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<blockquote data-quote="Benimoto" data-source="post: 4296465" data-attributes="member: 40093"><p>Ah, a lazy Saturday afternoon spent designing monsters. I worked backwards from the end, so here's the last few enemies the PCs face.</p><p></p><p>[sblock]</p><p><strong>Aspect of Tiamat</strong> Level 15 Solo Brute</p><p>Large elemental beast (dragon) XP 6000</p><p>Initiative +11 Senses Perception +10; darkvision</p><p>HP 750; Bloodied 375</p><p>AC 30; Fortitude 35, Reflex 28, Will 31</p><p>Resist 15 acid, 15 cold, 15 fire, 15 lightning, 15 poison</p><p>Saving Throws +5</p><p>Speed 6, fly 8, overland flight 12</p><p>Action Points: 2</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:" /> Bite (standard; at-will) * Acid, Cold, Fire, Lightning, or Poison</p><p> Reach 3; +18 vs. AC; 1d8 + 6 plus 5 acid, cold, fire, lightning, or poison damage.</p><p><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> Breath Weapon (standard; at-will) * Acid, Cold, Fire, Lightning, or Poison</p><p> Close blast 5; +16 vs. Reflex; 3d6 + 6 acid, cold, fire, lightning, or poison damage. The aspect of Tiamat varies its breath weapon damage types and does not use the same type of damage on two subsequent turns.</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:" /> Tiamat's Fury (standard; when the aspect of Tiamat does not move more than 1 square on its turn; at will) * Acid, Cold, Fire, Lightning, Poison</p><p> The aspect of Tiamat makes one breath weapon attack and four bite attacks. All five attacks deal different types of energy 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:" /> Tail Sting (opportunity attacks; at will) * Poison</p><p> Range 3; +20 vs. AC; 1d8 + 6 damage and the target is weakened (save ends). The aspect of Tiamat uses this attack for opportunity attacks exclusively.</p><p>Many Headed</p><p> Each time the aspect of Tiamat becomes dazed or stunned, it loses one attack on its next turn instead. It loses the breath weapon attack first. Multiple such effects stack.</p><p>Threatening Reach</p><p> The aspect of Tiamat can make opportunity attacks against all enemies within its reach (3 squares). See tail sting.</p><p>Skills Intimidate +19</p><p>Alignment Evil Languages Draconic</p><p>Str 22 (+13) Dex 19 (+11) Wis 16 (+10)</p><p>Con 22 (+13) Int 13 (+8) Cha 14 (+9)</p><p></p><p>Aspect of Tiamat Tactics: The aspect of Tiamat moves quickly into range of its targets and blasts them with its breath weapon. It then uses an action point to launch into its Tiamat's fury attack immediately. If given room to maneuver, the aspect of Tiamat prefers to move into a position 2-3 squares away from its main threats, so that those enemies provoke an opportunity attack to either close or flee. The aspect is convinced of its divine superiority over all creatures and fights to the death in all circumstances.</p><p></p><p>Notes: The aspect of Tiamat combines all the worst parts of fighting an adult red dragon and a hydra. Its brutish nature trades AC and accuracy for a truly punishing amount of offensive power. I'm not sure if the breath weapon needs to deal damage on a miss. Thematically, it should, but the aspect sure doesn't need the extra damage. I decided on a weakening effect instead of poison damage on the tail sting for since the aspect already does poison damage with its normal attacks and I thought it needed at least one status-inflicting attack.</p><p></p><p></p><p><strong>High Wyrmlord Azarr Kul</strong> Level 14 Elite Soldier</p><p>Medium natural humanoid XP 2000</p><p>Initiative +10 Senses Perception +11</p><p>HP 284; Bloodied 147</p><p>AC 32; Fortitude 32, Reflex 28, Will 31</p><p>Saving Throws +2</p><p>Speed 5</p><p>Action Points: 1</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:" /> Dragonfang Heavy Pick (standard; at-will) * Weapon</p><p> +21 vs. AC; 2d8 + 6 damage (crit 2d8 + 22) and the target is marked until the end of Azarr Kul's next turn.</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:" /> Dragoncraft Shield (standard; at-will)</p><p> +21 vs. AC; 2d8 + 6, the target is marked until the end of Azarr Kul's next turn and Azarr Kul makes a secondary attack against the same target. <em>Secondary attack</em>: +19 vs. Fortitude; the target is pushed 1 square or knocked prone.</p><p>Tiamat's Wrath (minor; recharges when first bloodied) * Lightning</p><p> The next basic melee attack Azarr Kul makes is a critical hit and deals an extra 3d6 lightning damage.</p><p><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> Antilife Shell (minor; until bloodied; at-will) * Necrotic</p><p> Close burst 3; +17 vs. Fortitude; 1d10 + 6 necrotic damage and the target is pushed 2 squares and knocked prone. Miss: the target is pushed 1 square and not knocked prone.