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View Full Version : Pathfinder Spheres of DOOOM! a Spheres of Power/Might Red Hand of Doom adaptation



DrMartin
2018-03-31, 03:05 PM
Hello fellow Playgrounders!

My group is soon going to begin playing through an adapted run of red hand of doom - at least the first chapter, and probably at a later time the whole battle of brindol / street of blood thing. Chapter 2 and 3 could be played in accordance to the module or, as it is more likely, my players will go for a completely different approach, because of what has happened so far in the campaign and the political strings they could pull. Anywho, as it's the first campaign we're playing with Spheres of Power and Might, I thought that converting the enemies would be a nice way to get familiar with the new system.

So, here we are!


Nothing major mechanics-wise, mainly a few feat-tax reducers: agile maneuvers and weapon finesse are for free, and we use the Deft/Powerful maneuvers groups from here (http://michaeliantorno.com/feat-taxes-in-pathfinder/).

Settings wise, there's a sort of "our dragons are different (http://tvtropes.org/pmwiki/pmwiki.php/Main/OurDragonsAreDifferent)" inversion (warning: link to TV Tropes). As in, Dragons in the setting are more "fairy tales" dragons than d&d dragons, in a sense that they breath fire, are generally evil, and are not color-coded for your convenience.



Red Hand of DOOM! Part I


taken from the SoM bestiary and upgraded to level 2, added Coordinate Combatant to have Teamwork feats shenanigans - this will be a regular thing for the hobbos!

Hobgoblin Regulars CR 1 400xp
Hobgoblin Conscript 2, LE Medium humanoid (goblinoid)
Init +1 Senses Darkvision 60ft, Perception +5
Armor Class 18 (touch 11, flat footed 17) CMD 15
Saves Fort +5, Ref +4, Will +2
Hit Points 17 (2d10+4)

Speed 20 ft.
Melee mwk Longspear +5 (1d8+2/x3) or Longsword +4 (1d8+2/19-20)
Ranged composite longbow +3 (1d8+1/x3)
CMB +4 Save DC 11
Combat Gear: potion of healing (1d8+1)

Str 15 (+2) Dex 13 (+1) Con 14 (+2) Int 10 Wis 9 (-1) Cha 8 (-1)

Feats: Muscular Reflexes, Intercept Charge (imm. Act. Move up to speed toward path of charge)
Skills: Acrobatics +6 Diplomacy +4 Perception +5 Climb +7 Sense Motive +4
SQ: Martial Tradition (Phalanx Fighter), Coordinate Combatant, Gear Training, Indomitable Will
Equipment Sphere: Armor Training, Spear Dancer, Shield Training, Fast Draw
Shield Sphere: Active Defense, Blockade, Cover Ally
Warleader Sphere: Fierce Shout, Aggressive Flanking

Tactics: Regulars fight in groups if possible, using Cover Ally to protect each other. One of the group will initiate Aggressive Flanking as soon as possible, while the others will take turns using Fierce Shout to boost the group´s damage. Will use Intercept charge to ward allied casters or the tactician.
Possessions: chainmail, heavy steel shield, mwk longspear, comp longbow (+1 str), 20 arrows





Doom Hand Cleric CR 3 800xp
Hobgoblin Cleric 4, LE Medium humanoid (goblinoid)
Init +0 Senses Darkvision 60ft, Perception +9
Armor Class 18 (touch 10, flat footed 18) CMD 14
Saves Fort +7, Ref +1, Will +6
Hit Points 30 (4d8+12)
Spell Points 6 Save DC 14 Caster Level 4 Concentration +6

Speed 20ft.
Melee mwk heavy mace +4
Ranged Ghost Strike +3
CMB +4
Combat Gear: 2 potions of healing 1d8+1, 1 scroll of Summon Hell Hound, 1 scroll of spiritual weapon

Str 13(+1) Dex 10 Con 16 (+3) Int 10 Wis 15 (+2) Cha 12 (+1)

