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Psion's Drow (and other) Villainy thread
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<blockquote data-quote="Psion" data-source="post: 1258028" data-attributes="member: 172"><p>City of the Spider Queen</p><p></p><p>My party is many levels above the design level of CotSQ. I am using the last parts, but I still think adding 3-6 to EL of many encounters is appropriate. I didn't update all encounters, just a few I thought might give them a challenge:</p><p></p><p>Fire Giants:</p><p></p><p>Fire Giants are among the sackers looking the City in COTSQ.</p><p></p><p>Most fire giants in the city will use normal stats. These are elite fire giants guarding various areas, including the gates. All have the bonus quality “old stone bones” from Monsters Handbook.</p><p></p><p>FIRE GIANT Rock Hurler</p><p>Large Giant (Fire) Rock Hurler* 5</p><p>Hit Dice: 15d8+5d10+140 (223 hp)</p><p>Initiative: +2</p><p>Speed: 30 ft. in half-plate armor (6 squares); base speed 40 ft.</p><p>Armor Class: 26 (-1 size, +2 Dex, +8 natural, +7 half-plate armor) touch 8, flat-footed 23</p><p>Base Attack/Grapple: +16/+32</p><p>Attack: Greatsword +27 melee (3d6+18) or slam +27 melee (1d4+12) or rock +27 ranged (2d6+12 plus 2d6 fire)</p><p>Full Attack: Greatsword +27/+22/+17 melee (3d6+18) or 2 slams +27 melee (1d4+10) or rock +27 ranged (2d6+10 plus 2d6 fire)</p><p>Face/Reach: 5 ft./10 ft.</p><p>Special Attacks: Rock throwing</p><p>Special Qualities: Immunity to fire, low-light vision, rock catching, vulnerability to cold</p><p>Saves: Fort +16, Ref +9, Will +10</p><p>Abilities: Str 35, Dex 14, Con 24, Int 10, Wis 16, Cha 9</p><p>Skills: Climb +14, Craft (any one) +11, Intimidate +6, Jump +14, Spot +19</p><p>Feats: Cleave, Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Power Attack, Rock Hurling**, Weapon Focus (Thrown Boulder), Weapon Specialization (Thrown Boulder)</p><p>Challenge Rating: 16</p><p>Alignment: Often lawful evil</p><p></p><p>Combat</p><p>Rock Throwing (Ex): The range increment is 120 feet for a fire giant’s thrown rocks.</p><p>Old stone bones (Ex): Immune to critical hits dealt by medium sized or smaller weapons.</p><p>Accomplished thrower (Ex): Weapon focus (thrown boulder) and weapon specialization (thrown boulder) as bonus feats.</p><p>Skipping Stone (Ex): As a full attack, can attack an area 10 feet wide and Str (35) feet long. Targets get reflex save DC 17 or take half rock damage.</p><p>Pinning throw (Ex): Can pin target with thrown boulder. Rock thrower throws with half normal range increment; victim of attack must make strength check equal to ½ damage dealt or be pinned; may not move, suffers -4 dex, -2 attack, and loses dex bonus to AC. Can attempt to escape (Strength or Escape Artist check at same DC) each round as a standard action.</p><p>Pillar throw (Ex): Touch attack verus an area; causes standard damage to anyone in area (reflex save as pinning throw above), and creates a 6 foot barrier in that 5 foot square.</p><p>Brute Force (Ex): May use strength instead of dex for attack bonuses for thrown boulders.</p><p></p><p>* - From FFG’s Monster’s Handbook</p><p>** - From FFG’s Giant Lore</p><p></p><p>FIRE GIANT Greatsword Master</p><p>Large Giant (Fire) Fighter 2/Greatsword Master* 4</p><p>Hit Dice: 15d8+6d10+140 (247 hp)</p><p>Initiative: +2</p><p>Speed: 30 ft. in half-plate armor (6 squares); base speed 40 ft.</p><p>Armor Class: 26 (-1 size, +2 Dex, +8 natural, +7 half-plate armor) touch 8, flat-footed 23</p><p>Base Attack/Grapple: +17/+32</p><p>Attack: Greatsword +29 melee (3d6+20) or slam +28 melee (1d4+12) or rock +19 ranged (2d6+12 plus 2d6 fire)</p><p>Full Attack: Greatsword +29/+24/+19 melee (3d6+20) or 2 slams +28 melee (1d4+10) or rock +19 ranged (2d6+10 plus 2d6 fire)</p><p>Face/Reach: 5 ft./10 ft.