...shoot em! hahaha!! No really, rather than banging my head against rules lawyers, I will simply seek me some help. I need some monsters. Monsters that fulfil the following requirements: medium level difficulty (CR anywhere 3-6) can't be subdued, charmed etc can be done with the existing models in ToEE Thats about it. I want to script a combat that can ONLY end with the monsters death, not with them being beaten unconscious or charmed or anything like that. Undead would be grouse. Throw your ideas this way!
in one word.. ORCS!.. Everyone loves to kill orcs. LotR info Uruk-Hai: These guys obviously got the good stuff, chain mail in good repair, plate armor that's relatively coordinated and not rusted, solid leather stuff mostly in black. There were a range of unpolished iron helms, most remarkably some that had two round holes cut out for eyes. This sounds goofy but the two small holes somehow looked very sinister. Moria Orc: The Moria Orc armor followed basic "evil armor" guidelines, multi-plated with protruding curved claw-like spikes in parts. It was rusted, as if salvaged and adapted long ago, and the undergarments and associated chain were more ragged. Orc: In even worse shape than the Moria Orc armor. Mail was rusty and ragged, with holes in it; metal plates were laced together over a coarse fur backing; the ensemble had more leather parts and yet more of a random air of being looted. There was a leather chest plate, "faded" to brown, with ragged edges that looked like it had had the White Tree of Gondor embossed on it at some point, as if it had been looted from a hapless foot soldier of Minas Tirith. Warg Riders: This was the most organic-looking orc armor. Organic in a bad way, that is, with pieces of bone and tooth incorporated into it. The armor was almost all leather plating and leather straps, there were unidentifiable and unsavory raised areas (reinforced with bone stitched between leather?) protruding fur and hair from a motley collection of hides underneath, and open, raw stitching. This suggested some sort of unholy co-operation with their Warg mounts, as if they constructed their armor from what was left of the Wargs' prey. One remarkable thing about the warg-rider armor was the BASKETWORK codpiece - woven of wood or rattan and colored faded black and red-brown.
Ummm, Krunch, thanks for all that effort, but last time I checked, Orcs could be beaten unconscious, charmed, held, and generally taken out of the fight without killing them. I need something that has to be killed to leave the fight.
Considered various elementals? It would keep in theme with the temple down the road. Undead are also a good idea... In fact, a big zombie/ghoul would be great! And you can put it in easily by just scaling the model (a simple script to cast enlarge on a ghast or something would do it, or maybe enlarge on a bunch of ghouls to make CRx).
Yeah, thats a thought... but I suspect they will still get fried by a 2nd level cleric. Does anyone know how Liv bumped up the skels in the meadows? A couple of Zombie Giants that are harder to turn than normal sounds like a good idea (if that doesn't break the rules of course!) Maybe led by a goblin cleric in a red cloak... EDIT: O and as for elementals, yeah another good idea but maybe not quite appropriate for the encounter I have in mind. Or maybe very appropriate We'll see.
Cockatrice is always a good monster. I'm not sure if there are any in the game and I am not a rules lawyer. But a pack of these things can really get you stoned.
But, is there a cockatrice model?? Nope... I like the idea of a pack of undead with some accompanying dude. A human in black robes would do a pretty darn fine necromancer impersonation if you want to ramp it up that way...also, aren't monsters with more HD inherently harder to turn? The game should already have that implemented. It wouldn't be completely by the book, but you could implement larger HD undead by copying the entry for a regular sized undead, adding a few fighter levels to it (to give it more HD and wotnot) and then writing a script to apply enlarge to it when you enter the level. Then they should be harder to turn, if that's your concern .
Wyvern Size/Type: Large Dragon Hit Dice: 7d12+14 (59 hp) Initiative: +1 Speed: 20 ft. (4 squares), fly 60 ft. (poor) Armor Class: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17 Base Attack/Grapple: +7/+15 Attack: Sting +10 melee (1d6+4 plus poison) or talon +10 melee (2d6+4) or bite +10 melee (2d8+4) Full Attack: Sting +10 melee (1d6+4 plus poison) and bite +8 melee (2d8+4) and 2 wings +8 melee (1d8+2) and 2 talons +8 melee (2d6+4) Space/Reach: 10 ft./5 ft. Special Attacks: Poison, improved grab Special Qualities: Darkvision 60 ft., immunity to sleep and paralysis, low-light vision, scent Saves: Fort +7, Ref +6, Will +6 Abilities: Str 19, Dex 12, Con 15, Int 6, Wis 12, Cha 9 Skills: Hide +7, Listen +13, Move Silently +11, Spot +16 Feats: Ability Focus (poison), Alertness, Flyby Attack, MultiattackB Environment: Warm hills Organization: Solitary, pair, or flight (3-6) Challenge Rating: 6 Treasure: Standard Alignment: Usually neutral Advancement: 8-10 HD (Huge); 11-21 HD (Gargantuan) Level Adjustment: — I believe this covers what you stipulated and we can make dragons now, too.