Feats: Extra Magic Talent x2
Skills: Perception +9, Stealth +4, Spellcraft +5, Intimidate +8, Sense Motive +7
SQ: Domain (Illusion); Necromantic Focus, Easy Focus (Boon),
War Sphere: (Inspirational Caster Drawback) Totem of War, Retribution, Totem of Doom x2
Conjuration Sphere: Biped Companion, Dragon Companion (Cold), Altered Size (Large)
Death Sphere: Ghost Strike, Exhausting Strike, Reanimate, Vampiric Strike
Life Sphere: Invigorate, Cure, Restore
Illusion Sphere: (Disappearance Drawback) Invisiblity

Tactics: Will begin going invisibile, follows by summoning his companion (a tall, gaunt humanoid with atrofied draconic features, wingless wings, featureless face and grey skin) then proceeds to use his scrolls. If other sources of fear are present on the battlefield (like a Bladebearer Strike Fear) will place a Totem of Doom. In following rounds will alternate Vampiric Strike on enemy spellcasters and cures on allies. Will liberally use Retribution as long as spell points last.
Possessions: +1 banded Mail, Light Steel Shield, Heavy Mace, Holy Symbol


Servant (Companion)
Hit Points 33 AC 13 (touch 9, ff13) Speed 30 Init +0 Perception +6
Fort +4 Ref +1 Will +3
Size Large CMB +9 CMD 19
Str 20 (+5) Dex 10 Con 13 (+1) Int 7 (-2) Wis 10 Cha 11
Melee 2 slams +8 1d6+5
SQ: 60 ft Line of Cold every 1d4 rounds, 2d8 Reflex DC 13 for half
Feat: Power Attack, Powerful Maneuvers
Skills: Perception +6 Survival +6 Climb +11 Sense Motive +6





Hobgoblin Bladebearer CR4 1200xp
Hobgoblin Conscript 5, LE Medium humanoid (goblinoid)
Init +3 Senses Darkvision 60ft, Perception +9
Armor Class 17 (touch 17, flat footed 14) CMD 21
Saves Fort +6, Ref +7, Will +5
Hit Points 42 (5d10+10)

Speed 40 ft.
Melee 2 +1 shortwords +8 (1d6+4 /19-20) or +1 shortword +8 and trip +10
CMB +8 (+10 w. deft maneuvers) Save DC 13

Str 16 (+3) Dex 16 (+3) Con 15 (+2) Int 10 Wis 12 (+1) Cha 8 (-1)

Feats: Combat Reflexes, Expertise, Deft Manoeuvres, Skill Focus (Intimidate)
Skills: Perception +9, Acrobatics +11, Intimidate +13, Sense Motive +9, Stealth +11
SQ: Martial Tradition (Tempest Dancer), Fast Movement, Indomitable Will, Fearsome ART
Equipment Sphere: Double Weapon Training, Unarmored Training
Dual Wielding Sphere: Dual Attack, High-Low Combination, Mercurial Flow, Balanced Blows
Gladiator Sphere: Prowess (Boast), Strike Fear (Demoralization), Daunting (misses from demoralized opponent provoke AoO)
Athletics Sphere: Leap Package, Mobile Striker

Tactics: Begins with a Strike Fear action, will then focus on the toughest looking opponent. DC to demoralize: 10 + HD + Wis mod., duration 1rd, +1 rd for every 5 over the DC
Possessions: 2 +1 shortwords





Goblin Worg Riders CR3 800xp
Goblin Ranger (Nature Blade) 3, LE small humanoid (goblinoid)
Init +3 Senses Darkvision 60ft, Perception +8
Armor Class 19 (touch 14, flat footed 16) CMD 15
Saves Fort +5 Ref +6 Will +1
Hit Points 27 (3d10+6)

Speed 30ft, 50ft when mounted
Melee whip +7 (1d3/x2) or mwk scimitar +8 (1d6)
Ranged mwk shortbow +8 (1d4 + 1d10 and Pinning /x3) and mwk shortbow +3 (1d4/+3)
CMB +5 Save DC 12

