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 Post Posted: Wed Mar 17, 2010 10:31 am 
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13 Gem Ant workers with max HP and randomly rolled spell gems.
Tiny Magical Beast (Earth)
HD: 2d10 (12 hp)
Initiative: +4
Speed: 20 ft. (4 squares), climb 20 ft, burrow 20 ft., fly 40 ft. (good)
Armor Class: 20 (+2 size, +4 Dex, +2 natural, +2 deflection), touch 18, flat-footed 16
Base Attack/Grapple: +2/-11
Attack: Bite +3 melee (1d4-1)
Full Attack: Bite +3 melee (1d4-1)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Spell gem
Special Qualities: Darkvision 60 ft., low-light vision, gem deflection.
Saves: Fort +2, Ref +7, Will +5
Abilities: Str 8, Dex 18, Con 10, Int 18, Wis 14, Cha 8
Skills: Climb +12*, Listen +3, Spot +3
Feats: Great Fortitude
Environment: Any underground
Organization: Solitary, unit (2-4) or colony (1 queen and 20 warriors and 100 workers)
Challenge Rating: 2
Treasure: Standard (gem and stone only)
Alignment: Usually neutral
Advancement: 3-5 HD (Tiny)
Level Adjustment: --

1 Devourer at Full Strength Fully powered
Size/Type: Large Undead (Extraplanar)
Hit Dice: 12d12 (78 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 24 (-1 size, +15 natural), touch 9, flat-footed 24
Base Attack/Grapple: +6/+19
Attack: Claw +15 melee (1d6+9)
Full Attack: 2 claws +15 melee (1d6+9)
Space/Reach: 10 ft./10 ft.
Special Attacks: Energy drain, trap essence, spell-like abilities
Special Qualities: Darkvision 60 ft., spell deflection, spell resistance 21, undead traits
Saves: Fort +4, Ref +4, Will +11
Abilities: Str 28, Dex 10, Con Ø, Int 16, Wis 16, Cha 17
Skills: Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen +18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5 following tracks)
Feats: Blind-Fight, Combat Casting, Combat Expertise, Improved Initiative, Weapon Focus (claw)
Environment: Any
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always neutral evil
Advancement: 13-24 HD (Large); 25-36 HD (Huge)
Level Adjustment: —

... You know, since each ant has only +3 to hit, they HAVE to roll 20 to hit and they can't make criticals since its undead... So... yeah. I'm perfectly ok with doubling the number of workers. Especialyl since he can hit them on a 6, and will kill them in 2 hits, he has spell resitance of 21( :? ) and that does apply to spells used as touch attacks. Though they can fly... Hmm... Flight pretty much is there only advantage, since he has no ranged attacks. So once he kills all the ants that have to engage him in close range, the ones that can stay in the air and fling their spells. Until the dEvourer rips up hunks of rock from the arena floor and hurls them (improvised weapon sure, but a -4 penalty to a +15, still makes it a +9 to hit.)


Last edited by Crovius on Wed Mar 17, 2010 12:39 pm, edited 1 time in total.
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     Post Posted: Wed Mar 17, 2010 11:00 am 
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    Gems available (number in ()'s is the roll needed to get the spell, using a d20)
    old Spell Gems:
    (1-2)Amber: Jump
    (3-4)Amethyst: Calm Animals
    (5-6)Aquamarine: Cure Light Wounds
    (7)Diamond: Color Spray
    (8)Emerald: Summon Nature’s Ally I
    (9-10)Jacinth: Shocking Grasp
    (11-12)Jade: Doom
    (13)Jet: Ray of Enfeeblement
    (14-15)Pearl: Sleep
    (16)Quartz: Magic Missile
    (17)Ruby: Produce Flame
    (18-19)Sapphire: Expeditious Retreat
    (20)Topaz: Hypnotism

    *Most of these spells are 3rd level or higher, and thus can not be used at will by the workers. Next tot ehm will be how often an ant with that gem can use them
    New Spell gems:
    Amber: Fly 1/day
    Amethyst: Dominate Animal 1/day
    Aquamarine: Cure Serious Wounds 1/day
    Diamond: Rainbow Pattern 1/day
    Emerald: Summon Nature's Ally V 1/week
    Jacinthe: Mindless Rage At will
    Jade: Wail of Doom 1/week
    Jet: Dimension Door 1/day
    Pearl: Tvash-Prull’s Bonefiddle At will
    Quartz: Bestow Curse 1/day
    Ruby: Inflict Serious Wounds 1/day
    Sapphire: Wrack 1/day
    Topaz: Slay Living 1/week


