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> ~ Kurloms, For the EC on the PC!
Two Rivers Wolfbrother
Posted: Jun 19 2004, 04:22 AM
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You know what? I already know these are perfect! No, just kidding. Go ahead and lemme know co moge z tymi ogromami robic.

Kurlom

Once ogier, the unfortunate warped giants known as kurloms are victims of extreme taint and a longing to find eternal peace. Despite the greatest efforts of many ogier Elders and treesingers, many steddings have fallen to the Blight over the last thousand years, and the ogier in them slowly went through a transformation as the stedding, once their haven, became even more corrupt than most of the rest of the Blight. They also went through such a transformation.
Kurloms bear some resemblance to ogier, though they are malformed, with gnarled and deformed arms, legs, and head, a twisted and hunched spine, and sporadic and seemingly random hair growth. They dwell deep in the Blight, but have been known to emerge into the Borderlands, or even battle trollocs and other Shadowspawn for food.

Large Blight-Tainted Giant
Hit Dice: 4d8+24 hp (50 hp)
Initiative: -2
Speed: 40 ft.
AC: 15 (-1 size, -2 Dex, +8 natural)
Attacks: Slam +10 melee
Damage: Slam 2d4+4
Face/Reach: 10 ft. by 10 ft./10 ft.
Special Attacks: Rage 1/day.
Special Qualities: Dark vision (60 ft.), DR 6/+1.
Saves: Fort +8, Ref -1, Will +0.
Abilities: Str 19, Dex 6, Con 19, Int 6, Wis 9, Cha 5.
Skills: Climb +9, Survival +5.
Feats: Diehard, Endurance.

Climate/Terrain: Any (Blight creature)
Organization: Solitary, pair, or group (3-10)
Challenge Code: C
Treasure: Standard
Advancement: 5-20 HD (Large)

Rage (Ex): A kurlom can fly into a rage twice per day. In a rage, a kurlom temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a ?2 penalty to Armor Class. The increase in Constitution increases the kurlom?s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a kurlom cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate wondrous items that require a command word, a weave trigger, or weave completion to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character?s (newly improved) Constitution modifier. A kurlom may prematurely end his rage. At the end of the rage, the kurlom loses the rage modifiers and restrictions and becomes fatigued (?2 penalty to Strength, ?2 penalty to Dexterity, can?t charge or run) for the duration of the current encounter. A kurlom can fly into a rage only once per encounter. Entering a rage takes no time itself, but a kurlom can do it only during his action, not in response to someone else?s action.

This post has been edited by Two Rivers Wolfbrother on Jun 22 2004, 02:36 AM


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Kakita Aramoro
Posted: Jun 19 2004, 10:39 PM
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looks good, except I'd say it was CR of about 3, which translates into a CC of C, but it may well be worth a CR of 4, in which case its still a CC of C, it is definitely not as chalenging as two fifth level armsmen, IMHO.

and incidentaly, you don't describe the rage ability smile.gif

This post has been edited by Kakita Aramoro on Jun 19 2004, 10:40 PM
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Two Rivers Wolfbrother
Posted: Jun 20 2004, 05:55 AM
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I forgot to paste...I mean type the Rage ability? I'll get on it soon.
C, huh? You know, I think you're right. Not as tough as a Darkhound. OK. Can do. BWEEP! Now I'll go edit it.


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Two Rivers Wolfbrother
Posted: Jun 21 2004, 06:23 AM
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OK, I added the Rage ability description. Anyone else got any comments?


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Cisco Lii
  Posted: Jun 21 2004, 08:33 PM
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Maybe add BAB/Grapple and full attack line like in 3.5 SRD. But appart from that it's great.


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Kakita Aramoro
Posted: Jun 22 2004, 01:05 AM
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oh and also, since your monster has only one natural attack it should get 1.5x dmg right?

3.5 MM says that creatures with only one natural weapon deal 1.5x damage from strength.
on the other hand, base slam damage for a large creature is only 1d6, unless it's particularly tough ph34r.gif (makes sense, since it's the base damage for a large creature's light weapon, like a dagger) (also note that 2d8 is the damage of a large sized two handed sword)
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Two Rivers Wolfbrother
Posted: Jun 22 2004, 02:34 AM
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You are right! Thanks for the input guys!
Does this look like a good, usable monster/encounter?


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Cisco Lii
  Posted: Jun 22 2004, 11:10 AM
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Yeah, if my PC's would travel near the Mountains of Dhoom (and it's likely they will) I might let them walk into a 'Stedding' where they'll encounter advanced Kurloms (they are curently epic). I like them.


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