Str 10 Dex 17 (+3) Con 14 (+2) Int 12 (+1) Wis 10 Cha 6 (-2)

Feats: Endurance, Mounted Archery, Extra Talent, Precise Shot
Skills: Ride +13, Perception +8, Handle Animal +6, Survival +6, Acrobatics +9, Climb +6, Swim +6, Stealth +17
SQ: Martial Tradition (Steppe Rider), fav. Enemy (humans), fav. Terrain (plains)
Equipment Sphere: Outrider Training, Shortbow Mastery
Beastmastery Sphere: Ride, Skirmish Rider
Sniper Sphere: Deadly Shot, Pinning shot, Focusing Reload

Possessions: +1 studded leather armor, buckler, mwk composite shortbow, mwk scimitar, whip, 40 arrows, 2x flask of alchemist fire


Vicious Worg mount CR2 600xp
Init +2 Senses Low-Light Vision, scent, Perception +11
Armor Class 18 (touch 12, flat footed 16) CMD 19 (23 vs trip)
Saves Fort +7 Ref +6 Will +2
Hit Points 33 (4d10+12)

Speed 50ft Space 10ft, reach 5ft
Melee Bite +6 (1d6+4 plus trip plus 1 bleed)
CMB +6 Save DC 12

Str 17 (+3) Dex 15 (+2) Con 17 (+3) Int 6 (-2) Wis 12 (+1) Cha 10

Feats: none
Skills: Acrobatics +10, Perception +11, Stealth +9, Survival +5
SQ: Martial Tradition (Assassin), Trip
Athletics Talents: Run package, mobile striker
Duelist Talents: Blooded Strike, …And Stay Down!

Possessions: Studded Leather Barding







Hobgoblin Veteran CR 4 1200xp
Hobgoblin Conscript 4, LE Medium humanoid (goblinoid)
Init +1 Senses Darkvision 60ft, Perception +7
Armor Class 20 (touch 14, flat footed 16) CMD 14
Saves Fort +6, Ref +5, Will +3
Hit Points 34 (4d10+8)

Speed 30 ft.
Melee mwk Longspear +8 (1d8+3/x3) or Longsword +5 (1d8+3/19-20) and Shield Bash +5 (1d6+1)
Ranged mwk composite longbow +6 (1d8+3/x3)
CMB +7 Save DC 12
Combat Gear: 2 potions of healing (2d8+3)

Str 16 (+3) Dex 13 (+1) Con 14 (+2) Int 10 Wis 9 (-1) Cha 8 (-1)

Feats: Muscular Reflexes, Intercept Charge (imm. Act. Move up to speed toward path of charge), Swap Places
Skills: Acrobatics +8 Diplomacy +6 Perception +7 Climb +9 Sense Motive +6
SQ: Martial Tradition (Phalanx Fighter), Coordinate Combatant, Gear Training, Indomitable Will, Armor Training
Equipment Sphere: Armor Training, Spear Dancer, Shield Training, Fast Draw, Shield Expert
Shield Sphere: Active Defense, Blockade, Cover Ally, Deflecting Shield
Warleader Sphere: Fierce Shout, Aggressive Flanking
Dual Wielding: Dual Attack

Possessions: Chainmail, heavy steel shield, mwk longspear, mwk comp longbow (+3 str), 20 arrows





Hobgoblin Sentry CR 4 1200xp
Hobgoblin Conscript 4, LE Medium humanoid (goblinoid)
Init +2 Senses Darkvision 60ft, Perception +11
Armor Class 16 (touch 13, flat footed 13) CMD 14
Saves Fort +6, Ref +5, Will +3
Hit Points 34 (4d10+8)

