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<blockquote data-quote="nameless" data-source="post: 1432951" data-attributes="member: 1543"><p>Oh, and here is my list of what to look out for among baseline units. Higher CR ones are a threat, but there can't be nearly as many of them as of the baseline units.</p><p></p><p>things to watch out for: Allip, Choker with at will magic, Ghoul, Hag (Sea Hag), Shadow, Wight, Wraith, Yeth Hound.</p><p></p><p>Allips, Shadows, and Wraiths: All incorporeal, all have draining attacks that can create spawn. Allips have an automatic aura attack that fascinates people, and most grunts will have a lower wisdom than physical stats. Wraiths automatically panic any horses within 30 feet, which will mess up calvary, and have a pretty dangerous attack, but have daylight powerlessness, which can be a tactical advantage. Shadows are mediocre offensively, but are also don't have significant weaknesses like the wraiths. I say allips are the worst of these, and they have the lowest CR to boot.</p><p></p><p>Ghouls: Not that bad, but they're cheap. Ghoul Fever should be easy to deal with because it takes a while to develop.</p><p></p><p>Choker with magic: Give chokers something with at will magic effects (like those amulets of magic missile), and they can fire it twice per round, which nobody else can do.</p><p></p><p>Sea Hag: Very dangerous. Anyone who looks at it has a tough DC save or they take 2d6 strength damage. Undead are immune to that, as are other hags. Also a 3/day gaze attacks that can kill. Plus they're cheap.</p><p></p><p>Wights: Also really dangerous. Their energy drain will automatically kill any level 1 grunt in 1 hit, and they get a spawn out of it in 1d4 rounds. Corporeality makes them not as bad as some of the other undead, but they make spawn faster, too.</p><p></p><p>Yeth Hound: Look pretty bad to me. High AC, good damage in their attack, fly good and fast, and DR 10/silver. Their baying is a 300 foot radius effect that has an easy DC, but if you fail, you're panicked and automatically break ranks and run away. Since they're cheap, you could easily make enough saves that you'll eventually fail.</p><p></p><p>I'd say the Yeth Hounds, the Sea Hags, the Allips, and the Wights are our worst opposition. Also a mix of skeletons and zombies could give us problems in beating DR, and undead have a lot of immunities that make standard tricks not work.</p></blockquote><p></p>
[QUOTE="nameless, post: 1432951, member: 1543"] Oh, and here is my list of what to look out for among baseline units. Higher CR ones are a threat, but there can't be nearly as many of them as of the baseline units. things to watch out for: Allip, Choker with at will magic, Ghoul, Hag (Sea Hag), Shadow, Wight, Wraith, Yeth Hound. Allips, Shadows, and Wraiths: All incorporeal, all have draining attacks that can create spawn. Allips have an automatic aura attack that fascinates people, and most grunts will have a lower wisdom than physical stats. Wraiths automatically panic any horses within 30 feet, which will mess up calvary, and have a pretty dangerous attack, but have daylight powerlessness, which can be a tactical advantage. Shadows are mediocre offensively, but are also don't have significant weaknesses like the wraiths. I say allips are the worst of these, and they have the lowest CR to boot. Ghouls: Not that bad, but they're cheap. Ghoul Fever should be easy to deal with because it takes a while to develop. Choker with magic: Give chokers something with at will magic effects (like those amulets of magic missile), and they can fire it twice per round, which nobody else can do. Sea Hag: Very dangerous. Anyone who looks at it has a tough DC save or they take 2d6 strength damage. Undead are immune to that, as are other hags. Also a 3/day gaze attacks that can kill. Plus they're cheap. Wights: Also really dangerous. Their energy drain will automatically kill any level 1 grunt in 1 hit, and they get a spawn out of it in 1d4 rounds. Corporeality makes them not as bad as some of the other undead, but they make spawn faster, too. Yeth Hound: Look pretty bad to me. High AC, good damage in their attack, fly good and fast, and DR 10/silver. Their baying is a 300 foot radius effect that has an easy DC, but if you fail, you're panicked and automatically break ranks and run away. Since they're cheap, you could easily make enough saves that you'll eventually fail. I'd say the Yeth Hounds, the Sea Hags, the Allips, and the Wights are our worst opposition. Also a mix of skeletons and zombies could give us problems in beating DR, and undead have a lot of immunities that make standard tricks not work. [/QUOTE]
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