</p><p>Special Attacks: Rock throwing</p><p>Special Qualities: Immunity to fire, low-light vision, rock catching, vulnerability to cold</p><p>Saves: Fort +21, Ref +9, Will +12</p><p>Abilities: Str 35, Dex 14, Con 24, Int 10, Wis 16, Cha 9</p><p>Skills: Climb +20, Craft (any one) +11, Intimidate +6, Jump +9, Spot +14</p><p>Feats: Cleave, Combat Reflexes, Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Power Attack, Stomp Attack**, Towering Attacker**, Weapon Focus (Greatsword), maneuver feats</p><p>Challenge Rating: 17</p><p>Alignment: Often lawful evil</p><p></p><p>Combat</p><p>Rock Throwing (Ex): The range increment is 120 feet for a fire giant’s thrown rocks.</p><p>Old stone bones** (Ex): Immune to critical hits dealt by medium sized or smaller weapons.</p><p>(Giant Feats):</p><p>Towering Attacker**: +1 to hit and +2 damage against medium sized or smaller opponents.</p><p>Stomp Attack**: Can do an additional stop as part of a full attack action. Against medium sized creatures, this inflicts -2 to all attack. Against small creatures (or smaller) there is no penalty. Attack does 1d8+12 points of damage</p><p>(Greatsword master feats):</p><p>Crossing Strikes** (Ex): Three step attack; if you hit with one of the first two attacks in your sequence, you get a +5 with the third.</p><p>Greatsword Spin Strike** (Ex): Sacrifice one attack in a sequence to gain +5 to hit and damage on next attack.</p><p>Set for counterattack** (Ex): By readying an action, you receive an attack of opportunity against anyone who attacks you, with a +2 maneuver bonus to hit on each attack.</p><p>Sweeping Attack** (Ex): Can be used with a full attack if each attack hits a separate target; every attack past the first gains a +2 maneuver bonus to damage.</p><p>* - From Second World Simulations Masters of Arms</p><p>** - From Monsters Handbook (stomp attack uses damage as defined in giant lore.)</p></blockquote><p></p>
[QUOTE="Psion, post: 1258028, member: 172"] City of the Spider Queen My party is many levels above the design level of CotSQ. I am using the last parts, but I still think adding 3-6 to EL of many encounters is appropriate. I didn't update all encounters, just a few I thought might give them a challenge: Fire Giants: Fire Giants are among the sackers looking the City in COTSQ. Most fire giants in the city will use normal stats. These are elite fire giants guarding various areas, including the gates. All have the bonus quality “old stone bones” from Monsters Handbook. FIRE GIANT Rock Hurler Large Giant (Fire) Rock Hurler* 5 Hit Dice: 15d8+5d10+140 (223 hp) Initiative: +2 Speed: 30 ft. in half-plate armor (6 squares); base speed 40 ft. Armor Class: 26 (-1 size, +2 Dex, +8 natural, +7 half-plate armor) touch 8, flat-footed 23 Base Attack/Grapple: +16/+32 Attack: Greatsword +27 melee (3d6+18) or slam +27 melee (1d4+12) or rock +27 ranged (2d6+12 plus 2d6 fire) Full Attack: Greatsword +27/+22/+17 melee (3d6+18) or 2 slams +27 melee (1d4+10) or rock +27 ranged (2d6+10 plus 2d6 fire) Face/Reach: 5 ft./10 ft. Special Attacks: Rock throwing Special Qualities: Immunity to fire, low-light vision, rock catching, vulnerability to cold Saves: Fort +16, Ref +9, Will +10 Abilities: Str 35, Dex 14, Con 24, Int 10, Wis 16, Cha 9 Skills: Climb +14, Craft (any one) +11, Intimidate +6, Jump +14, Spot +19 Feats: Cleave, Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Power Attack, Rock Hurling**, Weapon Focus (Thrown Boulder), Weapon Specialization (Thrown Boulder) Challenge Rating: 16 Alignment: Often lawful evil Combat Rock Throwing (Ex): The range increment is 120 feet for a fire giant’s thrown rocks. Old stone bones (Ex): Immune to critical hits dealt by medium sized or smaller weapons. Accomplished thrower (Ex): Weapon focus (thrown boulder) and weapon specialization (thrown boulder) as bonus feats. Skipping Stone (Ex): As a full attack, can attack an area 10 feet wide and Str (35) feet long. Targets get reflex save DC 17 or take half rock damage. Pinning throw (Ex): Can pin target with thrown boulder. Rock thrower throws with half normal range increment; victim of attack must make strength check equal to ½ damage dealt or be pinned; may not move, suffers -4 dex, -2 attack, and loses dex bonus to AC. Can attempt to escape (Strength or Escape Artist check at same DC) each round as a standard action. Pillar throw (Ex): Touch attack verus an area; causes standard damage to anyone in area (reflex save as pinning throw above), and creates a 6 foot barrier in that 5 foot square. Brute Force (Ex): May use strength instead of dex for attack bonuses for thrown boulders. * - From FFG’s Monster’s Handbook ** - From FFG’s Giant Lore FIRE GIANT Greatsword Master Large Giant (Fire) Fighter 2/Greatsword Master* 4 Hit Dice: 15d8+6d10+140 (247 hp) Initiative: +2 Speed: 30 ft. in half-plate armor (6 squares); base speed 40 ft. Armor Class: 26 (-1 size, +2 Dex, +8 natural, +7 half-plate armor) touch 8, flat-footed 23 Base Attack/Grapple: +17/+32 Attack: Greatsword +29 melee (3d6+20) or slam +28 melee (1d4+12) or rock +19 ranged (2d6+12 plus 2d6 fire) Full Attack: Greatsword +29/+24/+19 melee (3d6+20) or 2 slams +28 melee (1d4+10) or rock +19 ranged (2d6+10 plus 2d6 fire) Face/Reach: 5 ft./10 ft. Special Attacks: Rock throwing Special Qualities: Immunity to fire, low-light vision, rock catching, vulnerability to cold Saves: Fort +21, Ref +9, Will +12 Abilities: Str 35, Dex 14, Con 24, Int 10, Wis 16, Cha 9 Skills: Climb +20, Craft (any one) +11, Intimidate +6, Jump +9, Spot +14 Feats: Cleave, Combat Reflexes, Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Power Attack, Stomp Attack**, Towering Attacker**, Weapon Focus (Greatsword), maneuver feats Challenge Rating: 17 Alignment: Often lawful evil Combat Rock Throwing (Ex): The range increment is 120 feet for a fire giant’s thrown rocks. Old stone bones** (Ex): Immune to critical hits dealt by medium sized or smaller weapons. (Giant Feats): Towering Attacker**: +1 to hit and +2 damage against medium sized or smaller opponents. Stomp Attack**: Can do an additional stop as part of a full attack action. Against medium sized creatures, this inflicts -2 to all attack. Against small creatures (or smaller) there is no penalty. Attack does 1d8+12 points of damage (Greatsword master feats): Crossing Strikes** (Ex): Three step attack; if you hit with one of the first two attacks in your sequence, you get a +5 with the third. Greatsword Spin Strike** (Ex): Sacrifice one attack in a sequence to gain +5 to hit and damage on next attack. Set for counterattack** (Ex): By readying an action, you receive an attack of opportunity against anyone who attacks you, with a +2 maneuver bonus to hit on each attack. Sweeping Attack** (Ex): Can be used with a full attack if each attack hits a separate target; every attack past the first gains a +2 maneuver bonus to damage. * - From Second World Simulations Masters of Arms ** - From Monsters Handbook (stomp attack uses damage as defined in giant lore.) [/QUOTE]
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