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H_H_F_F
2022-03-06, 01:42 PM
Welcome to Round 45 of the Villainous Competition!

Previous Competitions

Round One: Leader of Armies (http://www.giantitp.com/forums/showthread.php?395046)
Round Two: Nature's Revenger (http://www.giantitp.com/forums/showthread.php?400517)
Round Three: Double Agent (http://www.giantitp.com/forums/showthread.php?406015)
Round Four: Grave Keeper (http://www.giantitp.com/forums/showthread.php?413480)
Round Five: Crime Lord (http://www.giantitp.com/forums/showthread.php?420704)
Round Six: Ultimate Predator (http://www.giantitp.com/forums/showthread.php?430650)
Round Seven: Wicked Witch (http://www.giantitp.com/forums/showthread.php?444478)
Round Eight: Master of the Tundra (http://www.giantitp.com/forums/showthread.php?461482)
Round Nine: The Power of Villainous Thinking (http://www.giantitp.com/forums/showthread.php?474230)
Round Ten: Henchman Are Villains Too (http://www.giantitp.com/forums/showthread.php?478068)
Round Eleven: The Higher They Rise The Harder They Fall (http://www.giantitp.com/forums/showthread.php?483052)
Round Twelve: Power Comes at a Price (http://www.giantitp.com/forums/showthread.php?488846)
Round Thirteen: The Gadgeteer - You Are Not Batman (http://www.giantitp.com/forums/showthread.php?491932)
Round Fourteen: The Thing That Should Not Be (http://www.giantitp.com/forums/showthread.php?496091)
Round Fifteen: The Horsemen Are Drawing Nearer (http://www.giantitp.com/forums/showthread.php?500829)
Round Sixteen: Burn Baby Burn (http://www.giantitp.com/forums/showthread.php?503974)
Round Seventeen: It's Alive! (http://www.giantitp.com/forums/showthread.php?507768)
Round Eighteen: This is Heresy (http://www.giantitp.com/forums/showthread.php?511933)
Round Nineteen: He Slimed Me! (http://www.giantitp.com/forums/showthread.php?516535)
Round Twenty: Elder Evil (http://www.giantitp.com/forums/showthread.php?521560)
Round Twenty-One: Yarr! (http://www.giantitp.com/forums/showthread.php?527415-Villainous-Competition-XXI-Yarr!)
Round Twenty-Two: I Am The Night! (http://www.giantitp.com/forums/showthread.php?531199-Villainous-Competition-XXII-I-Am-The-Night!)
Round Twenty-Three: Two Heads Are Better Than One! (http://www.giantitp.com/forums/showthread.php?535437-Villainous-Competition-XXIII-Two-Heads-Are-Better-Than-One)
Round Twenty-Four: Wrong For The Right Reasons! (http://www.giantitp.com/forums/showthread.php?541650-Villainous-Competition-XXIV-Wrong-For-The-Right-Reasons)
Round Twenty-Five: Keeper of the Gate (http://www.giantitp.com/forums/showthread.php?550139-Villainous-Competition-XXV-No-Solicitors!)
Round Twenty-Six: Get In MY BELLY (Swallow Whole) (http://www.giantitp.com/forums/showthread.php?556705-Villainous-Competition-XXVI-Swallow-Whole!)
Round Twenty-Seven: Multiple Personality Disorder (http://www.giantitp.com/forums/showthread.php?559748-Villainous-Competition-XXVII-Multiple-Personality-Disorder)
Round Twenty-Eight: Tiny Only! (http://www.giantitp.com/forums/showthread.php?565176-Villainous-Competition-XXVIII-Bad-Things-Come-in-Small-Packages)
Round Twenty-Nine: Halloween Special (http://www.giantitp.com/forums/showthread.php?573496-Villainous-Competition-XXIX-A-Halloween-Special)
Round Thirty: One Feat to Rule Them ALL (http://www.giantitp.com/forums/showthread.php?577930-Villainous-Competition-XXX-One-Feat-to-Rule-Them-ALL)
Round Thirty-One: In Cold Blood (http://www.giantitp.com/forums/showthread.php?582492-Villainous-Competition-XXXI-In-Cold-Blood)
Round Thirty-Two: oh HELL NO! (http://www.giantitp.com/forums/showthread.php?586377-Villainous-Competition-XXXII-Oh-HELL-NO!)
Round Thirty-Three: The Do Over (http://www.giantitp.com/forums/showthread.php?589107-Villainous-Competition-XXXIII-The-Do-Over)
Round Thirty-Four: Sword and Board (http://www.giantitp.com/forums/showthread.php?600139-Villainous-Competition-XXXIV-Sword-and-Board)
Round Thirty-Five: I Shall Call Him Mini Me! (https://forums.giantitp.com/showthread.php?605444-Villainous-Competition-XXXV-I-Shall-Call-Him-Mini-Me!)
Round Thirty-Six: The Broken Man (https://forums.giantitp.com/showthread.php?612196-Villainous-Competition-XXXVI-The-Broken-Man)
Round Thirty-Seven: Yin and Yang (https://forums.giantitp.com/showthread.php?617485-Villainous-Competition-XXXVII-Yin-and-Yang)
Round Thirty Eight: Spooks and Spectres (https://forums.giantitp.com/showthread.php?621069-Villainous-Competition-XXXVIII-Spooks-and-Spectres)
Round Thirty Nine: Sorta Psuedo (https://forums.giantitp.com/showthread.php?625680-Villainous-Competition-XXXIX-Sorta-Psuedo)
Round Forty: Negative Nancy (https://forums.giantitp.com/showthread.php?629291-Villainous-Competition-XL-Negative-Nancy)
Round Forty One: Gojira! (https://forums.giantitp.com/showthread.php?632587-Villainous-Competition-XL-1-Gojira!)
Round Forty Two: Caine?! (https://forums.giantitp.com/showthread.php?635461-Villainous-Competition-XLII-Caine-!)
Round Forty Three: The Big Dumb Brute (https://forums.giantitp.com/showthread.php?641088-Villainous-Competition-XLIII-The-Big-Dumb-Brute)
Forty Four: The Sheriff. (https://forums.giantitp.com/showthread.php?642229-Villainous-Competition-XLIV-It-s-The-Sound-of-The-Police!)


We're a little different than most of the optimization threads. We run on CR instead of ECL.

Contestants:
You will need to present a write-up of your build with at least one of the following points: 5 CR, 10 CR 15 CR, 20 CR, and a "sweet spot" that you feel is the high point of the build, as well as presenting a fully-fleshed out 20 CR build in the table below. Feel free to present as many of these as you like, and please give a rundown of the build's abilities and playability at all of the levels you didn't show. It is recommended for new contestants to look at previous rounds and see how things are usually done. The rules are as follows:

Secret Laboratory:
Competitors will be free to use any official 1st party (WotC) 3.5 rulebook in constructing their builds. Dragon Compendium is allowed, but Dragon magazine is disallowed. Unearthed Arcana is allowed. Unupdated 3.0 materials, as well as web exclusives by WotC are expressly allowed, but take care to verify that an updated version did not appear in print elsewhere, as this may cause an Elegance deduction at the judges' discretion. Alternate rule systems from UA such as gestalt or Generic Classes are not allowed, as they create a different playing field. Item Familiars and Taint are also banned from the competition. Leadership and all similar abilities are banned for sanity reasons.
Builds that are fully monstrous are allowed at no penalty. All class levels are to be added on as associated class levels.

Elite array (15, 14, 13, 12, 10, 8) is the assumed ability score generation method.
Monstrous characters can usually qualify for Epic feats as soon as their HD is over 20. While regular Epic feats will be allowed, Epic Spellcasting and all other Epic feats that affect spells, psionic powers, or item creation are not permitted. Including these would give an unfair advantage over standard characters. For Incarnum characters, Epic Open Chakra feats are allowed; other Epic Incarnum feats are not. The Essentia Capacity increases for Epic capacity as described on p. 212. For all characters, please note that Racial Hit Dice do not count towards Epic Progression of BAB and saves; use the regular progression even if the BAB ends up higher than 20.

Deadlines:
Contestants will have until March 25th, 10:00 AM GMT to create their builds and PM them to the Interim Chair. Builds will then be posted simultaneously, to avoid copying. Judges should strive to finish their judgement until April 10th. Deadlines are subject to extension as/if required.

Judging:
Judging will be based on the following criteria, with each build rated on a scale from 1 (very poor) to 5 (exemplary) in each area: Originality, Build Elegance, Competence and Power, Memorable Villainy.
Keep these questions in mind when judging each category:
Originality - Is it unexpected?
Build Elegance - Is it mechanically pretty?
Competence and Power - Can it do what the concept asks of it? Is this a powerfully-built character?
Memorable Villainy - Is this a villain with style? Will it be the BBEG players long to finally kill and then talk about for weeks?
Unearthed Arcana can be penalized for elegance if the specific feature seems unnecessary or makes the playing field unfair (In this case, you can give a 1 if it makes the field unfair.)
Power level is up to you. Cheese is acceptable, but should be kept to a sane level unless you're showcasing a new TO build you've discovered. As the Iron Chef competition states, a little cheddar can be nice, but avoid the mature Gruyere unless you're making a cheese fondue.
You may not judge if you entered the contest, unless you withdraw your submission.

