doctorbadwolf
Heretic of The Seventh Circle
Aboleth 23
Balhannoth 20
Beholder 24
Berbalang 22
Blue Slaad 18
Choker 11
Chuul 22
Cloaker 21
Death Kiss 16
Death Slaad 17
Elder Brain 22
Flumph 19-2=17
Gauth 18
Gazer 20
Gibbering Mouther 21
Grell 11
Intellect Devourer 16
Mind Flayer 17 - Rrakkma time, good buddies
Mindwitness 20
Morkoth 20
Neogi 22
Neothelid 20
Nothic 21
Otyugh 23
Red Slaad 18
Spectator 21
Star Spawn 23
Ulitharid 21
My players were exploring an island that had been overrun with aberrations, off the coast of Sharn. It had previously been the tower of the Kobold Wizard’s deceased master, an ancient gold dragon. After the masters death at the hands of an ancient red, the red briefly took over the tower and then moved on, leaving it vacant and largely undefended.
Then airborne goblinoid pirates on wyverns and winged drakes took the island, and last the party had heard, that was what they’d have to face.
they got there and found dolgaunts and dolgrims patrolling the island, and in the basement of the tower were ambushed by a corrupted ambush drake that had grown an extra set of pincered arms and long whipping tentacles like a chuul.
Later, in the tower, they found the source of aberrant energy, in a corruption of the towers Arcane orrery, causing a false alignment with Xoriat, the plane of madness.
Then, the Matriarch showed up. A second chuul-drake they’d fought had emited a terrible screech that awoke the chuul-wyvern matriarch, and set it to feed.
I took a chuul, pumped it’s attack, damage, and HP, made it legendary, gave it a tail attack in place of tentacles, and gave it control over local aberrations with a mix of actions, legendary actions, and aura, and a life-drain reaction and legendary action where it could deal necrotic damage to an aberration under its control to heal itself.
This thing could grapple, poison, emit a poison cloud, make all aberrations within 60ft emit poison spores, make all aberrations with 300ft move toward it (and if already near, move or attack), use frightful presence, and a couple more little things.
Combined with various plant blights hiding in the component garden and as vines crawling the sides of the tower, some lesser chuul-drakes (just reflavored chuul), and dolgaunts and dolgrims coming up the inside of the tower in waves, it was a very challenging fight that used nearly all their resources.
It was cool as hell.
Balhannoth 20
Beholder 24
Berbalang 22
Blue Slaad 18
Choker 11
Chuul 22
Cloaker 21
Death Kiss 16
Death Slaad 17
Elder Brain 22
Flumph 19-2=17
Gauth 18
Gazer 20
Gibbering Mouther 21
Grell 11
Intellect Devourer 16
Mind Flayer 17 - Rrakkma time, good buddies
Mindwitness 20
Morkoth 20
Neogi 22
Neothelid 20
Nothic 21
Otyugh 23
Red Slaad 18
Spectator 21
Star Spawn 23
Ulitharid 21
My players were exploring an island that had been overrun with aberrations, off the coast of Sharn. It had previously been the tower of the Kobold Wizard’s deceased master, an ancient gold dragon. After the masters death at the hands of an ancient red, the red briefly took over the tower and then moved on, leaving it vacant and largely undefended.
Then airborne goblinoid pirates on wyverns and winged drakes took the island, and last the party had heard, that was what they’d have to face.
they got there and found dolgaunts and dolgrims patrolling the island, and in the basement of the tower were ambushed by a corrupted ambush drake that had grown an extra set of pincered arms and long whipping tentacles like a chuul.
Later, in the tower, they found the source of aberrant energy, in a corruption of the towers Arcane orrery, causing a false alignment with Xoriat, the plane of madness.
Then, the Matriarch showed up. A second chuul-drake they’d fought had emited a terrible screech that awoke the chuul-wyvern matriarch, and set it to feed.
I took a chuul, pumped it’s attack, damage, and HP, made it legendary, gave it a tail attack in place of tentacles, and gave it control over local aberrations with a mix of actions, legendary actions, and aura, and a life-drain reaction and legendary action where it could deal necrotic damage to an aberration under its control to heal itself.
This thing could grapple, poison, emit a poison cloud, make all aberrations within 60ft emit poison spores, make all aberrations with 300ft move toward it (and if already near, move or attack), use frightful presence, and a couple more little things.
Combined with various plant blights hiding in the component garden and as vines crawling the sides of the tower, some lesser chuul-drakes (just reflavored chuul), and dolgaunts and dolgrims coming up the inside of the tower in waves, it was a very challenging fight that used nearly all their resources.
It was cool as hell.