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| SterlingHeart PaganPummel11-08-04, 10:50 AM | I'm converting Decent/Shrine and Vault...any ideas about the Monk Kuo-Toan and his gar pal? Here's the stats I've calculated (not using prestige classes so everyone can use the stats). Some abilites that are hold-overs from 1st edition Kuo-Toa abilites can be seen in the SA/SQ...What's a good EL for this encounter? Journey to the Shrine: Encounter Area W-27 Thoopshib Kuo-Toan 13th level Monk (“Monitor”) CR 16; HD 15d8+45; hp 113; Init +8; Spd 70 ft.; Face/Reach: 5’/5’; AC 25, T: 15, FF: 25; Full Atk +17/+12 (+17/+17/+17/+11 Flurry of Blows) 2d6+5 (Crit: 19-20)/Gpl: +18; ; Str 20, Dex 18, Con 16, Int 13, Wis 16, Cha 8; AL CE; Saves: Fort +13, Ref +12, Will +11 (13 vs. Enchantment); SA/SQ: Monk Abilities: Abundant Step (Dimension Door 6th level), Diamond Body (immune to poisons), Diamond Soul (SR 23), Flurry of Blows, Improved Evasion, Ki Strike (Magic and Chaotic), Improved Trip, Purity of Body (immune to normal diseases), Slow Fall (60’), Still Mind (+2 vs mind & enchantment), Stunning Fist (Fort DC 19, 3/day), Wholeness of Body: heal 26 hp/day; Kuo-Toa Abilities: Blindsight within 10’, Fish Empathy, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness Feats: Alertness, Cleave, Combat Reflexes, Great Fortitude, Improved Critical (Unarmed Strike), Improved Initiative, Improved Unarmed Strike, Negotiator, Power Attack (to +9), Weapon Focus (Unarmed Strike). Skills: Balance +16, Climb +17, Diplomacy +15, Escape Artist +12, Hide +10, Jump +33, Listen +8, Move Silently +22, Search +12, Sense Motive +19, Spot +21 Possessions: See text. Note: Obviously, Thooshib’s chaotic alignment now pretty much prevents him from ever gaining new monk levels. Use of the Necklace mentioned in the module, combined with Abundant Step, can make this a truly deadly encounter… Giant Gar (from Dragon Magazine #321, P. 60) CR 5; HD 5d8+25; hp 50; Init +2; Spd 60 ft.; Face/Reach: 15’/10’; AC 19, T: 10, FF: 17; Full Atk +8 Melee (2d6+10) /Grapple: +18; Str 24, Dex 14, Con 20, Int 1, Wis 10, Cha 1; AL N; Saves: Fort +9, Ref +6, Will +1; SA/SQ: Improved Grab, Swallow Whole, Low-light Vision Feats: Alertness, Toughness Skills: Listen +2, Spot +6, Swim +19 Possessions: None Improved Grab/Swallow Whole: If the Gar hits with its bite attack, it may start a grapple with a free action (No Attack of Opportunity against the Gar). If it manages to win the first grapple check, it may launch another one the following round. If successful, the Gar swallows the victim if it is smaller than the Gar. Swallowed victims take 1d8+3 bludgeoning damage and 4 pts of Acid damage each round. A light slashing weapon that inflicts 10 hp of damage vs. AC 14 will allow a victim to escape, but then muscular contraction closes the hole. A new victim must cut his own way out. A Gar can swallow 2 M, 8 S, 32 Tiny or 128 Diminutive or smaller creatures. |