    Ant 1 20/20 HP Normal status, spell-like ability: (rolled a 10) Jacinth - Shocking Grasp, Mindless Rage
    Ant 2 20/20 HP Normal status, spell-like ability: (rolled a 17) Ruby - Produce Flame, Inflict Serious Wounds 1/day
    Ant 3 20/20 HP Normal status, spell-like ability: (rolled a 1) Amber - Jump, Fly 1/day
    Ant 4 20/20 HP Normal status, spell-like ability: (rolled a 4) Amethyst - Calm Animals, Dominate Animal 1/day
    Ant 5 20/20 HP Normal status, spell-like ability: (rolled a 11) Jade - Doom, Wail of Doom 1/week
    Ant 6 20/20 HP Normal status, spell-like ability: (rolled a 8) Emerald - Summon Nature’s Ally I, Summon NAture's Ally V 1/week
    Ant 7 20/20 HP Normal status, spell-like ability: (rolled a 14) Pearl - Sleep, Tvash-Prull’s Bonefiddle
    Ant 8 20/20 HP Normal status, spell-like ability: (rolled a 10) Jacinth - Shocking Grasp, Mindless Rage
    Ant 9 20/20 HP Normal status, spell-like ability: (rolled a 13) Jet - Ray of Enfeeblement, Dimension Door 1/day
    Ant 10 20/20 HP Normal status, spell-like ability: (rolled a 9) Jacinth - Shocking Grasp, Mindless Rage
    Ant 11 20/20 HP Normal status, spell-like ability: (rolled a 11) Jade - Doom, Wail of Doom 1/week
    Ant 12 20/20 HP Normal status, spell-like ability: (rolled a 6) Aquamarine - Cure Light Wounds, Cure Serious Wounds 1/day
    Ant 13 20/20 HP Normal status, spell-like ability: (rolled a 12) Jade - Doom, Wail of Doom 1/week

    Devourer 144/144 HP Normal status, soul has 5 uses


    Last edited by Crovius on Wed Mar 17, 2010 1:20 pm, edited 2 times in total.
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     Post Posted: Wed Mar 17, 2010 11:25 am 
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     Post Posted: Wed Mar 17, 2010 11:37 am 
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     Post Posted: Wed Mar 17, 2010 1:21 pm 
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    All spell like abilities assigned for the workers.

    The Ants start in a cluster on the ground 60 ft away from the Devourer

    Post for initiative will be here:
    Workers all get +4 Initiative.
    Ant 1 rolled 14
    Ant 2 rolled 9
    Ant 3 rolled 9
    Ant 4 rolled 1
    Ant 5 rolled 12
    Ant 6 rolled 1
    Ant 7 rolled 12
    Ant 8 rolled 12
    Ant 9 rolled 6
    Ant 10 rolled 5
    Ant 11 rolled 5
    Ant 12 rolled 17
    Ant 13 rolled 16

    Devourer gets +4 Initiative
    Devourer rolled 20

    Devourer will go first with 24. Ants will all go after that in the following order: 12; 13; 1; 5, 7 and 8 go at same time; 2 and 3 fo at same time; 9; 10 and 11 go at same time; 4 and 6 go last together

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     Post Posted: Wed Mar 17, 2010 2:00 pm 
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    I don't have a map, unfortanaetly, so my measurements are going to be more... vague and might require some imagination. Sorry.

    Devourer charges the closest Ant wwhich is... Ant 7. There are... wow, 8 of the ants are within 10 ft of him.

    Since it's using the charge action he can move up to twice his move and attack with a +2 bonus.

    Devourer closes the gap and moves right next to his target so hsi reach can hit others as well.
    Devourer attacks. He rolls a 7, so that's 33 to hit.
    Devourer hits Ant 7. He slashes with a single claw. He rolls a 4, so he deals 13 damage to Ant 7.
    (An average Ant Worker would have dropped to negatives right then.)
    Ant 7 gains a negative level, taking the following penalties: -1 on all skill checks and ability checks. -1 on attack rolls and saving throws. -5 hit points. -1 effective level
    Devourer gains 5 temporary hit points.

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     Post Posted: Wed Mar 17, 2010 4:53 pm 
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    All of the ants attempts to fly straight up tom escape from the Devourer's reach.

    Ant 12 is the first to try and take flight, provoking an attack of opportunity.
    Devourer attacks. Rolls a 20! 35 total, hits.
    Confirm Critical. Rolls a 9. 24 total. Crit confirmed.
    Roll for damage. Despite not even needing it he rolls a 5, for a total of 14(x2)=28
    And 12 takes 28 damage, getting smashed into the ground and torn to shreds.
    The other Ants all fly 40ft straight up, most crying out as they felt their sibling's life ended so violently.

    They realize that they only have 1 among them that can produce flame, and another can use ray of enfeeblement, but most others have touch spells.

