Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Eberron Monsters: Dolgrim and Dolgaunt
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Spatula" data-source="post: 4660280" data-attributes="member: 2198"><p>I know dolgaunts (and a named dolgrim) are in the KotS Eberron conversion article, but I wasn't too impressed with the dolgaunt and I thought that giving the dolgrim the goblin racial power (rather than its own distinctive power) was also a bit lacking.</p><p></p><p>And I think that, in the scheme of things, these creatures should be mid- to high-heroic threats, or low-paragon as minions.</p><p></p><p><strong><span style="font-size: 18px">DOLGRIM</span></strong></p><p>Formed out of goblins by the insane daelkyr, dolgrim are short gray-skinned humanoids with two wide mouths (one on top of the other), two sets of arms (ditto), and no neck. Their minds house two personalities, one of which is the "stronger" dominant one, with each controlling one set of arms and one mouth. As a result, the creature is quite capable of carrying on a conversation with itself. They are the foot soldiers of the daelkyr's armies on Eberron.</p><p></p><p><strong><span style="font-size: 15px">DOLGRIM GRUNT - Level 4 Brute</span></strong></p><p>Small aberrant humanoid - XP 175</p><p>---</p><p>Initiative +5; Senses Perception +3, low-light vision</p><p>HP 64; Bloodied 32</p><p>AC 17; Fortitude 16; Reflex 17; Will 17</p><p>Speed 5</p><p>---</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> <strong>Club</strong> (standard; at will) <strong>* Weapon</strong>: +7 vs. AC; 1d6+4 damage.</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> <strong>Javelin</strong> (standard; at will) <strong>* Weapon</strong>: +7 vs. AC; 1d6+4 damage.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> <strong>Javelin</strong> (standard; at will) <strong>* Weapon</strong>: Ranged 10/20 +7 vs. AC; 1d6+4 damage.</p><p><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> <strong>Many Armed</strong> (standard; at will): The dolgrim grunt makes a club attack and a javelin attack (melee or ranged).</p><p><strong>Dolgrim Tactics</strong> (reaction; when an enemy moves into position that flanks the dolgrim; encounter): The dolgrim grunt shifts 1 sqaure and makes a basic melee attack, targeting one of the prospective flankers.</p><p><strong>Dual Consciousness</strong>: At the end of its turn, the dolgrim grunt automatically saves against the dazed and stunned conditions and against charm effects that a save can end.</p><p>---</p><p>Alignment Chaotic Evil; Languages Deep Speech</p><p>Skills Athletics +10, Endurance +8</p><p>Str 18; Dex 17; Wis 12</p><p>Con 14; Int 6; Cha 8</p><p>---</p><p>Equipment: club, leather armor, light shield, three javelins</p><p></p><p>---</p><p></p><p><strong><span style="font-size: 15px">DOLGRIM BOLT-THROWER - Level 3 Artillery</span></strong></p><p>Small aberrant humanoid - XP 150</p><p>---</p><p>Initiative +6; Senses Perception +3, low-light vision</p><p>HP 44; Bloodied 22</p><p>AC 17; Fortitude 16; Reflex 16; Will 15</p><p>Speed 5</p><p>---</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> <strong>Club</strong> (standard; at will) <strong>* Weapon</strong>: +8 vs. AC; 1d6+2 damage.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> <strong>Hand Crossbow</strong> (standard; at will) <strong>* Weapon</strong>: Ranged 10/20 +10 vs. AC; 1d6+4 damage.</p><p><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> <strong>Two-Fisted Volley</strong> (standard; encounter; see also <em>steady fire</em>): The dolgrim bolt-thrower makes two hand crossbow attacks.</p><p><strong>Steady Fire</strong>: If the dolgrim bolt-thrower does not move on its turn, Two-Fisted Volley recharges.</p><p><strong>Dolgrim Tactics</strong> (reaction; when an enemy moves into position that flanks the dolgrim; encounter): The dolgrim bolt-thrower shifts 1 sqaure and makes a basic melee attack, targeting one of the prospective flankers.</p><p><strong>Dual Consciousness</strong>: At the end of its turn, the dolgrim bolt-thrower automatically saves against the dazed and stunned conditions and against charm effects that a save can end.</p><p>---</p><p>Alignment Chaotic Evil; Languages Deep Speech</p><p>Skills Athletics +7, Endurance +7</p><p>Str 15; Dex 18; Wis 12</p><p>Con 14; Int 6; Cha 8</p><p>---</p><p>Equipment: club, leather armor, light shield, two hand crossbows, 30 bolts</p><p></p><p>---</p><p></p><p><strong><span style="font-size: 15px">DOLGRIM PEON - Level 10 Minion</span></strong></p><p>Small aberrant humanoid - XP 125</p><p>---</p><p>Initiative +8; Senses Perception +6, low-light vision</p><p>HP 1; a missed attack never damages a minion.</p><p>AC 24; Fortitude 21; Reflex 22; Will 22</p><p>Speed 5</p><p>---</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> <strong>Many Armed Assault</strong> (standard; at will) <strong>* Weapon</strong>: +17 vs. AC; 7 damage.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> <strong>Javelin</strong> (standard; at will) <strong>* Weapon</strong>: Ranged 10/20 +13 vs. AC; 5 damage.</p><p><strong>Dolgrim Tactics</strong> (reaction; when an enemy moves into position that flanks the dolgrim; encounter): The dolgrim peon shifts 1 sqaure and makes a basic melee attack, targeting one of the prospective flankers.</p><p><strong>Dual Consciousness</strong>: At the end of its turn, the dolgrim peon automatically saves against the dazed and stunned conditions and against charm effects that a save can end.</p><p>---</p><p>Alignment Chaotic Evil; Languages Deep Speech</p><p>Skills Athletics +13, Endurance +11</p><p>Str 18; Dex 17; Wis 12</p><p>Con 14; Int 6; Cha 8</p><p>---</p><p>Equipment: club, leather armor, light shield, three javelins</p></blockquote><p></p>