Presentation:
Builds will be posted anonymously, in order to avoid the potential of bias towards a particular competitor. For this reason, please don't put your name in the build, as the chair is likely to miss it when reviewing the entries.

Note:
There is a hard limit on two entries per competitor.

Due to concerns about standardizing entry format, everyone should try to use the following table for their entry. An easy way to do so is to go to the top left of the private message and click the little a/A icon. It allows you to see what you're writing.



CR
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


2
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


3
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


4
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


5
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


6
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


7
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


8
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


9
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


10
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


11
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


12
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


13
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


14
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


15
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


16
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


17
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


18
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


19
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


20
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


Code immediately below (spoiler).

CR
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


2
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


3
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


4
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


5
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


6
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


7
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


8
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


9
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


10
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


11
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


12
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


13
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


14
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


15
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


16
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


17
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


18
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


19
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


20
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


You can use the table below for Spells.

Spells per Day/Spells Known
Spells per Day/Spells Known


Level
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
-
-
-
-
-
-
-
-
-
-


2nd
-
-
-
-
-
-
-
-
-
-


3rd
-
-
-
-
-
-
-
-
-
-


4th
-
-
-
-
-
-
-
-
-
-


5th
-
-
-
-
-
-
-
-
-
-


6th
-
-
-
-
-
-
-
-
-
-


7th
-
-
-
-
-
-
-
-
-
-


8th
-
-
-
-
-
-
-
-
-
-


9th
-
-
-
-
-
-
-
-
-
-


10th
-
-
-
-
-
-
-
-
-
-


11th
-
-
-
-
-
-
-
-
-
-


12th
-
-
-
-
-
-
-
-
-
-


13th
-
-
-
-
-
-
-
-
-
-


14th
-
-
-
-
-
-
-
-
-
-


15th
-
-
-
-
-
-
-
-
-
-


16th
-
-
-
-
-
-
-
-
-
-


17th
-
-
-
-
-
-
-
-
-
-


18th
-
-
-
-
-
-
-
-
-
-


19th
-
-
-
-
-
-
-
-
-
-


20th
-
-
-
-
-
-
-
-
-
-


Code Immediately Below,
Spells per Day/Spells Known
Spells per Day/Spells Known


Level
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
-
-
-
-
-
-
-
-
-
-


2nd
-
-
-
-
-
-
-
-
-
-


3rd
-
-
-
-
-
-
-
-
-
-


4th
-
-
-
-
-
-
-
-
-
-


5th
-
-
-
-
-
-
-
-
-
-


6th
-
-
-
-
-
-
-
-
-
-


7th
-
-
-
-
-
-
-
-
-
-


8th
-
-
-
-
-
-
-
-
-
-


9th
-
-
-
-
-
-
-
-
-
-


10th
-
-
-
-
-
-
-
-
-
-


11th
-
-
-
-
-
-
-
-
-
-


12th
-
-
-
-
-
-
-
-
-
-


13th
-
-
-
-
-
-
-
-
-
-


14th
-
-
-
-
-
-
-
-
-
-


15th
-
-
-
-
-
-
-
-
-
-


16th
-
-
-
-
-
-
-
-
-
-


17th
-
-
-
-
-
-
-
-
-
-


18th
-
-
-
-
-
-
-
-
-
-


19th
-
-
-
-
-
-
-
-
-
-


20th
-
-
-
-
-
-
-
-
-
-



Speculation:
Please don’t post or speculate on possible builds until the reveal, in order to avoid spoiling the surprise if a particular competitor is producing a build along those lines.
Once builds are revealed, please do not comment on errors or rules issues on entries unless you are a judge. If you have such a comment, wait until the final reveal to post it.

Get ready to share those Evil thoughts. This edition’s villain is:


The Wolf in Sheep's Clothing!





Limitations



Must appear as a medium-sized humanoid. The more the disguise can stand to scrutiny, the better. The more physical qualities and capabilities are maintained even while disguised, the better.
Must not actually be a humanoid and must be of a size larger than medium.
Must devour humanoids, in one sense or another. The more mechanical backup you have for this, the better.
Must be evil, of course.



Let the carnage begin!

Submission:
To standardize Entries, please use this format when sending it in:

PM: H_H_F_F
Subject: Villainous Competition 45, Name of your Entry
For Revisions and disputes, do the same thing. It makes it easier for me finding the entries in my mailbox.
More questions? PM me with Villainous Competition 45 Questions in the header.

We will award 1st through 3rd places, and a possible Honorable Mention.


- Use capitalization and punctuation correctly.
- Make good use of Spoilers, for cleanliness.
- Don't forget your sources. If it's something that can be found in the contents section, then book title seems to be fine. Obscure stuff, may want to include page number too.
- DeviantArt has about 9 billion pictures that you can reference, I can almost guarantee you can find one there to fit your character.
- Make good use of tables. In addition to the Build table and the Spells table, I like doing one for my Ability Scores, just to keep it neat.
- Do a build stub at the top of your Build Table, something like Wizard 2/Fighter 3/Abjurant Champion 5/Eldritch Knight 10

H_H_F_F
2022-03-06, 01:43 PM
Clarifications

Unearthed Arcana variant rules are limited: The variant character options (such as Wildshape Ranger and Thug Fighter) should not be penalized. Flaws and traits may be penalized by judges, whereas item familiars, gestalt, alternate skill systems, alternate magic systems, alternate crafting rules, generic base classes, LA buyoff, fractional saves/BAB, and bloodlines are banned. Anything not mentioned here is up to individual judges.

d20 Rokugan is not allowed material.

The Dragon Magazine update for Oriental Adventures is in use.

Leadership is banned. Any material that grants you leadership without you specifically taking it should be ignored and may not be traded away for another feat or ACF. Undead Leadership and Dragon Cohort are likewise banned. Wild Cohort and Obtain Familiar are allowed. If you are not sure if a specific feat violates the 'no leadership' rule, err on the side of caution, or ask me.

However, Leadership may be taken to qualify for another feat or class (such as the Great Captain feat or Legendary Leader prestige class), though a character still doesn't get its usual benefit in those cases. This is to allow characters to access unproblematic material that'd otherwise be made unavailable because of the Leadership ban.

On the subject of messaging the chair (me), a few guidelines:
- You can ask for clarifications on the rules of the round or the competition, but I am not here to give critiques on your build or guess how the judges might score it.
- When submitting entries, please keep the entry to no more than 2 message, if at all possible. That way, it'll fit within one post.
- Also when submitting entries, don't expect me to search through your entry and edit in or out material. Entries should be sent to me complete - if there is a later revision, re-submit the full build. Do not include any text which you don't want posted in your submission.
- Please make sure the name of your entry is clearly present in the message.

loky1109
2022-03-06, 03:00 PM
I'm in. Have at least one idea.

InvisibleBison
2022-03-06, 05:05 PM
I have a couple ideas for this round.

loky1109
2022-03-06, 05:16 PM
The Ghost of Vizzini hovers around...

AvatarVecna
2022-03-06, 05:18 PM
My initial thought was sadly 0% mechanically viable. But I'll adapt for a version that works. It'll be silly, if nothing else, and recent convo has me in the mood for a challenge like this.

Doctor Despair
2022-03-07, 04:14 PM
I have two questions with regard to the build limitations.


Limitations



Must appear as a medium-sized humanoid. The more the disguise can stand to scrutiny, the better. The more physical qualities and capabilities are maintained even while disguised, the better.
Must not actually be a humanoid and must be of a size larger than medium.
Must devour humanoids, in one sense or another. The more mechanical backup you have for this, the better.
Must be evil, of course.



Do you mean their natural form must be larger than medium, or their undisguised form must be larger than medium?

To illustrate the distinction I'm seeking clarification on, I'll use two illegal examples to avoid build speculation:


If a Terrasque (a naturally colossal creature) uses alternate form/polymorph to become medium, does that satisfy the requirement to be larger than medium?

Conversely, if a Hairy Spider (natural size fine) increased their size to colossal, then used alternate form/polymorph to become medium, would that satisfy the requirement?


As a follow-up question: do you mean they must appear as medium without mechanically being medium, or can the creature currently be mechanically medium while having a different size?

To illustrate this distinction: a large creature with an absurdly high disguise check vs a large creature using alternate form to appear medium.

H_H_F_F
2022-03-07, 05:13 PM
I have two questions with regard to the build limitations.


Do you mean their natural form must be larger than medium, or their undisguised form must be larger than medium?

To illustrate the distinction I'm seeking clarification on, I'll use two illegal examples to avoid build speculation:


If a Terrasque (a naturally colossal creature) uses alternate form/polymorph to become medium, does that satisfy the requirement to be larger than medium?

