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World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="Qwillion" data-source="post: 2459901" data-attributes="member: 14641"><p><strong>Scaled Owlbear (no Not That Kind Of Scales)</strong></p><p></p><p>ROOM A100</p><p></p><p>The scaling for room A100 says </p><p>"To increase the challenge of the encounter, increase the fiendish owlbear's HD to 8."</p><p></p><p>Doing that affects hp, base attack, grapple, attack, full attack, DR, SR, energy resistances, saves, one ability point (if you award them every 4 HD, if you do that can change other stuff), one feat which can change other stuff, and it effects CR (by two becase it effects the template as well as just advancement) </p><p></p><p>Now doing all this on the fly and being 100% accurate is beyond me so I took the time to write it up this evening. </p><p></p><p>I took some liberties and changed the feat selection to be more challenging in combat and I made the skills more useful for the owlbear to track down food in the dungeon. I also awarded the owlbear a stat point upon gaining monster level 8, putting it in strength. </p><p></p><p>I hope this will make it more useful for for DM's whose PC's come back through region A and did not fight the Owlbear, for those DM's who are Bastiches use a pair or a pack of these. </p><p></p><p></p><p>Advanced Fiendish Owlbear </p><p>Large Magical Beast (Extraplanar) </p><p></p><p>Hit Dice: 8d10+40 (84 hp) </p><p>Initiative: +1 (+1 Dex) </p><p>Speed: 30 ft. (6 squares) </p><p>Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14 </p><p>Base Attack/Grapple: +8/+18 </p><p>Attack: Claw +14 melee (1d6 +6) </p><p>Full Attack: 2 Claw +14 melee (1d6 +6) and bite +8 melee (1d8 +3) </p><p>Space/Reach: 10 ft./5 ft. </p><p>Special Attacks: Improved grab, smite good </p><p>Special Qualities: Damage reduction 10/magic, darkvision 60ft., low-light vision, resistance to fire and cold 10, scent, spell resistance 13 </p><p>Saves: Fort +11, Ref +7, Will +5 </p><p>Abilities: Str 22, Dex 12, Con 21, Int 3, Wis 12, Cha 10 </p><p>Skills: Hide -3, Listen +1, Spot +1, Survival +12 </p><p>Feats: Iron Will, Track, Weapon Focus (Claw) </p><p>Environment: Region A</p><p>Organization: Solitary, pair, or pack (3-8)</p><p>Challenge Rating: 7 </p><p>Treasure: None </p><p>Alignment: Always neutral evil</p></blockquote><p></p>
[QUOTE="Qwillion, post: 2459901, member: 14641"] [b]Scaled Owlbear (no Not That Kind Of Scales)[/b] ROOM A100 The scaling for room A100 says "To increase the challenge of the encounter, increase the fiendish owlbear's HD to 8." Doing that affects hp, base attack, grapple, attack, full attack, DR, SR, energy resistances, saves, one ability point (if you award them every 4 HD, if you do that can change other stuff), one feat which can change other stuff, and it effects CR (by two becase it effects the template as well as just advancement) Now doing all this on the fly and being 100% accurate is beyond me so I took the time to write it up this evening. I took some liberties and changed the feat selection to be more challenging in combat and I made the skills more useful for the owlbear to track down food in the dungeon. I also awarded the owlbear a stat point upon gaining monster level 8, putting it in strength. I hope this will make it more useful for for DM's whose PC's come back through region A and did not fight the Owlbear, for those DM's who are Bastiches use a pair or a pack of these. Advanced Fiendish Owlbear Large Magical Beast (Extraplanar) Hit Dice: 8d10+40 (84 hp) Initiative: +1 (+1 Dex) Speed: 30 ft. (6 squares) Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14 Base Attack/Grapple: +8/+18 Attack: Claw +14 melee (1d6 +6) Full Attack: 2 Claw +14 melee (1d6 +6) and bite +8 melee (1d8 +3) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, smite good Special Qualities: Damage reduction 10/magic, darkvision 60ft., low-light vision, resistance to fire and cold 10, scent, spell resistance 13 Saves: Fort +11, Ref +7, Will +5 Abilities: Str 22, Dex 12, Con 21, Int 3, Wis 12, Cha 10 Skills: Hide -3, Listen +1, Spot +1, Survival +12 Feats: Iron Will, Track, Weapon Focus (Claw) Environment: Region A Organization: Solitary, pair, or pack (3-8) Challenge Rating: 7 Treasure: None Alignment: Always neutral evil [/QUOTE]
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