Speed 30 ft.
Melee mwk Longsword +7 (1d8+2/x3)
Ranged barrage mwk composite longbow +5/+5 (1d8+2/x3) or split shot barrage +3/+3/+3 (1d8+2/x3)
Circumstance Bonus: +1 hit-n-dmg within 30ft, +1/+2 to hit if ally is threatening/flanking target, +1 to hit for every other ranged attack from ally on target this round, +2 dmg (+4 if scout successful)
CMB +6 Save DC 12
Combat Gear: 2 potions of healing (2d8+3)

Str 15 (+2) Dex 14 (+2) Con 14 (+2) Int 10 Wis 12 (+1) Cha 8 (-1)

Feats: Volley Fire, Precise Shot, Skill Focus (perception), Coordinated Shot
Skills: Acrobatics +9, Diplomacy +6, Stealth +13, Perception +11, Survival +8, Sense Motive +8, Climb +9
SQ: Martial Tradition (Marksman), Coordinate Combatant, Gear Training, Indomitable Will, Equipment Sphere: Archery Bash, Split Shot, Huntsman Training
Barrage Sphere: Barrage, Blowback barrage, Suppressing Fire
Scout Talents: Scout, Great Senses, Deadly Strike
Warleader Talents: Aggressive Flanking, Fierce Shout

Tactics: Will coordinate attacks with other allies to leverage their teamwork feats, using Split Shot if the condition are right. Will use Scout before attacking to increase the damage bonus from Deadly Strike if successful.
Possessions: mwk studded leather armor, mwk comp longbow (+2), mwk longsword, 40 arrows, 1 tanglefoot bag





Hobgoblin Sergeant CR3 800xp
Hobgoblin Conscript 2 Commander 1, LE Medium humanoid (goblinoid)
Init +1 Senses Darkvision 60ft, Perception +7
Armor Class 18 (touch 11, flat footed 17) CMD 15
Saves Fort +7, Ref +4, Will +6
Hit Points 24 (2d10 + 1d8 +6 )

Speed 20 ft.
Melee mwk Longsword +5 (1d8+2/19-20)
Ranged mwk composite longbow +4 (1d8+2/x3)
CMB +4 Save DC 13
Combat Gear: potion of healing (2d8+3)

Str 15 (+2) Dex 13 (+1) Con 14 (+2) Int 10 Wis 12 (+1) Cha 14 (+2)

Feats: Muscular Reflexes, Intercept Charge (imm. Act. Move up to speed toward path of charge), Lookout (can act in surprise round as long as one ally can act)
Skills: Acrobatics +6 Diplomacy +8 Intimidate +8 Perception +7 Climb +7 Sense Motive +7
SQ: Martial Tradition (Phalanx Fighter), Coordinate Combatant, Gear Training, Indomitable Will
Equipment Sphere: Armor Training, Spear Dancer, Shield Training, Fast Draw
Shield Sphere: Active Defense (use AoO for +2 AC), Cover Ally
Warleader Sphere: Fierce Shout, Aggressive Flanking, Harangue (Shout), Deadly Herdsman (tactic)

Possessions: chainmail, heavy steel shield, mwk longsword, mwk comp longbow (+2 str), 20 arrows





Wyrmlord Koth CR7 3200xp
Bugbear Sorcerer 6, LE Medium humanoid (goblinoid)
Init +6 Senses Darkvision 60ft, Scent, Perception +12
Armor Class 15 (touch 12, flat footed 13) if buffed: AC 21 (touch 14, flat footed 19)
Saves: Fort +6 Ref +9 Will +8
Hit Points: 65 (3d8 + 6d6 + 27)
Spell Points 18 Save DC 17 Caster Level 6 Concentration +10

Speed 30ft
Melee destructive fire blast +7 touch (3d6+3 fire) or 2 claws +8 (1d4+3)
Ranged destructive fire blast +7 touch, 3d6+3 fire
CMB +8
Combat Gear: wand of force blast (CL 3, 15 charges), potion of fly, 2 potions of healing (2d8+3)