Conversely, if a Hairy Spider (natural size fine) increased their size to colossal, then used alternate form/polymorph to become medium, would that satisfy the requirement?


As a follow-up question: do you mean they must appear as medium without mechanically being medium, or can the creature currently be mechanically medium while having a different size?

To illustrate this distinction: a large creature with an absurdly high disguise check vs a large creature using alternate form to appear medium.

The creature's natural form must be larger than medium. The hairy spider cannot qualify if they achieved their size by some spell or effect. If that particular spider is colossal in its natural form, it qualifies, of course.

The second question: the creature can be medium while disguised without disqualifying or anything, but note that the limitations say that the more physical qualities and capabilities you keep when disguised, the better. Size is a very important physical quality, and keeping it would be better.

Just to provide a look behind the curtain: I initially wanted the limitation to state that you had to be larger than medium even when disguised, but decided that was probably too restrictive. Getting to that goal is still good, in my view.

Venger
2022-03-08, 04:40 AM
This is relevant to my interests. In to cook.

The Viscount
2022-03-09, 11:17 PM
Fascinating. I hope I have the time for this one.

loky1109
2022-03-11, 06:28 PM
First in, second in mind.

loky1109
2022-03-13, 05:23 PM
And second sent, too.
My initial idea, well, it thought it's too obvious and straightforward. I had two or three more. This theme is so rich! Can't wait for 23rd. )))

How is going yours entries, folks?

AvatarVecna
2022-03-13, 05:38 PM
And second sent, too.
My initial idea, well, it thought it's too obvious and straightforward. I had two or three more. This theme is so rich! Can't wait for 23rd. )))

How is going yours entries, folks?

Vizzini is staring me down.

EDIT: A simple build that mostly does what I want and sticks to the theme, but in a "they told me I could be anything so I became a wolf" kinda way.

3SecondCultist
2022-03-14, 08:15 AM
I've had a ton of ideas for this one, all of which run into one of the 3 restrictions. The size one in particular is getting in my way. :smalltongue:

H_H_F_F
2022-03-16, 11:52 AM
About a week 'till the deadline.

How are our competitors doing?

Doctor Despair
2022-03-16, 01:58 PM
Life's been super crazy (local elections, work, wife has covid, etc). I have the build done and most of the stub done (minus skills). Just have to find the time to grind out the background, statblock, CR breakpoints... It's honestly just felt much more overwhelming than usual with everything going on. :( I'm certain I'll get it done some time though

H_H_F_F
2022-03-16, 04:05 PM
Life's been super crazy (local elections, work, wife has covid, etc). I have the build done and most of the stub done (minus skills). Just have to find the time to grind out the background, statblock, CR breakpoints... It's honestly just felt much more overwhelming than usual with everything going on. :( I'm certain I'll get it done some time though

Talk to me if you end up needing an extension, Doctor Despair. Best wishes to your wife!

Doctor Despair
2022-03-16, 08:22 PM
Talk to me if you end up needing an extension, Doctor Despair. Best wishes to your wife!

Thanks; she's doing much better (thank goodness), but she's stuck home until Friday, but I'll probably be on the couch a little longer just to be absolutely safe.

I just got the skill ranks done (maybe not perfectly, but for the above mentioned reasons, I'm just glad to have them done), and that's always the most daunting part.


Edit: Everything but CR benchmarks and sources are done. I'm a little frustrated at how this is turning out. I should be able to finish it in the deadline, so I don't want to ask for an extension, but with things being the way they are, I don't think this is going to be as polished as it should be. I hope the judges (and studio audience) at least appreciate the concept.

ciopo
2022-03-19, 03:57 AM
please note that Racial Hit Dice do not count towards Epic Progression of BAB and saves; use the regular progression even if the BAB ends up higher than 20.
this confuses me every time, this means if the hit dice are 21 or more but I have less than 20 character levels, I use the BAB and saves progression of the class table, instead of the epic levels basics?

H_H_F_F
2022-03-19, 01:34 PM
this confuses me every time, this means if the hit dice are 21 or more but I have less than 20 character levels, I use the BAB and saves progression of the class table, instead of the epic levels basics?

Yes

In other words, for the purposes of the VC, only having more than 20 class levels makes you transition to epic progression. Note that the rules still limit iterative attacks to 4 at the max, epic progression or not.

These are the rules as I inherited them from the lawful chairs of this competition. If I' ever made permanent chair, I might just rule that there's no epic progression rules for VC, to simplify matters.

loky1109
2022-03-20, 08:58 AM
Working on the third entry. I don't like my first, think to replace it.

H_H_F_F
2022-03-21, 01:33 AM
Only a couple of days remaining! How is everyone doing?

Doctor Despair
2022-03-21, 09:15 AM
First entry in. Working on a second one because the first didn't turn out quite the way I'd like it and I think it'd be faster to just write a new one than fix the old one. I'm on covid leave for a few days, so why not?

AvatarVecna
2022-03-21, 12:39 PM
Need to request an extension.

H_H_F_F
2022-03-21, 01:26 PM
Fine by me.

I'm pushing the deadline by 48 hours, everyone.

New deadline: March 25th.

Doctor Despair
2022-03-23, 01:28 AM
And the second's in; a lil better than the first, I think. I guess we'll see what the judges think.

loky1109
2022-03-23, 03:49 AM
I expect plenty of entries for this round.

InvisibleBison
2022-03-23, 04:37 PM
I haven't been able to come up with anything useful with the ideas that I've had, so I won't be submitting any entries this round. Which in turn means I'll be able to judge, so there's a silver lining.

The Viscount
2022-03-23, 10:29 PM
We are honored by your sacrifice.

H_H_F_F
2022-03-24, 03:11 AM
Thank you, Invisiblebison.

Just a day to the reveal! Is anyone still working?

AvatarVecna
2022-03-24, 03:44 AM
Thank you, Invisiblebison.

Just a day to the reveal! Is anyone still working?

Yeah I'm still working. Second one is complicated...

H_H_F_F
2022-03-24, 05:48 AM
Try to make it by the deadline if you can, but let me know if you can't.

Other than the wonderful InvisibleBison, do we have any other prospective judges?

loky1109
2022-03-24, 10:53 AM
I expect at least 10 entries.

AvatarVecna
2022-03-25, 05:19 AM
I'm gonna hold off on the second entry. I'm not happy with the direction it's gone.

H_H_F_F
2022-03-25, 06:06 AM
Reveal coming shortly, then.

H_H_F_F
2022-03-25, 09:21 AM
Here they come!

Please, don't post until I give the all clear.

H_H_F_F
2022-03-25, 09:24 AM
Going to the Gold Hall...


https://heorot.dk/beowulf_art/grendel-scrithing-e.jpg
Grendel
NE Primordial Craa’ghoran Giant Urban Druid 5/Avenging Executioner 5

Stats (with adjustments)
Str 14 (30)
Dex 12
Con 8 (18)
Int 10 (16)
Wis 13 (15)
Cha 15 (17)

Build


CR
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


10
Primordial Craa’ghoran Giant
+11/+6/+1
+7
+3
+3
Disguise 9(18), Hide 9(18), Listen 18, Move Silently 9(18), Spot 18
Snatch Trophy (1), Bloodsoaked Intimidate (3), Shape Soulmeld (Sphinx Claws) (6), Open Least Chakra (Hands) (9), Willing Deformity (12), Deformity (Teeth) (15)
Darkvision 60 feet, Tremorsense 60 feet, Low-light Vision, +16 natural armor, DR 5/-, Earth Glide, 2 Claws 3d8, Rend 4d8+15, Spike Stones 3/day, Wall of Stone 3/day, Invisibility at will


11
Urban Druid 1
+11/+6/+1
+9
+3
+5
Intimidate 7

City Sense, Favored City 1, Urban Companion (Medium Viper)


12
Urban Druid 2
+12/+7/+2
+10
+3
+6
Intimidate 14

Crowdwalk


13
Urban Druid 3
+13/+8/+3
+10
+4
+6
Intimidate 21
Mutilator
Alley Fighting


14
Urban Druid 4
+14/+9/+4
+11
+4
+7
Bluff 5, Intimidate 22, Gather Information 1

Disease Immunity, Favored City 2


15
Urban Druid 5
+14/+9/+4
+11
+4
+7
Bluff 10, Intimidate 23, Gather Information 2

Urban Shape 1/day


16
Avenging Executioner 1
+14/+9/+4
+11
+6
+9
Hide 13, Intimidate 24, Move Silently 13
Abominable Form
Bloody Blade, Sudden Strike +1d6


17
Avenging Executioner 2
+15/+10/+5
+11
+7
+10
Hide 17, Intimidate 25, Move Silently 17

Rapid Intimidation


18
Avenging Executioner 3
+16/+11/+6/+1
+12
+7
+10
Hide 21, Intimidate 26, Move Silently 21

Sudden Strike +2d6


19
Avenging Executioner 4
+17/+12/+7/+2
+12
+8
+11
Hide 25, Intimidate 27, Move Silently 25
Martial Study (Wall of Blades)
Dread Blade


