build a CR-16 version (SR 26 and CL-16).

Once you gain enough XP you 'level' into the CR-16 version. Then you build a CR-17 version (SR 27, CL-17 and access to 9th-lvl SP's). Gain more XP and 'level' into CR 17.

You don't necessarily have to gain an HD at each CR, but you should gain an HD at at least every other CR.

Edit: Dalamar, the guidelines above should be applied to Master Ghalrasser also.
 
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Mein Captain

Gran Maul, Male Human Cleric13 CR 13; Size: M Type HUMANOID; HD (13d8)+26; hp 101; Init +4 (+0 Dex, +4 Misc); Spd Walk 20'; AC 24 (flatfooted 24, touch 10), (+10 Armor/+4 Shield) , +2 Heavy Mace +12/+7 0'/B (1d8+3 20/x2 Carried M ) or ; SA: Rebuke Undead 8/day (turn level 13) (turn damage 2d6+14), Spontaneous casting; Vision: Normal AL: NE; Sv: Fort +12, Ref +5, Will +15; Str 13, Dex 10, Con 16, Int 10, Wis 18, Cha 12
Skills and Feats: Concentration +18, Diplomacy +6, Heal +9, Knowledge (History) +5, Knowledge (Religion) +7, Spellcraft +10; Power Attack, Improved Sunder, Eschew Materials, Extra Turning (1x), Improved Initiative, Divine Vigor
Possessions: +2 Full Plate, +2 Large Wooden Shield, +2 Heavy Mace, Masterwork Crossbow, 50 Bolts, Cloak of Resistance +1, Gloves of Dexterity +2, Amulet of Health +2, Brooch of Shielding [slotless], scroll of Invisibility Purge, Scroll of Protection from Elements, Scroll of Lesser Restoration, Scroll of Silence, wooden holy symbol

Deity: Nerull Domains: Death, Evil

Spells per day: 6/6+1/6+1/5+1/5+1/3+1/2+1/1+1

0 [DC14]: x, x, x, x, x, x
1 [DC15]: x, x, x, x, x, x, x
2 [DC16]: x, x, x, x, x, x, x
3 [DC17]: x, x, x, x, x, x
4 [DC18]: x, x, x, x, x, x
5 [DC19]: x, x, x, x
6 [DC20]: x, x, x
7 [DC21]: x, x

Equipment Cost: 31, 135 gp
 
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OldCrowe said:
Half Orc Ranger, Male Half-orc Ranger1 CR 1; Possessions: 3 Javelin, 1 Shield (Heavy/Wooden), 1 Longsword, 1 Outfit (Explorer's), 1 Studded Leather,

I realize it's more expensive, but you should consider shortbows for your rangers.

Half Orc Cleric,...Cleric - Known:...

Instead of listing spells known, it's probably more valuable to list what they typically have prepared.

Half Orc Sorceror...Level 1: Mage Armor, True Strike

True Strike really isn't so great given the way you've built your sorcerer. Given the abundance of low-hd creatures they'll be facing you might consider either Color Spray or Sleep

Half Orc Rogue, ... 3 Javelin, 1 Thieves' Tools, 1 Longspear, 1 Morningstar,

We're going to want prisoners every now and then. You might want to consider adding a Sap to their equipment list.
 

Stat Blocks for Human Grunts

Human Archer, Male Human Fighter1 CR 1; Size: M Type HUMANOID; HD (1d10)+2; hp 7; Init +2 (+2 Dex, +0 Misc); Spd Walk 30'; AC 16 (flatfooted 14, touch 12), Longsword +1 0'/S (1d8+1 19-20/x2 Carried M ) or *Crossbow, Light +3 120'/P (1d8 19-20/x2 Both M ) or ; SA: ; Vision: Normal AL: NE; Sv: Fort +4, Ref +2, Will +1; Str 13, Dex 15, Con 14, Int 10, Wis 12, Cha 8
Skills and Feats: Climb +1, Handle Animal +1, Intimidate +1, Jump +1, Ride +4, Swim +-1; Far Shot, Point Blank Shot, Precise Shot
Possessions: 2 Bolts, Crossbow (50), 1 Longsword, 1 Buckler, 1 Crossbow, Light, 1 Studded Leather,

Sorcerer Archer, Male Human Sorcerer1 CR 1; Size: M Type HUMANOID; HD (1d4)+1; hp 3; Init +2 (+2 Dex, +0 Misc); Spd Walk 30'; AC 12 (flatfooted 10, touch 12), *Crossbow, Light +2 120'/P (1d8 19-20/x2 Both M ) or Mace, Light +1 0'/B (1d6+1 20/x2 Carried M ) or ; SA: Summon Familiar; Vision: Normal AL: NE; Sv: Fort +1, Ref +2, Will +1; Str 13, Dex 14, Con 12, Int 10, Wis 8, Cha 15
Skills and Feats: Concentration +5, Knowledge (Arcana) +4, Spellcraft +4; Far Shot, Point Blank Shot
Possessions: 2 Bolts, Crossbow (50), 1 Scroll (Magic Weapon), 1 Crossbow, Light, 1 Mace, Light, 1 Scroll (Silent Image),
Sorcerer - Known:
Level 0: Detect Magic, Flare, Message, Resistance,
Level 1: Shield, True Strike,