Str 16 (+3) Dex 15(+2) Con 16(+3) Int 8(-1) Wis 10 Cha 18(+4)

Feats Counterspell, Improved Initiative, Extra Talent x3
Skills Perception +12, Spellcraft +11, Intimidate +20, Stealth +18, Sense Motive +12
SQ: Easy Focus, Bloodline Arcana (Dragons +1dmg per die with fire spells, fire resistance 5)
Destruction Talents: (Energy Focus) Sculpt Blast, Fire Blast (6d6+6, ref or catch fire)
Protection Talents: Armored Magic
Divination Talents: Fast Divination x2, Detect Thoughts
Enhancement Talents: Steal Senses, Cripple
Mind Talents: Enthrall
Possessions: Combat gear, bag of holding type I, scroll of mount, 2 elixir of truth, 1000gp




The first dragon! Made on the mold of a Mercury Dragon. The CR seems way off - this guy feels way harder to take down than Koth

Ozzymandril CR6 2400xp
LE Medium Dragon
Init +3 Senses Darkvision 120ft, Low-Light Vision, Blindsense 60ft, Perception +15
Armor Class 26 (touch 13, flat footed 21) CMD 26 (30 vs trip)
Saves Fort +10 Ref +11 Will +1
Hit Points 102 (12d12+24)
Spell Points 7 Save DC 12 Caster Level 3 Concentration +4

Speed 60ft, Fly 200ft (poor)
Melee Bite +15 (1d8+3), 2 claws +15 (1d6+3), 2 wings +10 (1d4+1)
Breath Weapon (free action if paired with a double move) 60ft line 4d8 fire damage, DC 18 line of intense light that burns whatever it touches. Line is up to 100ft long if used w. Strafing Breath
Brilliance (standard action) Targets 4 creatures, Reflex DC 19 or blinded 1d4+1 rounds
CMB +15
Combat Gear Potion of healing (3d8+3), Potion of Strength Enhancement (+4, 1 minute), Potion of Invisibility

Str 17 (+3) Dex 16 (+3) Con 15(+2) Int 12 (+1) Wis 13 (+1) Cha 12 (+2)

Feats: Iron Will, Hover, Flyby Breath, Flyby Attack, Strafing Breath
Skills: Acrobatics +10 (+14 jump), Diplomacy +15, Fly +13, Heal +15, Intimidate +15, Knowledge (local) +15, Perception +15, Sense Motive +15, Spellcraft +15
SQ: immune to fire, paralysis, sleep, blind or daze. +3 on saves vs light or pattern effects.
Fly Talents: Reflective Twist (spend focus and imm. Action, subst Fly Check for AC)
Light Talents: range 130ft, Searing Light, Bound Light
Telekinesis Talents: range 30 ft Quick Catch
Time Talents: range 30ft, Time Freeze, Ranged Time
Spell-like abilities: 3/day Mirror Image

Hook: This dragon seems long and slim, with a narrow body and a slender, whiplike tail. The sleek head has a long, pointed snout, with short horns curving forward from behind the lower jaw and larger horns curving backward from behind the upper jaw and eyes. The wings seem mirror bright. There is a crisp scent, like a spring morning, about the creature.
Tactics: Will generally not take humanoid foes seriously – will keep the distance if possible, using Brilliance and Bound Light to impede the opponents and limit their mobility, leaving the actual fight to his allies. If a more active contribution is needed will begin with strafing runs using his breath weapon, dropping searing lights on enemy casters while the breath weapon recharges. Only if cornered or prevented to fly will engage in melee, and then it will use mirror image as soon as possible. Will flee if reduced under 25 hp.




