crayzz
2019-06-16, 02:24 PM
I got this idea in the dumpstats thread: an ogre mage that is incredibly stupid. So here's introducing Trog.
Trog
Large Giant, Neutral Evil
Armor class 10 (Hide armor)
Hit pints 92 (8d10 + 48)
Speed 40ft
StrDexConIntWisCha
26 (+8)7 (-2)22 (+6)4 (-3)16 (+3)12 (+1)
Saving Throws Str + 11, Wis + 6
SkillsMedicine + 6, Insight + 6
Languages Common, Giant
Challenge 6
Spell Casting. Trog knows the following spells; he prepares and casts them as if he were an 8th level wizard.
Cantrips: Mold Earth, Control Flames, Prestidigitation, Shape Water
1st level: False Life, Long Strider, Expedious Retreat, Catapult
2nd level: Magic Weapon, Pyrotechnics, Enlarge/Reduce
3rd level: Animate Dead, Erupting Earth, Blink
4th level: Polymorph, Stone Shape
Actions
Glaive. Melee weapon attack: +11 to hit, reach 10ft, 1 target. Hit: (2d6+8)
Trog's Lair
Trog's lair is a large cavern deep inside a complex cave system. Adventurers who stumble into it find skeletons of various creatures strewn throughout the cave system. On a DC 12 perception check, an adventurer will notice some of the caverns and passages are artificial. On a DC 14 Arcana check, an adventurer will realize these artificial caverns and passages are the product of transmutation magic. Following the artificial caves will generally lead to the large centre chamber with skeletons and corpses strewn about inside. This chamber boasts a tall central spire jutting up towards the ceiling. The ceiling is covered in large, man sized stalactites. The chamber is 40ft high. A ledge is sunk into the top of wall around the entire room, creating a 5ft deep and 8ft tall space. If Trog is in his lair, this room is where he can usually be found.
Trog's central chamber is usually filled traps that Trog can manually. For example, he might have a cave in held back by a wooden structure that Trog can break to trigger the cave in, or he might have a lever he can flip to flood the room with water. These traps are usually well hidden, requiring a DC 20 perception check to notice; if an adventurer does notice them, she will usually find that she can set the trap off herself.
Lair Action
On initiative 20, Trog takes a lair action to produce one of the following effects:
Trog creates 4 CR 1/4, 2 CR 1/2, or 1 CR 1 undead creature(s) as if by casting animate dead. This does not count as casting a prepared spell. Trog cannot take this action if he is polymorphed.
Trog casts one of his transmutation spells. He will take this action if he believes doing so will grant him some strategic advantage (e.g. he might cast Blink to help himself escape being flanked, or cast Mold Earth to create cover for himself). This action does count as casting a prepared spell. Trog cannot take this action if he is polymorphed.
Trog sets off one of the traps he has rigged in the room. Typically this would take the form of rocks falling from the ceiling for 3d8 damage in a 15ft radius (dex save for half) or flooding the room with 8ft of water. Other traps, at the DMs discretion, could also be devised.
So the intent here was to create a possibly reoccuring NPC that could also function as a difficult boss fight. I wanted Trog to be someone the PCs could ally with, or trade with, or fight, whatever suited their fancy. The point of the spire and the wall ledge is that I think polymorphing himself is supposed to be Trog's ace in the hole. In particular, if he finds that melee combat really isn't going his way, he's liable to turn himself into a giant ape, flood the room, and climb either the central spire or the walls to the ledge to throw rocks at the PCs.
What do y'all think?
Trog
Large Giant, Neutral Evil
Armor class 10 (Hide armor)
Hit pints 92 (8d10 + 48)
Speed 40ft
StrDexConIntWisCha
26 (+8)7 (-2)22 (+6)4 (-3)16 (+3)12 (+1)
Saving Throws Str + 11, Wis + 6
SkillsMedicine + 6, Insight + 6
Languages Common, Giant
Challenge 6
Spell Casting. Trog knows the following spells; he prepares and casts them as if he were an 8th level wizard.
Cantrips: Mold Earth, Control Flames, Prestidigitation, Shape Water
1st level: False Life, Long Strider, Expedious Retreat, Catapult
2nd level: Magic Weapon, Pyrotechnics, Enlarge/Reduce
3rd level: Animate Dead, Erupting Earth, Blink
4th level: Polymorph, Stone Shape
Actions
Glaive. Melee weapon attack: +11 to hit, reach 10ft, 1 target. Hit: (2d6+8)
Trog's Lair
Trog's lair is a large cavern deep inside a complex cave system. Adventurers who stumble into it find skeletons of various creatures strewn throughout the cave system. On a DC 12 perception check, an adventurer will notice some of the caverns and passages are artificial. On a DC 14 Arcana check, an adventurer will realize these artificial caverns and passages are the product of transmutation magic. Following the artificial caves will generally lead to the large centre chamber with skeletons and corpses strewn about inside. This chamber boasts a tall central spire jutting up towards the ceiling. The ceiling is covered in large, man sized stalactites. The chamber is 40ft high. A ledge is sunk into the top of wall around the entire room, creating a 5ft deep and 8ft tall space. If Trog is in his lair, this room is where he can usually be found.
Trog's central chamber is usually filled traps that Trog can manually. For example, he might have a cave in held back by a wooden structure that Trog can break to trigger the cave in, or he might have a lever he can flip to flood the room with water. These traps are usually well hidden, requiring a DC 20 perception check to notice; if an adventurer does notice them, she will usually find that she can set the trap off herself.
Lair Action
On initiative 20, Trog takes a lair action to produce one of the following effects:
Trog creates 4 CR 1/4, 2 CR 1/2, or 1 CR 1 undead creature(s) as if by casting animate dead. This does not count as casting a prepared spell. Trog cannot take this action if he is polymorphed.
Trog casts one of his transmutation spells. He will take this action if he believes doing so will grant him some strategic advantage (e.g. he might cast Blink to help himself escape being flanked, or cast Mold Earth to create cover for himself). This action does count as casting a prepared spell. Trog cannot take this action if he is polymorphed.
Trog sets off one of the traps he has rigged in the room. Typically this would take the form of rocks falling from the ceiling for 3d8 damage in a 15ft radius (dex save for half) or flooding the room with 8ft of water. Other traps, at the DMs discretion, could also be devised.
So the intent here was to create a possibly reoccuring NPC that could also function as a difficult boss fight. I wanted Trog to be someone the PCs could ally with, or trade with, or fight, whatever suited their fancy. The point of the spire and the wall ledge is that I think polymorphing himself is supposed to be Trog's ace in the hole. In particular, if he finds that melee combat really isn't going his way, he's liable to turn himself into a giant ape, flood the room, and climb either the central spire or the walls to the ledge to throw rocks at the PCs.
What do y'all think?