Human Archer Cleric, Male Human Cleric1 CR 1; Size: M Type HUMANOID; HD (1d8)+1; hp 5; Init +2 (+2 Dex, +0 Misc); Spd Walk 20'; AC 16 (flatfooted 14, touch 12), *Crossbow, Light +2 120'/P (1d8 19-20/x2 Both M ) or Mace, Heavy +0 0'/B (1d8+1 20/x2 Carried M ) or ; SA: Rebuke Undead 2/day (turn level 1) (turn damage 2d6+0), Spontaneous casting; Vision: Normal AL: NE; Sv: Fort +3, Ref +2, Will +4; Str 12, Dex 14, Con 13, Int 10, Wis 15, Cha 8
Skills and Feats: Concentration +5, Diplomacy +1, Heal +3, Knowledge (Religion) +1, Spellcraft +4; Far Shot, Point Blank Shot
Possessions: 2 Bolts, Crossbow (50), 1 Buckler, 1 Crossbow, Light, 1 Mace, Heavy, 1 Studded Leather,

Deity: Nerull Domains: Death, Evil

Cleric - Prepared:

Spells per day: 3/2+1

0 [DC12]: x, x, x
1 [DC13]: x, x, x

Human Archer Bard, Male Human Bard1 CR 1; Size: M Type HUMANOID; HD (1d6)+1; hp 4; Init +2 (+2 Dex, +0 Misc); Spd Walk 30'; AC 16 (flatfooted 14, touch 12), Longsword +0 0'/S (1d8+1 19-20/x2 Carried M ) or *Crossbow, Light +2 120'/P (1d8 19-20/x2 Both M ) or ; SA: Bardic knowledge (+1), Bardic music 1/day, Countersong (Su), Fascinate (Sp) - can effect 1 creature, Inspire Courage (Su) +1; Vision: Normal AL: NE; Sv: Fort +1, Ref +4, Will +1; Str 13, Dex 14, Con 12, Int 10, Wis 8, Cha 15
Skills and Feats: Diplomacy +6, Gather Information +6, Hide +4, Knowledge (Local) +4, Move Silently +4, Perform (Sing) +6; Far Shot, Point Blank Shot
Possessions: 1 Bolts, Crossbow (50), 1 Longsword, 1 Buckler, 1 Crossbow, Light, 1 Outfit (Explorer's), 1 Studded Leather,
Bard - Known:
Level 0: Detect Magic, Flare, Message, Prestidigitation,

Goblin Scout, Male Goblin Ranger2 CR 2; Size: S Type HUMANOID; HD (2d8)+2; hp 11; Init +3 (+3 Dex, +0 Misc); Spd Walk 30'; AC 18 (flatfooted 15, touch 14), Small Longsword +3 0'/S (1d6+1 19-20/x2 Carried S (Longsword (Small))) or *Small Crossbow +6 80'/P (1d6 19-20/x2 Both S (Crossbow (Light/Small))) or ; SA: Combat Style (Ex) - Ranger Archery, favored enemy (Humanoid (Human)(+2)), Wild Empathy (Ex); Vision: Darkvision (60'), Normal AL: NE; Sv: Fort +4, Ref +6, Will +1; Str 12, Dex 16, Con 12, Int 10, Wis 13, Cha 8

Skills and Feats: Handle Animal +4, Hide +12, Move Silently +12, Ride +14, Spot +6, Survival +6; Mounted Combat
Possessions: 1 Bolts, Crossbow (50), 1 Small Longsword, 1 Buckler (Masterwork/Small), 1 MA Studded Leather, 1 Small Crossbow,
 
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OldCrowe said:
Dreadlord Crowe
...
Hitpoints:.......77

I count your hp as 84 (4 + 14*2.5 + 15*3)

5: Wall of Force, Teleport, Prying Eyes, Mirage Arcana, Cloudkill*, Rary’s Telepathic Bond*, Feeblemind*, Hold Monster*, Nightmare*, Waves of Fatigue*, Permanency*, Magic Jar*

Add Dismissal and Sending.
You can ignore Permanancy, it's completely replaced by Limited Wish.

Level 6: Greater Dispel Magic, Antimagic Field, Move Earth, True Seeing, Guards and Wards*, Acid Fog*, Chain Lightning*, Circle of Death*, Create Undead*

Add Contingency and Disintegrate. Also, don't underestimate the value of Mages Lucubration.

Level 7: Limited Wish, Reality Maelstrom, Greater Scrying, Summon Monster VII, Banishment*, Spell Turning*, Delayed Blast Fireball*, Mass Invisibility*, Finger of Death*, Waves of Exhaustion*, Control Weather*, Power Word Blind*

Add Greater Teleport, mabye Mass Hold Person, Forcecage and Ethereal Jaunt.

Level 8: Mind Blank, Protection from Spells, Dimensional Lock*

Add Prismatic Wall, Maze and Horrid Wilting.
 

OldCrowe said:
Gran Maul, Male Human Cleric13 CR 13; Size: M Type HUMANOID; HD (13d8)+26; hp 93;

I count 101 hp.

Divine Cleansing, Divine Resistance, Eschew Materials, Extra Turning (1x), Improved Initiative, Divine Vigor

Divine Vigor is good (even better in 3.5), but D.Cleansing and D.Resistance are pretty weak.
 

OldCrowe said:
Dreadlord Crowe
Arcane Scrolls:
2xDispel magic [5] (750)
1xProtection from energy [5] (375)
2xObscuring mist [1] (50)
1xProtection from law [2] (50)
1xProtection from good[2] (50)

Gold: 337,500 gp
Remaining Gold: 83,448

You should have scrolls for most of your 5th-8th spells (especially the ones where save dc's and caster level aren't too important), and probably a Handy Haversack to keep them in.

Being a wizard is all about having the right spell at the right time.
 
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OldCrowe said:
The Imp's will be using Erinyes as 1 of their alternate forms, and have flyby attack instead of Weapon Finesse for a Feat, Armed with Lances and lead by the true Erinyes, these guys should be alot of fun, Hell's Angels indeed.

Polymorph is limited to the HD of the target, so you have to come up with something else. Might I suggest the form of a Lantern Archon? :]

Edit: Also, see Gray Ooze.
 
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