Kulkor Zhul War Adept CR6 2400xp
Hobgoblin Oracle 6, LE Medium humanoid (goblinoid)
Init +3 Senses Darkvision 60ft, Perception +9
Armor Class (Buffed) 20, touch 14, flat footed 17
Saves: Fort +6 Ref +7 Will +6
Hit Points: 39 (6d8+12)
Spell Poins: 15 Save DC 17 Caster Level 6 (9 w. surge) Concentration +10
Fire Resistance 5

Speed 30ft
Melee: Fire Wielder +7, 1d3+ 3d6 fire
Ranged: Destructive Blast +7, 3d6/6d6 (w. spellpoint) fire or blunt
CMB +7
Combat Gear: 2 potions of healing 2d8+3, scroll of fly, scroll of haste, 2 scrolls of invisiblity, 1 scroll of summon monster (summons a Hell Hound)

Str 10 Dex 16 (+3) Con 15 (+2) Int 12 (+1) Wis 10 Cha 18 (+4)

Feats: Fear and Flame, Orb Expert, Extra Spell Points
Skills: Knowledge Arcana +10, Perception +9, Spellcraft +10, Fly +12, Use Magic Device +13
SQ: Mistery (Dragon), Revelations: Draconic Resistance, Presence of Dragons (DC 17)
Destruction Talents: Fire Blast, Explosive Orb
Protection Talents: Armored Magic
Nature Talents: Geomancy (Fire), Fire Wielder, Smokescreen
Dark Sphere: Black Lung

Equipment: Combat gear plus ring of protection +1, cloak of resistance +1, mwk spear.





Doom Fist Monk CR4 1200xp
Hobgoblin Sage 4, LE Medium humanoid (goblinoid)
Init +2 Senses Perception +9
Armor Class 20 (touch 19, flat footed 11) CMD 19
Saves Fort +6, Ref +6, Will +6
Hit Points 25 (4d6 +8 )

Speed 30 ft. (1 Ki swift: +20ft) , Run x5
Melee Chi Gong +5 touch (2d6 plus chakra disruption: Fort DC14 or -2 to CMD, -4 with 1 Ki, and free bull rush, trip or reposition) or mwk Dragonchain grapple +10 (1d8+4 plus constrict / 19-20)
Combat Options: Shove +7 (touch attack as a move action, inflicts battered condition); Sweep +5 (Trip at -2 as a move action), Constrict w. Dragonchain +12 (1d8+4)
CMB +7 (+9 w. grapple) Save DC 14 Ki 6 Meditation 2d6
Combat Gear: Potion of healing 2d8+3, potions of strength enhancement (+4 1 min), potion of aegis +3 deflection

Str 16(+3) Dex 14(+2) Con 15(+2) Int 10 Wis 14(+2) Cha 8 (-1)

Feats: Exotic wpn Prof (Dragonchain), Improved Grapple, Skill Focus Acrobatics
Skills: Acrobatics +12, Perception +9, Sense Motive +9, Intimidate +6, Climb +10, Swim +10, Survival +9, Knowledge History +7
SQ: Scarred Racial trait, Monastic Path Martial Tradition, AC Bonus +3, Chi Gong 2d6, Chakra Disruptor , Stunning Fist 4/day, Maneuver Master
Equipment Talents: Monk Weapon Training, Staff Mastery, Unarmored Training,
Open Hand Talents: Sweep
Athletics Talents: Run Package
Brute Talents: Shove

Hook: Religious zealots who despise weakness and regard wounds received in combat as marks of holy devotion. Their skin Is mangled from blade and fire into a toughened horny hide. “In pain I learn strength!”
Tactics: Tries to close up to melee range, using Chi Gong with stunning fist and chakra disruptor, tring to trip the opponent if possible. In following round will use shove paired with the Dragonchain constrict options, or if the opponent is already battered, trying to sweep instead.
Possessions: combat gear plus mwk dragonchain





Abithriax CR10 9600xp
Male juvenile blue dragon, CE Large Dragon
Init +6 Senses Darkvision 120ft, Low-Light Vision, Blindsense 60ft , Perception +9
Aura frightful presence 120ft, DC18
Armor Class 24 (touch 10 , flat footed 23) CMD 30 (34 vs trip)
Saves Fort +13, Ref +8, Will +10
Hit Points 138 + 15 temp hp/rd (berserk) (12d12+60 )
Special defences: immune to fire, paralysis, sleep, active defense (+5), cold resistance 10
Caster Level 6 Spell Points 3 Save DC 16

