Help with advancing monsters (my players please stay out)

Looks good. One error: The grapple is +7.

He's not as stupid as the rest of his kin. He's smarter.

Remember that if he throws the javelin, he could then 5ft-step and claw at +6 and bite at +5. I personally think that the stat blocks should mention this, but they don't. He could do it in reverse order, too, claw and bite and then step back and throw.

Next step: What equipment will he get? ;)

One more side note, trog's benefit a lot from their stench. Note that this guy's DC has improved remarkably to 16 (half HD + CON modifier). If you outfit him with an amulet of health or a potion of bear's endurance . . . :)
 

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Thanks again Infiniti,

I like the way you think ... the amulet of health would be a nasty little boost to both his HP and his stench DC now wouldent it?

Remind me to pass more stuff by you so that I can access that evil mind of yours.

Cheers!
 

Want nasty? Want that large trog to hit Huge?

Neo Troglodyte
Large Humanoid (Reptilian) advanced, Sor 2
Hit Dice: 6d8+2d4+40] 72HP [76 HP if PC always have the option to take high average HP.
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 18 -1 size, +9 natural), touch 9, flat-footed 18
Base Attack/Grapple: +5/+16
Attack: Masterwork Greatclub +13 melee (2d8+9) or claw +12 melee (1d4+2) or javelin +5 ranged (1d6+2)
Full Attack: Masterwork Greatclub +13 melee (2d8+9) and bite +10 melee (1d6+3); or 2 claws +12 melee (1d6+6) and bite +5 melee (1d6+3); or javelin +5 ranged (1d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Stench DC18
Special Qualities: Darkvision 90 ft.
Saves: Fort +11, Ref +2, Will +6
Abilities: Str 22*, Dex 10, Con 20*, Int 10, Wis 8, Cha 14
Skills: Concentration +4, Hide +5*, Listen +5, Spot +3, Tumble+5, Speak Language (common)
Feats: Multiattack(bonus), Weapon Focus (Greatclub) [1.], Power attack[3.] Iron will[6.]
CR 5 (1:+1 [4HD], +2 [2 non-associated sorcerer levels that are actually pretty helpful none the less] +1 [size].

Spells per day
6 0th
5 1st

Spells known.
0- Resistance, Daze, Prestigigitation, Detect magic
1- Enlarge humanoid, Mage Armor
[Replace Mage armor with true strike to really splatter PCs. Don’t forget to power attack[2 for 1 with 2 handed weapon)]
 
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HA! That neo-trog is sweet. It doesnt really fit with my adventure, but you better believe that its going into my campaign binder! :)

I forgot about the masterwork studded leather, thanks for reminding me Frank.

A spare feat eh? To echo infiniti, ability focus might be fun. I only worry about putting alot into that ability, for if the party saves against the stench of the lesser trogs they will no doubt meet before this baddy, then they are immune for 24 hours. I could stall them between encounters...hmmm...

*evil gears begin to turn*

Power Attack? At +8 to hit on the claws, I can afford to drop the chance to hit to cause more pain.

Improved Initiative? No harm in going faster...
 
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Gregor said:
I only worry about putting alot into that ability, for if the party saves against the stench of the lesser trogs they will no doubt meet before this baddy, then they are immune for 24 hours.
No. "Creatures that successfully save cannot be affected by the same troglodyte’s stench for 24 hours."

On the other hand, you might not want to overdo it. Already, his DC will be much higher than normal. You could try improved multiattack, which seems to fit the description.
 

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