H1: Kruthik Lair

Uller

Adventurer
I'm running a party through H1...they are new players (to D&D) and playing mostly Essentials characters. They are 1 level higher than should be because we did the redbox adventure first, so I've been scaling the encounters up to their level...that's worked out okay, but since the adventure was written before the MM3 math, some of the fights tend to be easy (long...but easy). Well no more...I've started introducing monsters with MM3 math and tweaking encounters. The Excavation Room encounter I changed from drakes to Monster Vault Ogres. The party hid in the secret passage and lured them out then ambushed them...went well until the first ogre let loose his Grand Slam on the party tank, pushing him back two, which left room for the second ogre to run up and do the same thing, knocking the poor fighter down to -10 hp...But the party recovered its composure nicely and killed both Ogres in two rounds...the fight was much more fun when the players felt like they cold actually be hurt.

So now they are heading into the maze of caves. I'm modifying this by taking out the rats and such and expanding the Kruthik Lair...The maze of caves is now the Kruthik hunting ground. There will be a few hatchlings and young and maybe one adult hanging out in there (a EL 2 encounter for a lvl 3 party)...they will pay no mind to the party at first (they're giant bug/lizard things after all). If the party observes for a round or two they will witness two or three kruthiks kill and eat a giant rat using the following power:

Kruthik Hunting Song (move; encounter) - Charm
All Kruthik have this ability. When one member of the pack begins to sing, others within range that have not expended the power can join in (and thereby expend it). Enemies that hear it will be dazed and pulled toward the nearest kruthik.
Close burst 5; Enemies in the bust;
Attack: Cha vs Will
Hit: Target is dazed and pulled 3.
Effect: Allies in burst may also sing as an opportunity action (thereby expending the power). For each singing Kruthik that is within 5 of the target, add a +1 to the attack roll. The attack roll is made by the kruthik with the highest attack bonus that is within 5 of the target and the target is pulled toward that kruthick. If the target ends its move adjacent to a singing Kruthik, it is subject to that Kruthik’s Gnashing Horde aura immediately.

The attack roll for this power is very low (-1 vs Will for hatchlings and young, +1 vs Will for adults). The power of it is in the pack...add three or four additional kruthik and suddenly its at +4 or +5). It is limited in that those that join in also expend the power. But it may still be too much...I see this getting used 3 or 4 times in the course of the fight (as they appear in waves)

If the party instigates a fight, the hive will be stirred up and 3-4 more kruthik of varying sizes will show up each round for three rounds, culminating in the queen (an elite version of the adults) showing up. They will try to swarm around the party to cut off escape and attempt to call them into the horde.

oops...lunch time is over...I'll post the stats for the modified Kruthiks later...(including the queen...)

Is this going to be too much? Should I nerf it at all?
 

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I think it looks interesting, I don't think it's too much.

And my guess at a move action is that the kruthiks stand still and sing instead of moving, I often do the same when I make monsters, sustain move gives you a feeling of the caster standing still to direct his powers.
 

Why is it a move action?
It is a move action so that Kruthik that initiates it can attack if it pulls his victim to within range. This is where I am concerned it might be too much...if there are 4 kruthiks all going on the same initiative and the first one sings, then all 4 will be able to surround the victim and attack him. But then again, they could all just move to the victim.
 

Here are the stats for the monsters...I updated them using MM3 math and I removed the rechargeable ranged attack and replaced it with a immediate interrupt sting.