Speed 40ft, fly 200ft (poor)
Melee Bite +20 (2d6+13), 2 claws +20 (1d8+9), gore +20 (1d8+9), 2 wings +15 (1d6+4), tail slap +15 (1d8+4)
Space 10 ft, Reach 5ft (10ft w Bite)
Combat Options: Breath Weapon (60ft cone, DC 21, 8d10 dragonfire),
Shove +20 (9dmg)
Brutal strike: spend focus, 24dmg
Rend 1d10+13 when hits w both claws
Wing Buffet (free bull rush within 15 ft when taking flight), when hits w. both wings bull rush as imm action
CMB +22
Combat Gear: Amulet of Health +2, Minor ring of cold resistance

Str 29 (+9) Dex 10 Con 20 (+5) Int 14 (+2) Wis 15 (+2) Cha 16 (+3)

Feats: Flyby Attack, Hover, Muscular Reflexes, Basic Magical Training, Advanced Magical Training
Skills: Bluff +16, Fly +10, Intimidate +16, Knowledge (history) +16, Knowledge (local) +16, Perception +16, Stealth +13, Swim +22
SQ: Dragon Martial tradition, Inherent Divinity Casting Tradition (Easy Focus)
Dragonfire: Abithriax’s breath is no mere fire – it ignores the first 10 points of fire resistance, and fire immune creatures still take half damage.
Berserker Talents: Berserkering, Brutal Strike, Rending Claws
Brute Talents: Shove, Wing Buffet, Follow-Through
Equipment Talents: unarmed training
Shield Talents: Active Defence, Protective Tail
Divination Talents: Divine, Sense, Dowsing

Hook: Arrogant with power, loves to destroy and watch ‘em scatter. The tone of his scales ranges from pale blue to deep navy blue, darkening as he feeds on humanoid blood.
Tactics: Abithriax is a dragon. He is mobile, powerful, and clever. He has different tactics at his disposal, depending on battlefield and environment. He knows that his full attack is his most lethal weapon, but it also exposes him to retaliation if outnumbered. If he can he will remain mobile, using his breath weapon while airborne, and doing follow-through fly-by-attacks with his bite against other airborne opponents. He’ll at least once land just to lure his foes in and then take to the air again to use his wing buffet to scatter his foes, just to enjoy the sheer sense of superiority. Stats are given for a berserkering dragon, if he’s not using this ability his AC and CMD go up by 2.
Possessions: Amulet of Health +2, Minor ring of cold resistance





Blood Ghost Berserker CR4 1200xp
Bugbear Barbarian (berserker) 2, CE Medium humanoid (goblinoid)
Init +2 Senses Darkvision 60ft, scent, Perception +11
Armor Class 12 (touch 10, flat footed 12) CMD 19
Saves Fort +9, Ref +5, Will +3
Hit Points 55 + 7 temp/rd (3d8+2d12+25)

Speed 40ft
Melee mwk greataxe w. power attack +10 (1d12 +16 / x3)
Ranged: Throwing Axe +6 (1d6+7 / x3)
Combat Options: Savage: on reducing a creature to 0, imm action to recover focus
Brutal Strike: creatures damaged get battered condition, may expend focus to deal 8 bonus dmg
Heavy Swing: creatures dmg by brutal strike must save DC 13 or be staggered for 2 rounds. If target is battered staggers for 1 rd on a successful saves, dazes 1 rd + staggered 1rd on failed save, and dmg counts as ongoing.
CMB +11
Combat Gear: Potion of healing 2d8+3

Str 24 (+7) Dex 14 (+2) Con 20 (+5) Int 8 (-1) Wis 10 Cha 13 (+1)

