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PnP News Bot
08-08-2011, 02:14 AM
Originally posted on Monday 08-08-2011 02:12 AM at koboldquarterly.com (http://www.koboldquarterly.com)

http://www.koboldquarterly.com/k/wp-content/uploads/2011/08/Howard-Pyle-The-Mermaid-207x300.jpg (http://www.koboldquarterly.com/k/wp-content/uploads/2011/08/Howard-Pyle-The-Mermaid.jpg)Wearing bronze helmets green with age and armor made of seashells, each scowling fish man passes its hand over an odd-looking, tube-like device at its hip attached by a line to a round metal shield. A magnetic whine is heard and each shield thrums with energy as each warrior draws a deadly looking trident and takes a practiced defensive stance.

For Sunken Empires (http://www.koboldquarterly.com/kqstore/index.php?main_page=product_info&cPath=3&products_id=79) fans, the underdeep holds many challenges. All the more challenging when they use vril-powered weapons and armor of the ancients! Vril-charged hoplite shields add another +3 shield bonus to AC. Give each skum team member some fighter levels, and you have a dangerous elite underwater squad.

Skum Temple Guards (6)****** CR 8 (13)

XP 600 (6,400 total)
Fighter 6
LE Medium monstrous humanoid (aquatic)
Init +1; Senses darkvision 60 ft.; Perception +6 …

DEFENSE
AC 23, touch 11, flat-footed 22 (+5 armor, +1 Dex, +2 natural, +5 shield)
hp 90 (2d10+9 and 6d10+30)
Fort +10, Ref +6, Will +8
Resist cold 10

OFFENSE
Speed 15 ft.; swim 30 ft.
Melee trident +15/+10 (1d8+7) or claw +10 (1d4+3), bite +10 (1d6+3)
Ranged trident +12 (1d8+7)

STATISTICS
Str 19, Dex 13, Con 21, Int 10, Wis 12, Cha 6
Base Atk +8; CMB +12; CMD 23
Feats Multiattack (B), Toughness, Combat Reflexes, Stand Still, Iron Will, Weapon Focus (trident), Weapon Specialization (Trident), Vital Strike
Skills Acrobatics +6,Intimidate +6, Perception +6 (+10 underwater), Perform (wind instrument or sing) +3, Stealth +6 (+10 underwater), Swim +17; Racial Modifiers +4 Perception and Stealth underwater
Languages Aboleth, Undercommon
SQ amphibious, bravery +2, armor training 1, weapon training spears +1
Equipment seashell suit, hoplite shield, trident or barbed net (2 guards only), vril battery (33 charges).

TACTICS
If intruders are nigh, the skum guards power up their hoplite shields (+3 to AC) and use Vital Strike at first opportunity.

(This post is Product Identity.)





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