Kruthik Hatchlings Level 2 Minion
Small natural beast (reptile) XP 31 each
Initiative +4 Senses Perception +1; low-light vision, tremorsense 10
Gnashing Horde aura 1; an enemy that ends its turn in the aura
takes 2 damage.
HP 1; a missed attack never damages a minion.
AC 15; Fortitude 13, Reflex 15, Will 12
Speed 8, burrow 2 (tunneling), climb 8
Claw (melee basic; standard; at-will)
+5 vs. AC; 6 damage.
Kruthik Hunting Song (move; encounter) - Charm
Attack: -1 vs Will
Alignment Unaligned Languages —
Str 13 (+2) Dex 16 (+4) Wis 10 (+1)
Con 13 (+2) Int 4 (–2) Cha 6 (–1)

Kruthik Young Level 2 Brute
Small natural beast (reptile) XP 125 each
Initiative +4 Senses Perception +1; low-light vision, tremorsense 10
Gnashing Horde aura 1; an enemy that ends its turn in the aura
takes 2 damage.
HP 43; Bloodied 21
AC 15; Fortitude 13, Reflex 14, Will 11
Speed 8, burrow 2, climb 8
Claw (melee basic; standard; at-will)
+7 vs. AC; 1d8 + 5 damage.
Kruthik Hunting Song (move; encounter) - Charm
Attack: -1 vs Will
Alignment Unaligned Languages —
Str 15 (+3) Dex 16 (+4) Wis 10 (+1)
Con 13 (+2) Int 4 (–2) Cha 6 (–1)

Kruthik Adult Level 4 Brute
Medium natural beast (reptile) XP 175
Initiative +6 Senses Perception +4; low-light vision, tremorsense 10
HP 65; Bloodied 32
AC 17; Fortitude 16, Reflex 17, Will 14
Speed 6, burrow 3 (tunneling), climb 6
Gnashing Horde aura 1; an enemy that ends its turn in the aura
takes 2 damage.
Claw (melee basic; standard; at-will)
+9 vs. AC; 2d8+6.
Kruthik Hunting Song (move; encounter) - Charm
Attack: +1 vs Will
Poison Sting (immediate reaction; encounter) F Poison
Trigger: The kruthik is damaged by a melee attack
+7 vs. Reflex;
Hit: 1d8 + 3 damage, and the target takes ongoing 5 poison damage and is slowed (save ends both).
Secondary Attack: Target is weakened (save ends all)
Effect: If the attack misses, the power is not spent.
Alignment Unaligned Languages —
Str 15 (+4) Dex 18 (+6) Wis 12 (+4)
Con 15 (+4) Int 4 (–1) Cha 8 (+1)


Kruthik Queen (A) Level 4 Elite Brute (leader)
Large natural beast (reptile) XP 350
Initiative +6 Senses Perception +4; low-light vision,
tremorsense 10
Saves: +2; Action Points: 1
HP 130; Bloodied 32
AC 19; Fortitude 18, Reflex 17, Will 16
Speed 6, climb 6
Claw (melee basic; standard; at-will)
+9 vs. AC; 2d8+6.
Double Attack (standard; at-will)
Kruthik Queen makes two claw attacks
Toxic Spikes (standard; recharge 5,6) F Poison
The kruthik adult makes two attacks against two different
targets: Ranged 5; +7 vs. AC; 1d8 + 3 damage, and the target
takes ongoing 5 poison damage and is slowed (save ends
both).

Defend Me! (minor; encounter - usable only while bloodied)
Close burst 5; Target allies in burst;
Effect: target takes a free action to move up to its speed toward the queen. It must end its move as close to the queen as possible (even if it has to run). It can make one basic attack against any enemy that is adjacent to the queen. This move can provoke attacks of opportunity.

Bloodied Frenzy (immediate reaction; encounter)
Trigger: Kruthik Queen is first bloodied
Close burst 2; Target: enemies in burst; +7 vs Ref;
Hit: Target is knocked prone and dazed until the end of the queens next turn; Miss: target is knocked prone
Effect: Toxic Spikes recharges and she uses it immediately

Kruthik Hunting Song (move; encounter) - Charm
Attack: +2 vs Will

Alignment Unaligned Languages —
Str 17 (+5) Dex 18 (+6) Wis 12 (+4)
Con 15 (+5) Int 4 (–1) Cha 10 (+2)
 

It's just a bit much imho; given the kruthik aura, I'd just make it a standard action. The thing is, only one of them has to spend an action and the whole party's formation is disrupted.
 

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