20
Avenging Executioner 5
+17/+12/+7/+2
+12
+8
+11
Hide 28, Intimidate 28, Move Silently 28, Never Outnumbered

Bloody Murder, Sudden Strike +3d6



Spells
Spells per Day


Level
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


11th
3
1*
-
-
-
-
-
-
-
-


12th
4
2*
-
-
-
-
-
-
-
-


13th
4
2*
1*
-
-
-
-
-
-
-


14th
5
3*
2*
-
-
-
-
-
-
-


15th – 20th
5
3*
2*
1*
-
-
-
-
-
-


Typical Spells Prepared
0th: Cure Minor Wounds, Detect Magic, Guidance
1st: Charm Person, Comprehend Languages, Obscuring Mist, Pass Without Trace
2nd: Detect Thoughts, Lesser Restoration, Misdirection
3rd: Absorb Mind, Stinking Cloud

Backstory
Noise. Noise. Endless, awful clamor. The piercing shrieks and echoing bellows, the clang of metal on metal, the creak of wooden tables. All of it reverberated in Grendel’s ears, far away as he was in his safe cave. The Danes in Heorot made a more raucous cry than any creature he had ever encountered. Worse, there was no season. The Danes did not pass through, they stayed and grew in number. Ever more irritating men flocked to sup from Hrothgar’s excess. Their din drove off the animals, and Grendel’s hunger soon grew to rival his rage.

In desperation, he drew on his mother’s magics, and took to creeping near the halls unseen to learn what was going on in Heorot. Through time, he was able to learn how to take their shape, and walk among them as another Dane lost in the crowd. After a few nights walking through and listening to their boasting, he had his first taste of mead. It was vile, all the overpowering sweetness of honeycomb with none of the satisfying crunch when eating straight from the hive. And worse, the sickening taste of fruit gone bad. The Danes weren’t just annoying, they were mad, poisoning themselves stupid with this tainted water. As night fell and the Danes succumbed to their sated thirsts and dozed into obnoxious, snoring rest. Grendel seized his opportunity to feast on meat that had not been ruined by fire. It was his first time tasting the flesh of man. It was sweeter than any animal he had tasted before, with no pelt to cut through or feathers to pluck. Grendel tore his way through the room full of men, starting the habit that would come to sustain him. He would sneak in, lost in the crowd, reveal his true might, and eat his fill.

After some time, there began to be rumblings that Hrothgar would be soon receiving help. The frightened Danes began to speak with hope of an outsider who could stop this beast. Grendel struggled to hold back his mighty laughter in his tiny human throat.
Let him come.

CR 10
Something about this concept sparked the idea of making a tribute to one of the oldest and most classic of the old classics. Beowulf isn’t packed with details about Grendel, but he’s clearly very large, he’s described has having claws, and he’s remarkably sneaky. Of course, the Grendel in the poem isn’t described as shapeshifting, but he repeatedly finds his way into Heorot, and I thought this a fun way to show how. At this point, we’re working with a somewhat modified version of Craag’horan, which as a Huge giant with 2 claws and rend I thought a good base to start with. Primordial Giant is an excellent template that skews your stats more towards mental, and also gives you at will invisibility (technically you can choose invisibility purge or levitate as well, but invisibility is basically always the best choice) and also a way of representing the magical heritage from Grendel’s mother. Skills cover some basic functionality including sneaking and disguise for when adopting human form. It has some tasty features, including tremorsense and earth glide, which makes getting in and out of places very easy. Feats give a bite, which just seems natural for a creature doing this much consuming. Binding the Sphinx Claws gives pounce with natural attacks, which is perfectly fitting, since Grendel only uses tooth and claw. Snatch Trophy and Bloodsoaked Intimidate work to build his terrifying presence and to mechanically represent the pieces Grendel takes back with him to his lair.

CR 15
Urban Druid is a funky class that gives you wildshape, except their list is limited to Small or Medium urban companions and humanoids. It makes for a very convincing disguise that you are human, so much so that you’re best off returning to your natural form for any fighting. For urban companions I went with a viper to keep with the general theme of serpents in Norse myth as creatures of evil, but you might also get use out of a flying animal for scouting. Mutilator is in keeping with the grisly detail described in Grendel dispatching his prey. Because Urban Druid prepares spells, it can cast corrupt spells, so you can squeeze out more benefit from consuming men with absorb mind, which also helps you more seamlessly walk among the people in Heorot. Lesser restoration lets you undo the damage of casting it more rapidly. Other spells go towards smoothly infiltrating human cities and getting away undetected.

CR 20
Now leaning more heavily into the terrifying aspect of Grendel, Avenging Executioner lets you strike fear into enemies as you fight, also putting your Charisma to use. Is the constant noise from the mead-hall disrupting sleep a tragic wrong? Grendel certainly seems to think so. Being invisible gives you a reliable means of rendering an enemy flatfooted to get sudden strike damage, and your multiple means of inspiring fear in targets ensures you can make more sudden strikes with dread blade. Abominable Form gives another way of striking fear into those who see you. Wall of Blades lets you deflect anything targeting your AC, which never stops being useful.

Sources
Craag’horan: Monster Manual IV
Primordial Giant: Secrets of Xendrik
Urban Druid: Dragon Compendium
Avenging Executioner, Never Outnumbered: Complete Scoundrel
Snatch Trophy, Bloodsoaked Intimidate, Mutilator: Champions of Ruin
Willing Deformity, Deformity (Teeth): Heroes of Horror
Shape Soulmeld, Open Least Chakra, Sphinx Claws: Magic of Incarnum
Abominable Form: Elder Evils
Martial Study, Wall of Blades: Tome of Battle
Absorb Mind: Book of Vile Darkness

H_H_F_F
2022-03-25, 09:29 AM
Nothing bad's gonna happen to me.

- There was that girl...
- What girl? Hey! Hey! - the deputy snapped his fingers in the face of a shaking man, - Look at me! What girl?!
- Little girl. Twelve years maybe? With the hair, ye, her hair...
- What did you do, bastards? - the deputy banged his fist on the table.
- Son, go away and cool it, - a voice came from the corner of the room.
- But boss, look at him! He all in blood! I swear by the gods, if he did something with that...
- Johnny, do I have to repeat?
- No, sir, - the deputy averted his eyes and left the room.
- Joshua? Your name is Joshua, right? You said about a girl, where did you meet her? - the sheriff spoke in a calm voice, and the young man across the table even stopped shaking.
- Near the old tower, sir.
- In the slums?
- Yes, sir. People say there used to be a wizard's place there many times ago, but now it’s just a wreck. We with buddies were just passing through when we heard the crying.
- And what did you do? By the way, how many were you? Three?
- Yes, sir. I, Dan and Danny, they always were fighting about similar names and now they... they...
- Easy, easy, Joshua. You heard crying, right?
- Yes, sir. I... I'm afraid.
- Why Joshua?
- I remember my father, sir, he beat me up when I was a kid and I cried. I heard crying and remembered this.
- I understand. What did you do next?
- We... we went in the direction of the sound... Then I saw her. The girl. Her hair. It was so beautiful. Beautiful long black hair with some green gems in it. Tangled a bit, but very beautiful... I wanna come up and touch it.
- Why Joshua?
- Sir... I don't know, sir. Hair looked so soothing, so safe. I wanted to come and hide in it from my fear... I think...
- Good, son, tell me what happened next.
- Next... Next! Horrible, horrible, it was! Sheer terror, sir! I tarried, and Dan and Danny were the first to approach the hair... the girl! They asked her something, and next moment hair... it came alive and caught them! - guy practically yelled, - They screamed! And girl, she laughed! So scary! I was in a panic! Froze in place! Girl, girl... She walked up to me and... and... Hair tore Danny! And I ran... Sheriff! Sir! I'm scared! She'll come for me, sheriff.
- Calm down, calm boy. It's over Joshua. No one will come. You are safe here.
- Thank you, sir! Thank you!