This would be the next step up from a Wyvern. Ogre Mage Size/Type: Large Giant Hit Dice: 5d8+15 (37 hp) Initiative: +4 Speed: 40 ft. (8 squares), fly 40 ft. (good) Armor Class: 18 (-1 size, +5 natural, +4 chain shirt), touch 9, flat-footed 18 Base Attack/Grapple: +3/+12 Attack: Greatsword +7 melee (3d6+7/19-20) or longbow +2 ranged (2d6/×3) Full Attack: Greatsword +7 melee (3d6+7/19-20) or longbow +2 ranged (2d6/×3) Space/Reach: 10 ft./10 ft. Special Attacks: Spell-like abilities Special Qualities: Change shape, darkvision 90 ft., low-light vision, regeneration 5, spell resistance 19 Saves: Fort +7, Ref +1, Will +3 Abilities: Str 21, Dex 10, Con 17, Int 14, Wis 14, Cha 17 Skills: Concentration +11, Listen +10, Spellcraft +10, Spot +10 Feats: Combat Expertise, Improved Initiative Environment: Cold hills Organization: Solitary, pair, or troupe (1-2 plus 2-4 ogres) Challenge Rating: 8 Treasure: Double standard Alignment: Usually lawful evil Advancement: By character class Level Adjustment: +7 And, there are already Ogres in the game, so with a little Cujo magic - it can be made.
If your underground or inside a room full of Mimic's instead of furniture, can present a challenge, you have to fight them but sometimes they just try to extort stuff from you, Trick or Treat! Since they have no form, I think you could find a model. Outside Centaurs with a Druid leader could work, the are some other creatures in the game that are close but I am not sure if the models are close enough for your needs.
Pseudodragon Size/Type: Tiny Dragon Hit Dice: 2d12+2 (15 hp) Initiative: +2 Speed: 15 ft. (3 squares), fly 60 ft. (good) Armor Class: 18 (+2 size, +2 Dex, +4 natural), touch 14, flat-footed 16 Base Attack/Grapple: +2/-8 Attack: Sting +6 melee (1d3-2 plus poison) Full Attack: Sting +6 melee (1d3-2 plus poison) and bite +1 melee (1) Space/Reach: 2½ ft./0 ft. (5 ft. with tail) Special Attacks: Poison Special Qualities: Blindsense 60 ft., darkvision 60 ft., immunity to sleep and paralysis, low-light vision, spell resistance 19, telepathy 60 ft. Saves: Fort +4, Ref +5, Will +4 Abilities: Str 6, Dex 15, Con 13, Int 10, Wis 12, Cha 10 Skills: Diplomacy +2, Hide +20*, Listen +9, Search +6, Sense Motive +7, Spot +9, Survival +1 (+3 following tracks) Feats: Alertness, Weapon FinesseB Environment: Temperate forests Organization: Solitary, pair, or clutch (3-5) Challenge Rating: 1 Treasure: None Alignment: Always neutral good Advancement: 3-4 HD (Tiny) Level Adjustment: +3 Another dragon, you can have a pack of 3, 4, or 5 to meet your CR stipulation.
And lastly, here'd be a grand mod for you to add to the game [with a CR 7]. Flesh Golem Size/Type: Large Construct Hit Dice: 9d10+30 (79 hp) Initiative: -1 Speed: 30 ft. (6 squares) Armor Class: 18 (-1 size, -1 Dex, +10 natural), touch 8, flat-footed 18 Base Attack/Grapple: +6/+15 Attack: Slam +10 melee (2d8+5) Full Attack: 2 slams +10 melee (2d8+5) Space/Reach: 10 ft./10 ft. Special Attacks: Berserk Special Qualities: Construct traits, damage reduction 5/adamantine, darkvision 60 ft., immunity to magic, low-light vision Saves: Fort +3, Ref +2, Will +3 Abilities: Str 21, Dex 9, Con Ø, Int Ø, Wis 11, Cha 1 Skills: — Feats: — Environment: Any Organization: Solitary or gang (2-4) Challenge Rating: 7 Treasure: None Alignment: Always neutral Advancement: 10-18 HD (Large); 19-27 HD (Huge) Level Adjustment: —