Quick question :)

I know there's no such thing as a quick question, but I was just casting my mind over the future of my campaign (work is boring as a research assistant, what can I say?) while reading some humorous notes about kobolds being used to frighten high level parties.


So my question is thus: Is there an enchantment (and if not, how 'purist' would it be to have a NPC research the enchantment) that would cause the creature so enchanted to grow 1/2 size category with each and every hit?

I thought of a magic item at first, then realized my players would filch it off the dead body, so it has to be a spell.

The idea: As my party of 12-15th level characters make their way into the dungeon, the 5' hallway opens up into a spacious chamber. In the center of which stands a single small figure in fullplate mail with spiked shield and battleaxe in his hand. Around the room, mounted on the walls, are large and huge weapons. The figure screams a warcry, which you recognize as kobold, and charges.

Every hit increases the size of the kobold by a +1 size modifier. .. 4 hits to bring it from small to medium, 4 more to bring it to large, 8 more to bring it to huge, etc.

I'm wondering just how long it would take the players to stop hitting it!

Oh yeah, it would need DR to survive those first few hits, because it still only has 8 hit points in the beginning, though each size increase doubles those. 8 -> 16 -> 32 -> 64

What do you think?
 

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I was thinking the room could have the magic in it's walls or some other giant/hidden magic source, where the main objective wasn't to fight the kobold, but to grapple him or get by him. It sounds like your group is the hack-n-slasher kind, so it sounds perfect for them. I would have the room heal him, or perhaps take the damage away from him to keep him alive by 'the rules', and have it fall for a round after the initial attack. After all, it's AC is going to be pretty low and 1 of the fighter types will probably get 3+ hits on it in that 1 round. Let him, of course, then as they go to the body or cross the room they are attacked again.

I would double his HP for each hit he takes to keep up with his size as he hulks out. Keep in mind kobolds have Int=humans, so it will be cunning and perhaps fake death at least one time it is dropped. It may have concealed the exit or prepped a trap or two, so have it use them to maximum effectiveness. I would treat it's tactics as those of a rogue - backstabbing from behind as the 1st attack for a total of perhaps 2 HP. With the attack and the traps, it should make the high level party mad that it even attacked them, mad enough to attack back. Oh - and add feats for when it is huge too, like Large & In Charge or Pick up Opponent. It will be great fun.

Perhaps the empowerment is through a glowing crystal at the end of the room that can't be moved and is rather fragile. They will have to smash it to beat the kobold.

If the party flees and hopes to catch the kobold small again so they can wrestle it, have it only drop 1 size per week or longer. Give the kobold some legend behind him, especially among the evil critter-folk, that maybe the bard knows about or heard about in a bar.
 

I like it. Shield Other spell can transfer damage away from him to another object with only a minor modification.

Then, a permanent contingency spell that casts a modified enlarge person or polymorph object onto the kobold that swells his size a little bit and heals him.

Make that object the (maybe not so fragile?) glowing crystal in the rear of the room - the players have to smash the crystal with a magical weapon, then kill the kobold.

Not totally purist, but it will work.


One slight problem - how do I keep the bard from fascinating or charming the kobold? Should the kobolds armor be magically enchanted to prevent this, or should the kobold just be deaf?
 

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