LE Gruesome Lurker of Bane Combat Focused High Enchanter 7/Monk 1
https://64.media.tumblr.com/b65033c26516086714836ff3a9bf710b/tumblr_mwmswobxre1rfx24fo1_400.gif
HD Class BAB Fort Save Reflex Save Will Save Skills Feats Class Features
1st Imp-1 1 2 2 2 32: {+4} Diplomacy: 4; {+4 CC} Disguise: 2; {+4} Knowledge (arcane): 4; {+4} Listen: 4; {+4} Search: 4; {+4 CC} Sleight of Hand: 2; {+4} Spot: 4; {+4} Survival: 4; Improved Unarmed Strike Alternate form (human girl and female kelvezu), DR 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 5, poison, spell-like abilities
2nd Imp-2 2 3 3 3 8: {+1} Diplomacy: 5; {+1 CC} Disguise: 2.5; {+1} Knowledge (arcane): 5; {+1} Listen: 5; {+1} Search: 5; {+1 CC} Sleight of Hand: 2.5; {+1} Spot: 5; {+1} Survival: 5;
3rd Imp-3 3 3 3 3 8: {+1} Diplomacy: 6; {+1 CC} Disguise: 3; {+1} Knowledge (arcane): 6; {+1} Listen: 6; {+1} Search: 6; {+1 CC} Sleight of Hand: 3; {+1} Spot: 6; {+1} Survival: 6; Quick Change
3rd Improved Familiar (1st-2nd) 3 3 3 3 - - Alertness, improved evasion, share spells, empathic link
3rd Improved Familiar (3rd-4th) 3 3 3 3 - - Deliver touch spells
3rd Improved Familiar (5th-6th) 3 3 3 3 - - Speak with master
3rd Improved Familiar (7th) 3 3 3 3 - - Speak with animals of its kind
Abilities Initial Gruesome Lurker Beast of Bane 4, 8 12 16, 20, 24, 28, 32, 36, 40 Total
STR 12 6 2 20
DEX 13 2 1 16
CON 8 - -
INT 14 14
WIS 10 2 12
CHA 15 6 4 7 32
CR HD Class BAB Fort Save Reflex Save Will Save Skills Feats Class Features
- 1st Gruesome Lurker-1 0 0 0 0 16: {+4} Bluff: 4; {+4} Hide: 4; {+4 CC} Intimidate: 2; {+4} Move Silently: 4; Darkstalker Darkvision 60 ft., low-light vision, DR 5/magic, construct traits, sensitivity to sunlight, fear eater, shadow jump, psi-like abilities, distort body
- 2nd Gruesome Lurker-2 1 0 0 0 4: {+1} Bluff: 5; {+1} Hide: 5; {+1 CC} Intimidate: 2.5; {+1} Move Silently: 5;
3 3rd Gruesome Lurker-3 2 1 1 1 4: {+1} Bluff: 6; {+1} Hide: 6; {+1 CC} Intimidate: 3; {+1} Move Silently: 6; Extended Reach
4 4th Combat Focused High Enchanter-1 2 1 1 3 4: {+1} Bluff: 7; {+1} Diplomacy: 1; Hide: 6; Intimidate: 3; Move Silently: 6; {+2} Spellcraft: 2; Daunting PresenceB Summon familiar, prohibited schools (Abjuration, Conjuration, Illusion), social proficiency
5 5th Combat Focused High Enchanter-2 3 1 1 4 4: {+1} Bluff: 8; {+1} Diplomacy: 2; Hide: 6; Intimidate: 3; Move Silently: 6; {+2} Spellcraft: 4;
6 6th Combat Focused High Enchanter-3 3 2 2 4 4: {+1} Bluff: 9; {+1} Diplomacy: 3; Hide: 6; Intimidate: 3; Move Silently: 6; {+2} Spellcraft: 6; Improved Familiar
7 7th Combat Focused High Enchanter-4 4 2 2 5 4: {+1} Bluff: 10; {+1} Diplomacy: 4; Hide: 6; Intimidate: 3; Move Silently: 6; {+2} Spellcraft: 8;
8 8th Combat Focused High Enchanter-5 4 2 2 5 4: {+1} Bluff: 11; {+1} Diplomacy: 5; Hide: 6; Intimidate: 3; Move Silently: 6; {+2} Spellcraft: 10; Social proficiency (Intimidate)
9 9th Combat Focused High Enchanter-6 5 3 3 6 4: {+1} Bluff: 12; Diplomacy: 5; Hide: 6; {+1} Intimidate: 4; Move Silently: 6; {+2} Spellcraft: 12; Fell Frighten
10 10th Combat Focused High Enchanter-7 5 3 3 6 4: {+1} Bluff: 13; Diplomacy: 5; Hide: 6; Intimidate: 4; Move Silently: 6; {+1} Spellcraft: 13; {+2} Social Recovery; AlertnessFamiliar
11 11th Monk-1 5 5 5 8 6: Bluff: 13; Diplomacy: 5; {+3} Hide: 9; Intimidate: 4; {+3} Move Silently: 9; Spellcraft: 13; Social Recovery; Improved Unarmed StrikeB, Stunning FistB Flurry of blows, unarmed strike, AC Bonus
12 11th Beast of Bane 5 5 5 8 0: Bluff: 13; Diplomacy: 5; Hide: 9; Intimidate: 4; Move Silently: 9; Spellcraft: 13; Social Recovery; DR, feed, frightful presence, increasing natural weapons damage, smite good,
12 12th Gruesome Lurker-4 6 5 5 8 4: {+1} Bluff: 14; Diplomacy: 5; Hide: 9; {+2} Intimidate: 6; Move Silently: 9; {+1 CC} Spellcraft: 13.5; Social Recovery; Martial Study (Foehammer)
12 13th Gruesome Lurker-5 6 5 5 8 4: {+1} Bluff: 15; Diplomacy: 5; Hide: 9; {+2} Intimidate: 8; Move Silently: 9; {+1 CC} Spellcraft: 14; Social Recovery;
12 14th Gruesome Lurker-6 7 6 6 9 4: {+1} Bluff: 16; Diplomacy: 5; Hide: 9; Intimidate: 8; Move Silently: 9; {+1 CC} Spellcraft: 14.5; {+2} Never Outnumbered, Social Recovery;
13 15th Gruesome Lurker-7 8 6 6 9 4: {+1} Bluff: 17; Diplomacy: 5; Hide: 9; {+2} Intimidate: 10; Move Silently: 9; {+1 CC} Spellcraft: 15; Never Outnumbered, Social Recovery; Intimidating Strike
13 16th Gruesome Lurker-8 9 6 6 9 4: {+1} Bluff: 18; Diplomacy: 5; Hide: 9; {+2} Intimidate: 12; Move Silently: 9; {+1 CC} Spellcraft: 15.5; Never Outnumbered, Social Recovery;
13 17th Gruesome Lurker-9 9 7 7 10 4: {+1} Bluff: 19; Diplomacy: 5; Hide: 9; {+2} Intimidate: 14; Move Silently: 9; {+1 CC} Spellcraft: 16; Never Outnumbered, Social Recovery;
13 18th Gruesome Lurker-10 10 7 7 10 4: {+1} Bluff: 20; Diplomacy: 5; Hide: 9; {+2} Intimidate: 16; Move Silently: 9; {+1 CC} Spellcraft: 16.5; Never Outnumbered, Social Recovery; Sun School
14 19th Gruesome Lurker-11 11 7 7 10 4: {+1} Bluff: 21; Diplomacy: 5; Hide: 9; {+2} Intimidate: 18; Move Silently: 9; {+1 CC} Spellcraft: 17; Never Outnumbered, Social Recovery;
14 20th Gruesome Lurker-12 12 8 8 11 4: {+1} Bluff: 22; Diplomacy: 5; Hide: 9; {+2} Intimidate: 20; Move Silently: 9; {+1 CC} Spellcraft: 17.5; Never Outnumbered, Social Recovery;
14 21th Gruesome Lurker-13 12 8 8 11 4: {+1} Bluff: 23; Diplomacy: 5; Hide: 9; {+2} Intimidate: 22; Move Silently: 9; {+1 CC} Spellcraft: 18; Never Outnumbered, Social Recovery; Unorthodox Flurry (Claw)
14 22th Gruesome Lurker-14 13 8 8 11 4: {+1} Bluff: 24; Diplomacy: 5; Hide: 9; {+2} Intimidate: 24; Move Silently: 9; {+1 CC} Spellcraft: 18.5; Never Outnumbered, Social Recovery;
15 23th Gruesome Lurker-15 14 9 9 12 4: {+1} Bluff: 25; Diplomacy: 5; Hide: 9; {+2} Intimidate: 26; Move Silently: 9; {+1 CC} Spellcraft: 19; Never Outnumbered, Social Recovery;
15 24th Gruesome Lurker-16 15 9 9 12 4: {+1} Bluff: 26; Diplomacy: 5; {+1} Hide: 10; {+1} Intimidate: 27; Move Silently: 9; {+1 CC} Spellcraft: 19.5; Never Outnumbered, Social Recovery; Imperious Command
15 25th Gruesome Lurker-17 15 9 9 12 4: {+1} Bluff: 27; Diplomacy: 5; Hide: 10; {+1} Intimidate: 28; {+1} Move Silently: 10; {+1 CC} Spellcraft: 20; Never Outnumbered, Social Recovery;
15 26th Gruesome Lurker-18 16 10 10 13 4: {+1} Bluff: 28; Diplomacy: 5; {+1} Hide: 11; {+1} Intimidate: 29; Move Silently: 10; {+1 CC} Spellcraft: 20.5; Never Outnumbered, Social Recovery;
16 27th Gruesome Lurker-19 17 10 10 13 4: {+1} Bluff: 29; Diplomacy: 5; Hide: 11; {+1} Intimidate: 30; {+1} Move Silently: 11; {+1 CC} Spellcraft: 21; Never Outnumbered, Social Recovery; Improved Grapple
16 28th Gruesome Lurker-20 18 10 10 13 4: {+1} Bluff: 30; Diplomacy: 5; {+1} Hide: 12; {+1} Intimidate: 31; Move Silently: 11; {+1 CC} Spellcraft: 21.5; Never Outnumbered, Social Recovery;
16 29th Gruesome Lurker-21 18 11 11 14 4: {+1} Bluff: 31; Diplomacy: 5; Hide: 12; {+1} Intimidate: 32; {+1} Move Silently: 12; {+1 CC} Spellcraft: 22; Never Outnumbered, Social Recovery;
16 30th Gruesome Lurker-22 19 11 11 14 4: {+1} Bluff: 32; Diplomacy: 5; {+1} Hide: 13; {+1} Intimidate: 33; Move Silently: 12; {+1 CC} Spellcraft: 22.5; Never Outnumbered, Social Recovery; Multigrab
17 31th Gruesome Lurker-23 20 11 11 14 4: {+1} Bluff: 33; Diplomacy: 5; Hide: 13; {+1} Intimidate: 34; {+1} Move Silently: 13; {+1 CC} Spellcraft: 23; Never Outnumbered, Social Recovery;
17 32th Gruesome Lurker-24 21 12 12 15 4: {+1} Bluff: 34; Diplomacy: 5; {+1} Hide: 14; {+1} Intimidate: 35; Move Silently: 13; {+1 CC} Spellcraft: 23.5; Never Outnumbered, Social Recovery;
17 33th Gruesome Lurker-25 21 12 12 15 4: {+1} Bluff: 35; Diplomacy: 5; Hide: 14; {+1} Intimidate: 36; {+1} Move Silently: 14; {+1 CC} Spellcraft: 24; Never Outnumbered, Social Recovery; Greater Multigrab
17 34th Gruesome Lurker-26 22 12 12 15 4: {+1} Bluff: 36; Diplomacy: 5; {+1} Hide: 15; {+1} Intimidate: 37; Move Silently: 14; {+1 CC} Spellcraft: 24.5; Never Outnumbered, Social Recovery;
18 35th Gruesome Lurker-27 23 13 13 16 4: {+1} Bluff: 37; Diplomacy: 5; Hide: 15; {+1} Intimidate: 38; {+1} Move Silently: 15; {+1 CC} Spellcraft: 25; Never Outnumbered, Social Recovery;
18 36th Gruesome Lurker-28 24 13 13 16 4: {+1} Bluff: 38; Diplomacy: 5; {+1} Hide: 16; {+1} Intimidate: 39; {+1} Move Silently: 16; Spellcraft: 25; Never Outnumbered, Social Recovery; Permanent Emanation (Adoration of the Frightful)
18 37th Gruesome Lurker-29 24 13 13 16 4: {+1} Bluff: 39; Diplomacy: 5; {+1} Hide: 17; {+1} Intimidate: 40; {+1} Move Silently: 17; Spellcraft: 25; Never Outnumbered, Social Recovery;
18 38th Gruesome Lurker-30 25 14 14 17 4: {+1} Bluff: 40; Diplomacy: 5; {+1} Hide: 18; {+1} Intimidate: 41; {+1} Move Silently: 18; Spellcraft: 25; Never Outnumbered, Social Recovery;
19 39th Gruesome Lurker-31 26 14 14 17 4: {+1} Bluff: 41; Diplomacy: 5; {+1} Hide: 19; {+1} Intimidate: 42; {+1} Move Silently: 19; Spellcraft: 25; Never Outnumbered, Social Recovery; Choke Hold
19 40th Gruesome Lurker-32 27 14 14 17 4: {+1} Bluff: 42; Diplomacy: 5; {+1} Hide: 20; {+1} Intimidate: 43; {+1} Move Silently: 20; Spellcraft: 25; Never Outnumbered, Social Recovery;
19 41th Gruesome Lurker-33 27 15 15 18 4: {+1} Bluff: 43; Diplomacy: 5; {+1} Hide: 21; {+1} Intimidate: 44; {+1} Move Silently: 21; Spellcraft: 25; Never Outnumbered, Social Recovery;
19 42th Gruesome Lurker-34 28 15 15 18 4: {+1} Bluff: 44; Diplomacy: 5; {+1} Hide: 22; {+1} Intimidate: 45; {+1} Move Silently: 22; Spellcraft: 25; Never Outnumbered, Social Recovery; Permanent Emanation (Blacklight)
20 43th Gruesome Lurker-35 29 15 15 18 4: {+1} Bluff: 45; Diplomacy: 5; {+1} Hide: 23; {+1} Intimidate: 46; {+1} Move Silently: 23; Spellcraft: 25; Never Outnumbered, Social Recovery;
Level Class 0th 1st 2nd 3rd 4th
4th Wizard-1 2+3 0+3
5th Wizard-2 3+3 1+3
6th Wizard-3 3+3 1+3 0+3
7th Wizard-4 3+3 2+3 1+3
8th Wizard-5 3+3 2+3 1+3 0+3
9th Wizard-6 3+3 2+3 2+3 1+3
10th Wizard-7 3+3 3+3 2+3 1+3 0+3

