Every game designer has done it before; they’ve included an encounter that they hope that no one EVER uses, but they know they have to because someone UNDOUBTEDLY will need this. Amongst all the other work I’m doing, I’m starting to write a new adventure for Pathfinder 2e. Here, I’m thinking this will be a great place for the adventurers to stop and have some fun social encounters, get their equipment fixed and buy some healing potions, maybe even have a free safe place to sleep for the night.
But then I thought of many gamers I have known in the past and they will be like, “EASY XP!” and start wading into them. Here’s the thing, kobolds are survivors. A whole kobold tribe will quickly overwhelm an adventuring party. So I decided to make a troop to handle that exact thing. I hope you enjoy it in your games.
Kobold Horde Creature 4
LE Gargantuan Humanoid Kobold Troop
Perception +8; darkvision
Skills Athletics +10, Kobold Lore +12
Str +1, Dex +5, Con +2, Int +0, Wis +5, Cha +2
AC 20; Fort +11, Ref +6, Will +8
HP 75; Thresholds 50 (12 squares), 25 (8 squares); Immunities horde bravery, Weaknesses area damage 10, splash damage 5
Horde Bravery When kobolds fight as a horde, they know they are fighting for their very survival. As such, they are immune to the frightened condition until they are reduced to 8 squares. Once they reach that threshold, they are no longer immune to the frightened condition and instead run away, knowing the battle is lost and survival depends on their speed.
Troop Defenses B3
Speed 25 feet; troop movement
Form Up 1 B3
Punch, Scratch, and Bite 1 to 3 The kobold horde attacks with everything it has at its disposal. The kobold horde engages in a coordinated melee attack with all enemies within 5 feet with a DC 18 basic Reflex save. The damage depends on the number of attacks. The damage is bludgeoning, piercing, and slashing damage, each divided into thirds. All creatures that fail the save have their speed reduced by 10 feet for the round, as several kobolds are hanging off of them.
1 2d6 damage
2 2d6+4 damage
3 2d6+6 damage
Troop Movement Whenever the kobold horde Stride, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then move up to their Speed. This works just like a Gargantuan creature moving; for instance, if any square of the horde enters difficult terrain, the extra movement cost applies to all the horde.
Cavern Escapers As long as the kobold horde is moving away from enemies, they ignore difficult terrain (but not greater difficult terrain) caused by rocks, narrow spaces such as tunnels, or other subterranean environs.
Last week I shared a monster for Pathfinder 2e. We received some good feedback concerning it and we appreciate it. If you would like to share your thoughts on this creature, we would like to hear it.
Addanc Creature 3
NE Medium Beast
Perception +6; low-light vision, scent (imprecise) 30 feet
Skills Athletics +10, Stealth +9, Survival +6
Str +4, Dex +3, Con +3, Int –3, Wis +3, Cha +0
Hold Breath An addanc may hold its breath for 3 minutes before beginning to drown.
AC 16; Fort +12, Ref +9, Will +6
Speed 15 feet, swim 25 feet
Melee 1 bite +12, Damage 1d10+6 piercing plus grab
Melee 1 claw +10, Damage 1d6+5 slashing
Death Roll 2 Trigger having a creature grappled Effect When grappling a foe of its size or smaller, an addanc can perform a death roll. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. It deals its bite damage to the creature and maintains the grab. Additionally, the grappled creature must succeed on a DC 19 Fortitude save or become enfeebled 1 (or enfeebled 2 on a critical failure) for 1 round as the creature is twisted about and breaths in water instead of air.
A few months ago, my regular home game switched from D&D 5e to PF2. So I decided to try my hand at creating a PF 2e monster. It is hardly a complex monster, but it is my first attempt. Tell us what you think. Leave your thoughts in the comments below.
Mushroom Guardian Creature –1
Uncommon N Tiny Construct Mindless
Perception +5; darkvision
Languages understands Druidic (cannot speak)
Skills Athletics +4
Str +2, Dex +2, Con +3, Int –5, Wis +0, Cha –5
False Appearance When the mushroom guardian remains motionless, it is indistinguishable from an ordinary mushroom.
AC 15; Fort +8, Ref +2, Will +0
HP 6; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Weaknesses slashing 1
Speed 15 feet
Melee 1 Slam +8, Damage 1d4+1 bludgeoning
Spore Cloud 2 Effect The mushroom guardian exhales a cloud of spores in a 5-foot radius. Each creature in that area must make a DC 13 Fortitude save or begin sneezing so hard that the creature is dazzled for 1 round (1 minute on a critical failure).
I fully believe that every game system has some idea worth stealing. From D&D 4e, it is the idea of a skill challenge, making multiple skill checks towards a larger goal. However I feel the idea needs refined some and I am going to talk about that here, using my home Pathfinder 2e game as an example.
For the Halloween game I ran this past weekend, the group came across a poltergeist and killed it, but it’s essence returned to it’s chained up coffin. When they discovered it, I gave them these rules:
To put the troubled spirit to rest, you have to perform a ritual. The ritual requires a series of skill checks. The DC of the first check is 20 and increases by 2 for each subsequent check. This continues until you have succeeded or failed 3.
You can use any skill you choose as long as it can be reasonably justified and you describe how you use the skill for the overall ritual. The others in the group can help using the Aid action. However their help requires them to use the same skill check. The DC is the same DC for the main check -4.
However, once you use a skill, you cannot use it again for the entire group.
I will admit that is edited slightly from what I gave them. I made these changes after seeing it in action. Playtesting and all that.
Feel free to use these in your own game. Obviously, adjust the DC to your own game. If you use DC 20 in 5e, it may result in a complete failure. However, if your group is 15th level Pathfinder 2e, they probably have bonuses to skills above 20. The first check should be relatively easy. Everyone in my group had a +13 to at least one skill so they only needed to roll a 7 (without any Aid from others in the group) to pass the check.
Here’s the real kicker though, and I had to point this out to my players so you may need to as well. The DC increases by 2 for each check. So the second is DC 22, third is DC 24, and so on. This means they now we’re looking at which skills that were good but not their best for the first one, saving their better skills for future checks. Now, order mattered.
The adventure itself was a solid one and I might right it up during the next year and release it as a Halloween adventure next year.
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