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Help with advancing monsters (my players please stay out)
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<blockquote data-quote="frankthedm" data-source="post: 2943071" data-attributes="member: 1164"><p>Want nasty? Want that large trog to hit Huge?</p><p></p><p>Neo Troglodyte</p><p>Large Humanoid (Reptilian) advanced, Sor 2</p><p>Hit Dice: 6d8+2d4+40] 72HP [76 HP if PC always have the option to take high average HP.</p><p>Initiative: +0</p><p>Speed: 30 ft. (6 squares)</p><p>Armor Class: 18 -1 size, +9 natural), touch 9, flat-footed 18</p><p>Base Attack/Grapple: +5/+16</p><p>Attack: Masterwork Greatclub +13 melee (2d8+9) or claw +12 melee (1d4+2) or javelin +5 ranged (1d6+2)</p><p>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)</p><p>Space/Reach: 10 ft./10 ft.</p><p>Special Attacks: Stench DC18</p><p>Special Qualities: Darkvision 90 ft.</p><p>Saves: Fort +11, Ref +2, Will +6</p><p>Abilities: Str 22*, Dex 10, Con 20*, Int 10, Wis 8, Cha 14</p><p>Skills: Concentration +4, Hide +5*, Listen +5, Spot +3, Tumble+5, Speak Language (common) </p><p>Feats: Multiattack(bonus), Weapon Focus (Greatclub) [1.], Power attack[3.] Iron will[6.]</p><p>CR 5 (1:+1 [4HD], +2 [2 non-associated sorcerer levels that are actually pretty helpful none the less] +1 [size].</p><p></p><p>Spells per day</p><p>6 0th </p><p>5 1st</p><p></p><p>Spells known.</p><p>0- Resistance, Daze, Prestigigitation, Detect magic</p><p>1- Enlarge humanoid, Mage Armor</p><p>[Replace Mage armor with true strike to really splatter PCs. Don’t forget to power attack[2 for 1 with 2 handed weapon)]</p></blockquote><p></p>
[QUOTE="frankthedm, post: 2943071, member: 1164"] 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)] [/QUOTE]
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