Feats: Intimidating Prowess, Skill Focus (perception), Power Attack
Skills: Ride +10, Intimidate +15, Perception +11, Stealth +10, Climb +15, Survival +8
SQ: Fast Movement, Rage (11rds/day), Uncanny Dodge
Equipment Talents: Tribal Training
Berserkes Talents: Berserkering (-2 to AC, +7 temp hp), Brutal Strike, Heavy Swing, Savage
Scout Talents: Scout
Barroom Talents: Brutal breaker, Barroom Expert

Hook: Dyes his hide a mottled gray-white color to signify that he walks in the world of the dead.
Tactics: Will use sneak if possible, otherwise close up on opponents and liberally apply brutal strike, spending martial focus at the earliest opportunity. Stats are given for a raging, berserkering bugbear.
Possessions: combat gear, mwk greataxe, mwk studded leather, ritual paint




Old Warklegnaw CR7 3200xp
Venerable male Wood giant, CN Huge Giant
Init +5 Senses Low light vision, Perception +11
Armor Class 20 (touch 14, flat footed 15 ) CMD 27
Saves Fort +9, Ref +8, Will +7
Hit Points 67 (9d8+27 )
Special Defences: Rock Catching
Caster Level 6 Spell Points 8 Save DC 15

Speed 40ft
Melee: greatclub +11/+6 (2d8+7, wielded two handed) or 2 slams +11 (1d8+5)
Ranged: rock throwing +9/+9 2d6+5 (barrage)
CMB +12

Str 20 (+5) Dex 21 (+5) Con 17(+3) Int 14 (+2) Wis 15 (+2) Cha 12 (+2)

Feats: Extra Martial Talent
Skills: Acrobatics +11 (+15 jump), Climb +14, Knowledge (nature) +8, Perception +11, Profession (farmer) +8, Stealth +7 (+11 in forests), Survival +8
SQ: Behemot Martial Tradition, Fey Magic Casting Tradition (Easy focus, Overcharge)
Brute Talents: Shove, Smash, Stampede
Equipment Talents: Unarmed Training
Barrage Talents: Barrage, Blowback Barrage
Alteration Talents: (self only): Plant Form
Nature Talents: Nature Package, Speak with Animals, Animal Friend, Barkskin, Thorns

Hook: “Warkelgnaw hopes you taste like owlbear!”
Possessions: club, 5 throwing boulders, ratty owlbear pelt loincloth



I have tried to balance the new available options with keeping the monsters in line with their original capabilities in the module, while also, and most importantly - trying to keep them easy to run as a DM. So as little circumstance-modifier-granting or active abilities as possible, except for the monster's own special and hopefully memorable gimmick: Regulars intercept charge, blade bearers demoralize, doom hand cleric goes invisible, etc.

Looking for feedback, comments, and critiques!

DrMartin
2018-03-31, 03:06 PM
Reserved, just in case - if I end up converting all the encounters, this will get too long for a single post

Starbuck_II
2018-04-01, 08:19 PM
I never looked too much into Spheres of might, but this looks pretty cool.

DrMartin
2018-04-15, 05:35 AM
Thanks! it is a very interesting system. It's taking longer than expected, what with real life not respecting my gaming time and whatnot, but it's been fun nonetheless :) Especially Dragons - the quick, medium size Ozzy and the boisterous, arrogant Arbithriax have radically different combat options, each suiting their personalities, and yet both feel like they're powerful dragons.

I have now converted all the foes from the encounters in Part I, even the ones the players are not supposed to fight yet at the massacre at Drellin's ferry. Next I'll do either the allies, or the foes from the next part I'm sure we'll play (part IV).

Will gladly have comments and suggestions regarding my conversion - especially regarding the doom hand monks, which I've converted to Sages. It's a very interesting class but I don't think I really get how it's supposed to act in combat - I think that the maneuvers intensive build I've put together for these guys is the way to go with the class, what with low BAB and all, but I'd sure gladly appreciate more input.