</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:" /> High Wyrmlord's Challenge (immediate reaction; when a marked enemy within 5 shifts or ends their turn without making an attack targeting Azarr Kull; at will) * Lightning</p><p> Azarr Kul breathes lightning upon the target: Ranged 10; +19 vs. Reflex; 2d10 + 4 lightning damage. This attack does not provoke opportunity attacks.</p><p>Alignment Evil Languages Common, Draconic, Goblin, Supernal</p><p>Skills Athletics +18, Insight +16, Intimidate +15, Religion +14</p><p>Str 22 (+13) Dex 16 (+10) Wis 18 (+11)</p><p>Con 14 (+11) Int 12 (+9) Cha 16 (+10)</p><p>Equipment blue dragonfang heavy pick, red dragoncraft heavy shield, black dragoncraft scale armor, holy symbol of Tiamat</p><p></p><p>Azarr Kul's Tactics: Upon entering melee, Azarr Kul moves adjacent to his target and spends an action point to invoke Tiamat's wrath, make a melee attack, and then activate his antilife shell. Until he is bloodied, Azarr Kul focuses on a single target, using his antilife shell to repel other enemies. Once he is bloodied, Azarr Kul becomes desperate, using any technique or tactic possible to inflict maximum damage upon his enemies.</p><p></p><p>Notes: I don't know if this properly conveys the threat of the High Wyrmlord, but it's a stab at it. He loses all his clerical casting, his breath weapon, and really anything to distinguish him as a half-dragon aside from his extremely high strength. Azarr Kul should shock the party with his initial fury, but becomes weaker as the fight progresses.</p><p></p><p></p><p><strong>Blue Abishai</strong> Level 11 Skirmisher</p><p>Medium immortal humanoid (devil) XP 600</p><p>Initiative +10 Senses Perception +6; darkvision</p><p>HP 114; Bloodied 47</p><p>AC 25; Fortitude 22, Reflex 24, Will 19</p><p>Resist 10 fire</p><p>Speed 7, fly 9 (hover); See also <em>flyby attack</em></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:" /> Tail Lash (standard; at-will) * Lightning</p><p> +16 vs. AC; 1d8 + 3 plus 5 ongoing lightning damage (save ends).</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:" /> Claws (standard; at-will)</p><p> +16 vs. AC; 2d6 + 5 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:" /> Flyby Attack (standard;at-will)</p><p> The asbshai flies up to 9 squares and makes one basic melee attack at any point during the movement. The blue abishai does not provoke opportunity attacks while moving away from the target.</p><p>Alignment Evil Languages Supernal</p><p>Str 16 (+8) Dex 21 (+10) Wis 13 (+6)</p><p>Con 18 (+9) Int 11 (+5) Cha 15 (+7)</p><p></p><p>Blue Abishai Tactics: Blue abishai prefer to lash their enemies with their shocking tails, but will use their claws against an enemy already suffering from ongoing lightning damage. They use flyby attack to close with an enemy, strike, and then fly away without putting themselves at unnecessary risk.</p><p></p><p>Notes: Without their spell-like abilities, blue abishai are fairly simple flying skirmishers. They are resistant to fire like all devils seem to be.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Benimoto, post: 4296465, member: 40093"] Ah, a lazy Saturday afternoon spent designing monsters. I worked backwards from the end, so here's the last few enemies the PCs face. [sblock] [B]Aspect of Tiamat[/B] Level 15 Solo Brute Large elemental beast (dragon) XP 6000 Initiative +11 Senses Perception +10; darkvision HP 750; Bloodied 375 AC 30; Fortitude 35, Reflex 28, Will 31 Resist 15 acid, 15 cold, 15 fire, 15 lightning, 15 poison Saving Throws +5 Speed 6, fly 8, overland flight 12 Action Points: 2 :bmelee: Bite (standard; at-will) * Acid, Cold, Fire, Lightning, or Poison Reach 3; +18 vs. AC; 1d8 + 6 plus 5 acid, cold, fire, lightning, or poison damage. :close: Breath Weapon (standard; at-will) * Acid, Cold, Fire, Lightning, or Poison Close blast 5; +16 vs. Reflex; 3d6 + 6 acid, cold, fire, lightning, or poison damage. The aspect of Tiamat varies its breath weapon damage types and does not use the same type of damage on two subsequent turns. :melee: Tiamat's Fury (standard; when the aspect of Tiamat does not move more than 1 square on its turn; at will) * Acid, Cold, Fire, Lightning, Poison The aspect of Tiamat makes one breath weapon attack and four bite attacks. All five attacks deal different types of energy damage. :melee: Tail Sting (opportunity attacks; at will) * Poison Range 3; +20 vs. AC; 1d8 + 6 damage and the target is weakened (save ends). The aspect of Tiamat uses this attack for opportunity attacks exclusively. Many Headed Each time the aspect of Tiamat becomes dazed or stunned, it loses one attack on its next turn instead. It loses the breath weapon attack first. Multiple such effects stack. Threatening Reach The aspect of Tiamat can make opportunity attacks against all enemies within its reach (3 squares). See tail sting. Skills Intimidate +19 Alignment Evil Languages Draconic Str 22 (+13) Dex 19 (+11) Wis 16 (+10) Con 22 (+13) Int 13 (+8) Cha 14 (+9) Aspect of Tiamat Tactics: The aspect of Tiamat moves quickly into range of its targets and blasts them with its breath weapon. It then uses an action point to launch into its Tiamat's fury attack immediately. If given room to maneuver, the aspect of Tiamat prefers to move into a position 2-3 squares away from its main threats, so that those enemies provoke an opportunity attack to either close or flee. The aspect is convinced of its divine superiority over all creatures and fights to the death in all circumstances. Notes: The aspect of Tiamat combines all the worst parts of fighting an adult red dragon and a hydra. Its brutish nature trades AC and accuracy for a truly punishing amount of offensive power. I'm not sure if the breath weapon needs to deal damage on a miss. Thematically, it should, but the aspect sure doesn't need the extra damage. I decided on a weakening effect instead of poison damage on the tail sting for since the aspect already does poison damage with its normal attacks and I thought it needed at least one status-inflicting attack. [B]High Wyrmlord Azarr Kul[/B] Level 14 Elite Soldier Medium natural humanoid XP 2000 Initiative +10 Senses Perception +11 HP 284; Bloodied 147 AC 32; Fortitude 32, Reflex 28, Will 31 Saving Throws +2 Speed 5 Action Points: 1 :bmelee: Dragonfang Heavy Pick (standard; at-will) * Weapon +21 vs. AC; 2d8 + 6 damage (crit 2d8 + 22) and the target is marked until the end of Azarr Kul's next turn. :bmelee: Dragoncraft Shield (standard; at-will) +21 vs. AC; 2d8 + 6, the target is marked until the end of Azarr Kul's next turn and Azarr Kul makes a secondary attack against the same target. [i]Secondary attack[/i]: +19 vs. Fortitude; the target is pushed 1 square or knocked prone. Tiamat's Wrath (minor; recharges when first bloodied) * Lightning The next basic melee attack Azarr Kul makes is a critical hit and deals an extra 3d6 lightning damage. :close: Antilife Shell (minor; until bloodied; at-will) * Necrotic Close burst 3; +17 vs. Fortitude; 1d10 + 6 necrotic damage and the target is pushed 2 squares and knocked prone. Miss: the target is pushed 1 square and not knocked prone. :ranged: High Wyrmlord's Challenge (immediate reaction; when a marked enemy within 5 shifts or ends their turn without making an attack targeting Azarr Kull; at will) * Lightning Azarr Kul breathes lightning upon the target: Ranged 10; +19 vs. Reflex; 2d10 + 4 lightning damage. This attack does not provoke opportunity attacks. Alignment Evil Languages Common, Draconic, Goblin, Supernal Skills Athletics +18, Insight +16, Intimidate +15, Religion +14 Str 22 (+13) Dex 16 (+10) Wis 18 (+11) Con 14 (+11) Int 12 (+9) Cha 16 (+10) Equipment blue dragonfang heavy pick, red dragoncraft heavy shield, black dragoncraft scale armor, holy symbol of Tiamat Azarr Kul's Tactics: Upon entering melee, Azarr Kul moves adjacent to his target and spends an action point to invoke Tiamat's wrath, make a melee attack, and then activate his antilife shell. Until he is bloodied, Azarr Kul focuses on a single target, using his antilife shell to repel other enemies. Once he is bloodied, Azarr Kul becomes desperate, using any technique or tactic possible to inflict maximum damage upon his enemies. Notes: I don't know if this properly conveys the threat of the High Wyrmlord, but it's a stab at it. He loses all his clerical casting, his breath weapon, and really anything to distinguish him as a half-dragon aside from his extremely high strength. Azarr Kul should shock the party with his initial fury, but becomes weaker as the fight progresses. [B]Blue Abishai[/B] Level 11 Skirmisher Medium immortal humanoid (devil) XP 600 Initiative +10 Senses Perception +6; darkvision HP 114; Bloodied 47 AC 25; Fortitude 22, Reflex 24, Will 19 Resist 10 fire Speed 7, fly 9 (hover); See also [i]flyby attack[/i] :bmelee: Tail Lash (standard; at-will) * Lightning +16 vs. AC; 1d8 + 3 plus 5 ongoing lightning damage (save ends). :bmelee: Claws (standard; at-will) +16 vs. AC; 2d6 + 5 damage. :melee: Flyby Attack (standard;at-will) The asbshai flies up to 9 squares and makes one basic melee attack at any point during the movement. The blue abishai does not provoke opportunity attacks while moving away from the target. Alignment Evil Languages Supernal Str 16 (+8) Dex 21 (+10) Wis 13 (+6) Con 18 (+9) Int 11 (+5) Cha 15 (+7) Blue Abishai Tactics: Blue abishai prefer to lash their enemies with their shocking tails, but will use their claws against an enemy already suffering from ongoing lightning damage. They use flyby attack to close with an enemy, strike, and then fly away without putting themselves at unnecessary risk. Notes: Without their spell-like abilities, blue abishai are fairly simple flying skirmishers. They are resistant to fire like all devils seem to be. [/sblock] [/QUOTE]
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