Dwurgoyle (Monster of the Week #76) [Archive] - Wizards Community

Post/Author/DateTimePost
cwslyclgh

12-09-03, 06:40 PM
here it is, the 76th installment of monster of the week. As always I am iterested in your feedback, so let it rip.

Wes :)

Dwurgoyle
Medium Monstrous Humanoid (earth)
Hit Dice: 3d8+6 (19 hp)
Initiative: +0
Speed: 20ft. fly 40ft. (poor)
Armor Class: 15 (+5 natural)
Base Attack/Grapple: +3/+5
Attack: Claw +5 melee (1d3+2) or spear +5 melee (1d8+2) or spear +3 ranged (1d8+2, 10ft.)
Full Attack: 2 claws +5 melee (1d3+2) and bite +3 melee (1d4+1) or Spear +5 melee (1d8+2) and bite +3 melee (1d4+1)
Space/Reach: 5ft./5ft.
Special Attacks: Rage
Special Qualities: DR 5/magic
Saves: Fort +3, Ref +3, Will +3
Abilities: Str 15, Dex 11, Con 15, Int 4, Wis 10, Cha 6
Skills: Hide +7*, Listen +4, Move Silently +3, Spot +4
Feats: Alertness, multiattack
Environment: Belfarbelabek (an abandoned dwarven stronghold)
Organization: Solitary, pair, patrol (3-10), or clan (15-120)
Challenge Rating: 2
Treasure: Standard
Alignment: Always Lawful Evil
Advancement: 4-9 HD (medium)
Level Adjustment: --

Victims of an evil archmage’s curse, every dwarf in the stronghold of Belfarbelabek was warped into one of these horrid gargoyle like creatures in a single night. After five centuries the Dwurgoyles still dwell in their strongholds slowly crumbling ruins, lacking the skill and intelligence to make repairs to the once grand dwarven citadel. The archmages magic still lingers in the halls of Belfarbelabek as well, and any dwarves who spend more then a single day with in its rooms and corridors run the risk of becoming a dwurgoyles themselves. Dwarves have come to view Belfarbelabek as a cursed location, and use its story as a cautionary tale, told to young dwarves to discourage any percieved fondness for the arcane arts.

Dwurgoyles look much like stunted gargoyles, rarely standing more then four and a half feet in height, although they tend to be broader and stockier then a traditional gargoyle. Dwurgoyles lack the horns and talons of a normal gargoyle as well, so they do not hesitate to use weapons in combat. They live in a highly regimented clan society, a corrupt reflection of their own former dwarven ways, where the strong impose their will upon the weak, and all other creatures are viewed as a potential food source. Dwurgoyles speak a bastardized form of dwarvish, and anybody who speaks dwarvish can make an itelligence check (DC 15) to communicate successfully with them.

COMBAT

Dwurgoyles prefer to fight in groups, although they are unintelligent they are cunning in battle, and instinctively try to set up situations where they are flanking their opponents. Striking from inaccessible ledges reached by flying is also a favorite tactic among these creatures, but they do not like to fight on the wing due to their poor aerial skills. An injured dwurgoyle often drops al pretense of order and flies into a deadly rage, however, and it is at these times that they can be especially dangerous.

Because their claws are much smaller then a true gargoyles a dwurgoyle is as likely to use weapons in combat as it is to use its natural weaponry. Weapons used are likely to be spear, clubs, and other realitivly simple weapons to manufacture, or else dwarven weapons scavenged from their time of former glory, before Belfarbelabek was cursed.

Rage (Ex): A dwurgoyle that loses more then half its hp in combat flies into a berserk rage on its next turn, attacking madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. The creature cannot end its rage voluntarily.

*Skills: Dwurgoyles receive a +4 racial bonus on Hide checks due to their coloration, and a +2 racial bonus on spot and listen checks. These bonuses have been taken into account above.
Mage of Sembia

12-09-03, 07:34 PM
Another nice CR 2 creature like last week. These seem to me a bit powerful for CR 2, but then again ogres are also CR 2. My players fought an animated statue that was medium, but they easily wiped it out. I like the concept, as low CR montrous humanoids are rare, and the flying dwarf concept is pretty cool. Speaking of dwarves, do you think that this creature should still have the dwarf subtype?
cwslyclgh

12-09-03, 07:57 PM
good question... I would not give them the dwarf subtype... (as monstrous humaniods don't have humaniod subtypes)... however adding dwarf-blood to its special qualities, along with an explanation saying that all effects affect dwurgoyles as if they were dwarves would be an option, and probably not a bad idea.
Ratguy629

12-10-03, 06:43 PM
great monster you should slap a level adjustment on there for people to play as one.
Mage of Sembia

12-10-03, 08:23 PM
Maybe not, they only have 4 intelligence. While still playable, they would not make the best characters. But I agree, they should have an ECL and LA.
cwslyclgh

12-10-03, 11:11 PM
although I haven't done a lot of number crunching... they look like a LA of about 3-4 to me... giving an ECL of 6-7