fedelas said:I'll use a 10x10 square room with no particular terrain features katra the dwarf start in the South Est corner the Gnoll in the North West so they are 10 diagonal square away.
rnd6 katra: end is near for the lady fighter only hope is luck, first attack hit for 14 then katra use action point for added punishment roll 19 (not 20) and hit again for 12 more.
rnd6 gnoll: hit for enlarged 13 damage ('cause bloodied) no need for the bite, katra collapsed to the ground...
Next time i'll try with two character against the gnoll marauder.
Interesting that it took 6 rounds as welll to decide. I wonder if this is the standard amount of round they want PCs to have (4-6). As for the battle, the Gnoll was left with 17 HP which means it could take two more rounds before being killed.
It comfortably won that battle.
Here's four other 6th level creatures,
Shadar-Kai Chainfighter, Level 6 Skirmisher
Medium shadow humanoid XP 250
Initiative +9; Senses Perception +5, low-light vision
HP 54; Bloodied 27
AC 20; Fortitude 19, Reflex 19, Will 17
Speed 6; See also Dance of Death and Shadow Jaunt
M Spiked Chain (standard, at-will) * Weapon
Reach 2; +11 vs. AC; 2d4+3 damage
M Dance of Death (standard, recharge 6) * Weapon, Necrotic
The shadar-kai chainfighter shifts 6 squares and makes 3 spiked chain attacks at any points during his move. He can only attack a given enemy once, but he deals an extra 1d6 necrotic damage with each hit.
Shadow Jaunt (move, encounter) * Teleportation
The Shadar-Kai chainfighter teleports 3 squares and becomes insubstantial until the start of his next turn.
Troglodyte Bonecrusher, Level 6 Soldier
Medium Natural Humanoid
Init +4; Senses darkvision; Perception +5
HP 51; Bloodied 25
AC 21; Fortitude 21 Reflex 18 Will 17
Speed 5
m Greatclub (Standard; at-will) * Weapon
+14 vs. AC; 2d4+4
C Stench (Minor, at-will)
Close burst 1; +10 vs. Fort; Slowed AND -2 atk/Def for the rest of the encounter. Troglodytes immune.
Chillborn, Level 6 Soldier
Medium Natural Animate (Undead)
AC 22, FORT 21, REF 17, WILL 17, HP 48, Bloodied 24, Init +5, Spd 4
Senses: Perception +3. Immune: Poison, Resist: cold 10, necrotic 10, weapon 10
Weakness: Massive Dmg, Vulnerability radiant 5
Attacks: Melee Slam +14 vs AC; 1d6+6 AND Followup
Followup +9 vs Fort; Immobilized 1 rd
Ice Reaper: +5 cold damage to Immobilized or Stunned
Abilities: Massive Damage: Destroyed by single attack of 24+ damage
Wintry Cloud: Creatures take 2 cold damage at start of their turns for each chillborn within 5 (max 8 damage)
Vampire Spawn, Level 6 Minion (Brute)
Medium Natural Humanoid (Undead)
AC 18, Fort 15, Ref 16, Will 15, HP 10, Bloodied 5, Init +11, Spd 7
Senses darkvision; Perception +4
Immune poison, Resist nec 10, Weakness vulnerable radiant 5
Attacks: Melee Claw +11 vs AC; 3 (5 to Bloodied)
Group Attack +3 damage per additional vampire spawn (+5 to Bloodied)
Abilities: Regenerate 3
As can be seen just from these stats, a 6th level monster can have a wide range.
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