Level Class 0th 1st 2nd 3rd 4th
4th Wizard-1 All Magic Missile, Charm Person, Repair Light Damage, Shock and Awe, Comprehend Languages
5th Wizard-2 All Expeditious Retreat, Identify
6th Wizard-3 All Alter Self, Rebuke
7th Wizard-4 All Repair Moderate Damage, Detect Thoughts
8th Wizard-5 All Adoration of the Frightful, Mesmerizing Glare
9th Wizard-6 All Blacklight, Repair Serious Damage
10th Wizard-7 All Charm Monster, Greater Rebuke

How does our wolf use its spells? Well, let's look!
Different Repair Damage spells have an obvious purpose.
Charm Person and Charm Monster, too.
Magic Missile is here for Fell Frighten.
Shock and Awe is a good ench for ambush predator.
Comprehend Languages - just useful. As like Identify and Detect Thoughts.
Expeditious Retreat gives some mobility options apart from shadow jump.
Alter Self. You know this spell. Construct wizard with an outsider familiar. It should have Alter Self. So many options!
Aasimar, Tiefling, Shadowswyft, Zenythri, and Chaond give access to almost every humanoid appearance, if you doesn't like little girl look.
Spinagon - 120 ft fly.
Astral Construct IV - various movement modes.
Animated Object up to Large - to look as anything. Good for hiding.
Rebuke. Fear spell for creature who literally eat the fear? Give me two! What? You have two? Greater version? Great!
Adoration of the Frightful. Well... What can be better than frightened prey? Frightened prey that comes to you itself!
Mesmerizing Glare. Nothing special, but fascinated enemy - good enemy.
Blacklight. Personal cloud of darkness is very good for hiding.


We have here the same problem that we have with Soul Eater: separate standard action or rider effect on every successful grapple check? You think the second? Very good. You think the first? Well, it's worse, but Lurker with so many fear-inspiration options can to spend round after round to eat its prey without rush.
Gruesome Lurker's PLAs doesn't scale good with ML. Yes, on CR 20 it can scare with Primal Fear up to 35 creatures for one round, but Will DC is only 22. On the other hand it is only swift.
Now it is a regular Gruesome Lurker that lives in an old wizard's tower nearby wizard's library. Good in hiding, with useful abilities, it can survive.
What happens if bogeymen start to read wizard's books? If a bogeyman is smart enough it can become a wizard itself. Being a wizard is good! You have the spells! You have the Familiar! Maybe even improved, who can help you to disguise yourself as a human! This is very good for hunting. You have a good skill list, including Intimidate! Monster who live by fear doesn't have Intimidate as class skill! Can you imagine that? But it has class Bluff. Well, Social Recovery is very appropriate here.
Aside from wizard levels themselves we have Daunting Presence and Fell Frighten. Two additional options to escalate fear.
Firstly, familiar works for Lurker's Disguise. Alternate form of human girl makes mass of hair which is Gruesome Lurker itself more appropriate. But not Disguise only. Familiar uses the master’s base attack bonus, master’s base save bonus, and has one-half the master’s total hit points. Plus, this Imp has female kelvezu as second alternate form. Kelvezu not only looks as red-skined human, but also has +15 natural AC, +8 racial bonus on Hide and Move Silently, Str 21, Dex 31, Con 16, Ex poison (with master's character level instead of Imp's HD DC will be 34), and Ex sneak attack +8d6. It can work well with Imp's at will invisibility or with flanking with the master.
As it happens, imp familiar turned out to be a fan of discipline and martial arts. Lurker had no other options, but became a fan, too. And it is little wonder that such an unusual and fearsome creature caught the attention of the Lord The Black Hand and he gave it his dark blessing. Being Beast of Bane gives another fear attack and, more important, ability to feed not only on fear, but on flesh, too.
Fourteen more HD. Raising BAB, saves, skills and new feats. Imperious Command with Never Outnumbered need not be introduced. Intimidating Strike is pretty clear, either. Martial Study mainly is taken for in-class Intimidate. Sun School has synergy with shadow jump. And Unorthodox Flurry (Claw)... I definitely can take Unorthodox Flurry for Claw.