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     Post Posted: Wed Mar 17, 2010 7:23 pm 
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    http://www.scribd.com/doc/28513626/Spell-Compendium-OCR
    many of the spells can be found there.
    still finding the rest.

    (1-2)Amber: Jump http://www.dandwiki.com/wiki/SRD:Jump, fly http://www.dandwiki.com/wiki/SRD:Fly_%28Spell%29
    (3-4)Amethyst: Calm Animals http://www.dandwiki.com/wiki/SRD:Calm_Animals, Dominate Animal 1/day http://www.dandwiki.com/wiki/SRD:Dominate_Animal
    (5-6)Aquamarine: Cure Light Wounds http://www.dandwiki.com/wiki/SRD:Cure_Light_Wounds , Cure Serious Wounds 1/day http://www.dandwiki.com/wiki/SRD:Cure_Serious_Wounds
    (7)Diamond: Color Spray, Rainbow Pattern 1/day
    (8)Emerald: Summon Nature’s Ally I, Summon Nature's Ally V 1/week
    (9-10)Jacinth: Shocking Grasp, Mindless rage
    (11-12)Jade: Doom
    (13)Jet: Ray of Enfeeblement
    (14-15)Pearl: Sleep http://www.dandwiki.com/wiki/SRD:Sleep, Bonefiddlehttp://www.homebrew.net/wiki/index.php?title=Bonefiddle
    (16)Quartz: Magic Missile
    (17)Ruby: Produce Flame
    (18-19)Sapphire: Expeditious Retreat
    (20)Topaz: Hypnotism

    still posting links. There are more than just those few ranged spells. And you do know that cure light wounds and cure serious wounds would both affect your dude, right?

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     Post Posted: Wed Mar 17, 2010 8:02 pm 
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    Yes, I realize this, but they'd still ahve to overcome his spell resistance, and he get AoO since you have to move into hsi square nad make a touch attack to pull it off. Any spell you have that is a Mind spell has no effect on him, and Inflict serious wounds would heal him. Also, the worker that had curing spells was smashed into bits the first AoO, so... yeah. I'm updating the HP list, I'll let you determine what the Ants do now that they're all in the sky. The second post says which gem each ant has. Oh, and I learned they aren't safe in the sky. Confusion, Ray of Enfeeblement, and Spectral hand are all spell-like abilities the Devourer can pull off.

    So they might want to work out a strategy before he starts blasting them out of the sky with these. I rolled his random starting essence.. he has 65 essence points. (rolled 3d4+3, adn got all 4s, that's how many HD the soul trapped in him has. He has essence equal to 5 times the trapped souls HD)

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     Post Posted: Wed Mar 17, 2010 8:16 pm 
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    Mindless rage him. He no longer casts. Dominate animal on a the wurm. Drop it on him.

    Or ill figure something actually effective later.

    As it stands, this combat will probably be lost...

    Goodbye minor artifact.

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     Post Posted: Wed Mar 17, 2010 8:24 pm 
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    Mindless rage is actually a Mind affecting spell. Ironically. Yeah, want me to just roleplay them putting upa fight but ultimately he tears them apart? Then we can try 100 workers versus just a pair of Devourers. That should be an awesome fight.

    Teserath is very good at making creatures for the arena. Since most of them do not exist in the world except deep underground beyond the homes of even the ants, or in between the planes of existance. Like Cthulu monsters.

    And be glad I made a gibbering mouther and not a gibbering Orb (The orb can float, has mote health, and stronger insanity)

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     Post Posted: Wed Mar 17, 2010 8:28 pm 
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    Yeah, I dont mind losing that. As long as the roleplay is awesome... Though to prevent the dudes from destroying too much, the Parasite will intervene at some point and take them back to the moon, so that his people will not suffer from them...

    And now that I think about it... Workers would make pretty good PC's...

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     Post Posted: Wed Mar 17, 2010 8:37 pm 
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    Yeah. Sure they add +4 to their effective character level, but honestly most of the races are going to have +2 to +4 to their character level.

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     Post Posted: Wed Mar 17, 2010 8:45 pm 
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    its better than the warriors who add +10...

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     Post Posted: Thu Mar 18, 2010 10:31 am 
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    Oh I deff agree with that. But think about it. Warriors start, right off the bat, with 6 HD. That makes up a chunk of it's high level adjustment. Then it has +4 thanks to its abilities - 3 extra modes of transportation; the spell gems; and very good ability scores.

    I'll post the battle roleplayed out in a bit. It would still take the Devourer a little while to take them all down but he would have first hit all of them with a Confusion, probably spamming that spell to make sure all of them started to either rush at him to their death or attack eachother, then picked off any still in the air with rays of enfeeblement or used spectral hand and simply start attacking them with that.

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