[QUOTE="Spatula, post: 4660280, member: 2198"] I know dolgaunts (and a named dolgrim) are in the KotS Eberron conversion article, but I wasn't too impressed with the dolgaunt and I thought that giving the dolgrim the goblin racial power (rather than its own distinctive power) was also a bit lacking. And I think that, in the scheme of things, these creatures should be mid- to high-heroic threats, or low-paragon as minions. [b][size="5"]DOLGRIM[/size][/b] Formed out of goblins by the insane daelkyr, dolgrim are short gray-skinned humanoids with two wide mouths (one on top of the other), two sets of arms (ditto), and no neck. Their minds house two personalities, one of which is the "stronger" dominant one, with each controlling one set of arms and one mouth. As a result, the creature is quite capable of carrying on a conversation with itself. They are the foot soldiers of the daelkyr's armies on Eberron. [B][SIZE="4"]DOLGRIM GRUNT - Level 4 Brute[/SIZE][/B] Small aberrant humanoid - XP 175 --- Initiative +5; Senses Perception +3, low-light vision HP 64; Bloodied 32 AC 17; Fortitude 16; Reflex 17; Will 17 Speed 5 --- :bmelee: [B]Club[/B] (standard; at will) [b]* Weapon[/b]: +7 vs. AC; 1d6+4 damage. :bmelee: [B]Javelin[/B] (standard; at will) [b]* Weapon[/b]: +7 vs. AC; 1d6+4 damage. :ranged: [B]Javelin[/B] (standard; at will) [b]* Weapon[/b]: Ranged 10/20 +7 vs. AC; 1d6+4 damage. :melee: [B]Many Armed[/B] (standard; at will): The dolgrim grunt makes a club attack and a javelin attack (melee or ranged). [B]Dolgrim Tactics[/B] (reaction; when an enemy moves into position that flanks the dolgrim; encounter): The dolgrim grunt shifts 1 sqaure and makes a basic melee attack, targeting one of the prospective flankers. [B]Dual Consciousness[/B]: At the end of its turn, the dolgrim grunt automatically saves against the dazed and stunned conditions and against charm effects that a save can end. --- Alignment Chaotic Evil; Languages Deep Speech Skills Athletics +10, Endurance +8 Str 18; Dex 17; Wis 12 Con 14; Int 6; Cha 8 --- Equipment: club, leather armor, light shield, three javelins --- [B][SIZE="4"]DOLGRIM BOLT-THROWER - Level 3 Artillery[/SIZE][/B] Small aberrant humanoid - XP 150 --- Initiative +6; Senses Perception +3, low-light vision HP 44; Bloodied 22 AC 17; Fortitude 16; Reflex 16; Will 15 Speed 5 --- :bmelee: [B]Club[/B] (standard; at will) [b]* Weapon[/b]: +8 vs. AC; 1d6+2 damage. :ranged: [B]Hand Crossbow[/B] (standard; at will) [b]* Weapon[/b]: Ranged 10/20 +10 vs. AC; 1d6+4 damage. :melee: [B]Two-Fisted Volley[/B] (standard; encounter; see also [i]steady fire[/i]): The dolgrim bolt-thrower makes two hand crossbow attacks. [B]Steady Fire[/B]: If the dolgrim bolt-thrower does not move on its turn, Two-Fisted Volley recharges. [B]Dolgrim Tactics[/B] (reaction; when an enemy moves into position that flanks the dolgrim; encounter): The dolgrim bolt-thrower shifts 1 sqaure and makes a basic melee attack, targeting one of the prospective flankers. [B]Dual Consciousness[/B]: At the end of its turn, the dolgrim bolt-thrower automatically saves against the dazed and stunned conditions and against charm effects that a save can end. --- Alignment Chaotic Evil; Languages Deep Speech Skills Athletics +7, Endurance +7 Str 15; Dex 18; Wis 12 Con 14; Int 6; Cha 8 --- Equipment: club, leather armor, light shield, two hand crossbows, 30 bolts --- [B][SIZE="4"]DOLGRIM PEON - Level 10 Minion[/SIZE][/B] Small aberrant humanoid - XP 125 --- Initiative +8; Senses Perception +6, low-light vision HP 1; a missed attack never damages a minion. AC 24; Fortitude 21; Reflex 22; Will 22 Speed 5 --- :bmelee: [B]Many Armed Assault[/B] (standard; at will) [b]* Weapon[/b]: +17 vs. AC; 7 damage. :ranged: [B]Javelin[/B] (standard; at will) [b]* Weapon[/b]: Ranged 10/20 +13 vs. AC; 5 damage. [B]Dolgrim Tactics[/B] (reaction; when an enemy moves into position that flanks the dolgrim; encounter): The dolgrim peon shifts 1 sqaure and makes a basic melee attack, targeting one of the prospective flankers. [B]Dual Consciousness[/B]: At the end of its turn, the dolgrim peon automatically saves against the dazed and stunned conditions and against charm effects that a save can end. --- Alignment Chaotic Evil; Languages Deep Speech Skills Athletics +13, Endurance +11 Str 18; Dex 17; Wis 12 Con 14; Int 6; Cha 8 --- Equipment: club, leather armor, light shield, three javelins [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Eberron Monsters: Dolgrim and Dolgaunt
Top