Natural weapons are always considered light weapons.
Looking in FAQ we can see next:

If you have one (or two) special monk weapons, you can freely substitute attacks with those weapons with unarmed attacks in the flurry (see the flurry of blows description on page 46 of the PH).
We have two options here. First, one I'm inclined to, a monk with Unorthodox Flurry (Claw) can use his claw attack instead of every unarmed attack during full attack. Second, he could do only two claw attacks with a flurry of blows (regular and extra) and other attacks should be unarmed. Plus one attack with a second claw as secondary natural weapon.
Second option is not as favorable as the first, but this still is an extra claw attack.
Two things apart from BAB, saves, and skills improve during these levels: grapple and always-on magic. Improved Grapple, Multigrab, and Greater Multigrab are feats that are needed for every high-level grappling monster, there is nothing to tell more. Choke Hold is very good for grapplers, either, and because I anyway have precs there are no reason not to take it.
Two Permanent Emanations are another thing. Adoration of the Frightful and Blacklight are useful spells as I wrote above. And permanent versions of this spell are useful many times more. The only issue is Blacklight. This spell's area is "A 20-ft.-radius emanation centered on a creature, object, or point in space" not "emanation, centered on you". I think "centered on a creature" includes "centered on you" as option, but it isn't strictly RAW. If you think it is against rules... Well, I can take Martial Study (Mountain Tombstone StrikeToB, 84) instead - 2d6 Con damage always is good. With Beast of Bane it maybe even 2d8, but this isn't clear.

Type Name Book Page
Creature Gruesome Lurker Psionic Bestiary Link (https://web.archive.org/web/20161031215713/http://archive.wizards.com/default.asp?x=dnd/psb/20070711a&page=2)
Creature Imp MM 56
Template Beast of Bane Shadowdale The Scouring of the Land 154
Class Enchanter (Wizard) PHB 55
Class Monk PHB 39
ACF Combat Wizard Unearthed Arcana 59
Class variant Focused Specialist Complete Mage 34
Class variant High Specialist (Enchanter) Unearthed Arcana 60
Creature Kelvezu MM2 60
Feat Improved Unarmed Strike PHB 96
Feat Quick Change Savage Species 38
Feat Darkstalker Lords of Madness 179
Feat Extended Reach Savage Species 34
Feat Daunting Presence Libris Mortis 25
Feat Improved Familiar DMG 200
Feat Fell Frighten Libris Mortis 27
Feat Stunning Fist PHB 101
Feat Martial Study Tome of Battle 31
Feat Intimidating Strike PHB2 79
Feat Sun School Complete Warrior 112
Feat Unorthodox Flurry Dragon Compendium 109
Feat Imperious Command Drow of the Underdark 50
Feat Permanent Emanation Epic Level Handbook 64
Feat Improved Grapple PHB 95
Feat Multigrab Savage Species 37
Feat Greater Multigrab Savage Species 35
Feat Choke Hold Oriental Adventures 61
Skill Trick Social Recovery Complete Scoundrel 89
Skill Trick Never Outnumbered Complete Scoundrel 87
Maneuver Foehammer Tome of Battle 59
Spell Magic Missile PHB 251
Spell Charm Person PHB 209
Spell Repair Light Damage Spell Compendium 173
Spell Shock and Awe Spell Compendium 189
Spell Comprehend Languages PHB 212
Spell Expeditious Retreat PHB 228
Spell Identify PHB 243
Spell Alter Self PHB 197
Spell Rebuke Spell Compendium 170
Spell Repair Moderate Damage Spell Compendium 173
Spell Detect Thoughts PHB 220
Spell Adoration of the Frightful Dragon Magic 64
Spell Mesmerizing Glare Spell Compendium 140
Spell Blacklight Spell Compendium 30
Spell Repair Serious Damage Spell Compendium 173
Spell Charm Monster PHB 209
Spell Rebuke, Greater Spell Compendium 170

H_H_F_F
2022-03-25, 09:36 AM
The following is the first of two builds, to be judged separately. Judges are asked not to penalize their originality simply for being similar to each other.

Two builds, similar in form, but different in function; two changelings, brothers (unbeknownst to them) raised in a Half-Elf community, end up serving their own dark gods, devouring humanoids, although their techniques they employ are distinct. When Lam was written, he was intended to be the only entry, but I saw a possible alternative build that I thought I would enjoy writing, so I added it together. They share some build elements, but that's because Dox is an alternative build to Lam; please consider them separately and on their own merits.

Lam relies on using various techniques to boost his disguise check to exceed the -50 to appear half your height and weight by enough that he can maintain a viable disguise. He also leans more into the "must devour humanoids" mechanics by not only devouring humanoids (using Metamorphic Transfer to borrow the Barghest's Feed ability), but also by using "devouring humanoids" as his main combat technique via Snatch and Swallow. Maintaining that high disguise check, and developing the Snatch-and-Swallow/Cabinet Trickster attack routine used a lot of early build resources, so I had to delay the addition of Metamorphic Transfer until mid-build. As I finished working on Lam, I noted that an alternative build could probably have fit in Metamorphic Transfer at 5, and would look very different -- and in doing so, I became curious about how, exactly, it would turn out, so I ended up writing it anyway.

Dox circumvents the -50 entirely using Iaijutsu Master, and this frees up a lot of build resources, allowing Metamorphic Transfer for Barghest Feeding to come online by level 5. With Lam, I'd capitalized on his Changeling nature in several ways (Metamorphic Transfer, Dragonwrought, racial paragon classes, Cabinet Trickster, etc). I thought about how I could further diversify Dox from Lam while still taking advantage of the racial choice I was locked into. For example, I immediately decided against using Cabinet Trickster, as fun as the class is, to avoid being unoriginal. Dox needed to be his own character. I settled into giving him an entirely different combat niche: fear. In researching various racial options I could steal with Racial Emulation, I stumbled upon my Quori Dread/Imperious Command synergy, and I decided to try to build from there. Where Lam was arguably better at devouring humanoids given the dedication given to eating-based synergies, Dox, I felt, was the better lurk (due to the nature of his disguise checks, feats, and deep cover) as well as the more iconic villain, as his cover allows him to betray the party over and over again. As his title suggests, I felt Dox's fear-based subtheme encourages a DM to try to erode the party's trust in ANY NPC and in each other, and that seemed like a much more interesting BBEG than I'd expected to create.

In the fluff, Dox may be the older brother, as he left the half-elf community standing, whereas Lam, the younger brother, was chased away when the village burned down. Lam, though originally good, found purpose in being consumed by his revenge and, in turn, consuming those around him; Dox, a little evil and psychopathic to begin with, found purpose in serving a greater evil to reconnect with his mother and, more honestly, to torture those around him, given his natural proclivities. The builds share some similar elements -- they're both Half-Fiend Changelings raised as half-elves that serve Elder Evils and use disguises to trick and trap victims -- but how they develop from there and how their mechanics function are very distinct. I hope you enjoy reading both of them.

The only hope you have is to accept the fact that you're already dead.

“You have the effrontery to be squeamish, it thought at him. But we were dragons. We were supposed to be cruel, cunning, heartless and terrible. But this much I can tell you, you ape – the great face pressed even closer, so that Wonse was staring into the pitiless depths of his eyes – we never burned and tortured and ripped one another apart and called it morality.” -- Terry Pratchett, Guards! Guards!

This challenge calls for a large non-humanoid that devours humanoids. The fear of becoming some mysterious evil's next meal is hardly a new one -- such fears have been passed down in myth, legend, or folklore for as long as mankind has existed. However, in reality, most creatures that prey on the lost children in the woods don't act out of any malice -- such monsters often merely act in accordance with their nature. More insidiously evil are those that choose to become that terror; such creatures could have had a different life, but chose instead to become the stuff of nightmares.

With that, I would like to introduce...


https://i.pinimg.com/564x/12/22/60/122260dc23e517e950c93c3266aa99e4.jpg



Half-
Fiend
(Half Glabrezu)
Changeling

LA+4
CR+4


Stat
Array
After Racial/ Template Modifiers
4th
8th
12th
16th


Str
10
23
23
24
25
26


Dex
8
6
8
8
8
8


Con
12
21
19
19
19
19


Int
14
16
16
16
16
16


Wis
13
13
13
13
13
13


Cha
15
19
20
20
20
20





CR
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skill Ranks
Feats
Class Features


5
Half-Elf Paragon
+0
+0
+2
+0
7x4 Points: Bluff 4, Diplomacy 4, Disguise 2, Profession (Chef) 4, Profession (Guard) 4, Sense Motive 2, Speak Language 4
Racial Emulation, Dragonwrought (Silver)H.E. Paragon, Willing DeformityElder Evil
Divided ancestry, elven vision


6
Erudite
+0
+0
+2
+2
5 Points: Bluff 4, Diplomacy 4, Disguise 2, Knowledge (Royalty and Nobility) 5, Profession (Chef) 4, Profession (Guard) 4, Sense Motive 2, Speak Language 4
Extend PowerErudite, Psicrystal AffinityErudite
-


7
Erudite
+1
+0
+2
+3
5 Points: Bluff 4, Diplomacy 4, Disguise 2, Knowledge (Local) 5, Knowledge (Royalty and Nobility) 5, Profession (Chef) 4, Profession (Guard) 4, Sense Motive 2, Speak Language 4
Snatch
-


8
Erudite
+1
+1
+3
+3
5 Points: Bluff 4, Diplomacy 4, Disguise 2, Gather Information 5, Knowledge (Local) 5, Knowledge (Royalty and Nobility) 5, Profession (Chef) 4, Profession (Guard) 4, Sense Motive 2, Speak Language 4
-
-


9
Erudite
+2
+1
+3
+4
5 Points: Bluff 4, Diplomacy 4, Disguise 2, Gather Information 5, Knowledge (Local) 5, Knowledge (Royalty and Nobility) 5, Profession (Chef) 8, Profession (Guard) 5, Sense Motive 2, Speak Language 4
Willing Deformity (Gaunt)Elder Evil
-


10
Erudite
+2
+1
+3
+4
5 Points: Bluff 4, Diplomacy 4, Disguise 2, Gather Information 5, Knowledge (Local) 5, Knowledge (Royalty and Nobility) 5, Profession (Chef) 9, Profession (Guard) 9, Sense Motive 2, Speak Language 4
Improved Snatch, Expanded KnowledgeErudite
-


11
Erudite
+3
+2
+4
+5
5 Points: Bluff 4, Diplomacy 4, Disguise 4, Gather Information 5, Knowledge (Local) 5, Knowledge (Royalty and Nobility) 5, Profession (Chef) 10, Profession (Guard) 9, Sense Motive 2, Speak Language 4
-
-


12
Erudite
+3
+2
+4
+5
5 Points: Bluff 4, Diplomacy 4, Disguise 5, Gather Information 5, Knowledge (Local) 5, Knowledge (Royalty and Nobility) 5, Profession (Chef) 11, Profession (Guard) 11, Sense Motive 2, Speak Language 4
-
-


13
Human Paragon
+3
+2
+4
+7
7 Points: Bluff 4, Diplomacy 4, Disguise 12, Gather Information 5, Knowledge (Local) 5, Knowledge (Royalty and Nobility) 5, Profession (Chef) 11, Profession (Guard) 11, Sense Motive 2, Speak Language 4
Snatch and Swallow
Adaptive learning (forgery)


14
Human Paragon
+4
+2
+4
+8
7 Points: Bluff 5, Diplomacy 5, Disguise 13, Gather Information 5, Knowledge (Local) 5, Knowledge (Royalty and Nobility) 5, Profession (Chef) 11, Profession (Guard) 11, Sense Motive 2, Speak Language 4, Skill Tricks: Assume Quirk, Second Impression
Persona ImmersionHuman Paragon, Willing Deformity (Abominable Form)Elder Evil
-


15
Cabinet Trickster
+4
+2
+6
+10
9 Points: Bluff 10, Diplomacy 5, Disguise 14, Gather Information 5, Knowledge (Local) 5, Knowledge (Royalty and Nobility) 5, Profession (Chef) 11, Profession (Guard) 11, Sense Motive 5, Speak Language 4, Skill Tricks: Assume Quirk, Second Impression
-
Detect thoughts 2/day, doppelganger insights


16
Cabinet Trickster
+5
+2
+7
+11
9 Points: Bluff 15, Diplomacy 8, Disguise 15, Gather Information 5, Knowledge (Local) 5, Knowledge (Royalty and Nobility) 5, Profession (Chef) 11, Profession (Guard) 11, Sense Motive 5, Speak Language 4, Skill Tricks: Assume Quirk, Second Impression
Metamorphic Transfer, Quick ChangeCabinet Trickster
Thought trick (daze)


17
Cabinet Trickster
+6
+3
+7
+11
9 Points: Bluff 16, Diplomacy 15, Disguise 16, Gather Information 5, Knowledge (Local) 5, Knowledge (Royalty and Nobility) 5, Profession (Chef) 11, Profession (Guard) 11, Sense Motive 5, Speak Language 4, Skill Tricks: Assume Quirk, Second Impression
-
Detect thoughts 4/day, thought trick (disrupt)


18
Cabinet Trickster
+7
+3
+8
+12
9 Points: Bluff 17, Diplomacy 15, Disguise 17, Forgery 5, Gather Information 5, Knowledge (Local) 5, Knowledge (Royalty and Nobility) 5, Profession (Chef) 13, Profession (Guard) 11, Sense Motive 5, Speak Language 4, Skill Tricks: Assume Quirk, Second Impression
DeceitfulCabinet Trickster
Thought trick (confuse)


19
Cabinet Trickster
+7
+3
+8
+12
9 Points: Bluff 18, Diplomacy 15, Disguise 18, Forgery 5, Gather Information 5, Knowledge (Local) 5, Knowledge (Royalty and Nobility) 5, Profession (Chef) 18, Profession (Guard) 12, Sense Motive 5, Speak Language 5, Skill Tricks: Assume Quirk, Second Impression
Extend Supernatural Ability, Willing Deformity (Parasites)Elder Evil
Change shape, detect thoughts at will, thought trick (stun)


20
Zhentarim Spy
+7
+3
+10
+14
9 Points: Bluff 19, Diplomacy 15, Disguise 19, Forgery 5, Gather Information 5, Knowledge (Local) 5, Knowledge (Royalty and Nobility) 5, Profession (Chef) 18, Profession (Guard) 12, Sense Motive 10, Speak Language 7, Skill Tricks: Assume Quirk, Second Impression
-
Cover identity





Level
Power Points


1st
-


2nd
2 + 1


3rd
6 + 3


4th
11 + 4


5th
17 + 6


6th
25 + 7


7th
35 + 9


8th - 16th
46 + 10



As a Changeling youth, Lam was raised in a half-elf community, emulating a half-elf child with Racial Emulation and growing up as an orphan. He needed to use his disguise ability, as his otherwise horrific half-fiend form would have left him shunned from proper society. The community was very welcoming, in spite of his unusual size, and he felt very loved. As he reached adulthood, so used to living while in disguise, Lam began to embody the epitome of half-elf life: he replaced his humanoid hitdie with a level of half-elf paragon, taking Assume Supernatural Ability to become even more in-tune with his ability to take on the form of others. He was a pillar of the community. However, everything changed when an evil dragon serving Tiamat ravaged his village. The buildings he grew up in burning, the charred, mangled corpses of his role models and teachers laying in the street, a lesser mind may have broken. Lam, instead, felt the call to fight back. The power of that dragon had been overwhelming; he needed to learn to harness that power, and use it to purge that evil from the world.

Lam went to live with the Kobolds, emulating their kind to try to infiltrate and learn the secrets of dragonkind from their descendants. After a time, his dedication to this mission to destroy Tiamat's followers attracted the attention of Bahamut. Hearing the dragon's call, Lam gathered the necessary materials and underwent the transformation to become a dragonborn. By sacrificing his racial Minor Change Shape ability, a few things happened. First, he was forever bound (so he thought) to living in Kobold shape, as he no longer had the ability to change his shape from this form. As he no longer had the ability to change his form, he lost the use of his Assume Supernatural Ability feat; however, as effectively a level-one Kobold thanks to Racial Emulation, Lam replaced it with something greater. When he was reborn from the egg, Lam now possessed the Dragonwrought feat, his silver scales scintillating in the light.

Now living as a dragon (of a sort), Lam learned that true dragons were in possession of powerful spell-like abilities. He decided to search for the means to develop such powers, and began to advance as an Erudite. As he prepared to advance as an Erudite, however, he continued to study until one mysterious figure taught him about the power of Zargon. Many centuries ago, Zargon, a dark god of Cynidicea, slew the champion of the gods, even struck down some of the gods themselves, and drove off the rest. If only he could be released from his prison deep in the earth, he would surely be able to strike down Tiamat and help Lam have his revenge. As his motives began tainted with hate, Bahamut's favor waned; even after a warning from a surrogate for the dragon, however, Lam's hatred could not be quelled. The template was retracted, and so ended Lam's existence. The process was excruciating, but at the end, Lam's resolve was set: Zargon would be reborn, and Tiamat would never harm anyone again.

As Lam grew in power, in his mind approaching the power of a dragon, so too did the corruption of Zargon's influence on him. To further his goals, Lam undertook all manner of subterfuge. He infiltrated and worked with all manner of organizations, secret or otherwise, such as the Cabinet of Faces and Zhentarim. Seduction, spying, and assassination became everyday tasks for him -- and the more he did it, the more he enjoyed it. Eventually, Lam began to devour those he would assassinate, ostensibly to hide evidence, but realistically because something inside his emaciated form hungered for it. His hunger, fortunately for most, was restricted to those whose death would further the cause of reviving Zargon or defeating Tiamat. Mostly. This was little consolation to the occasional victims of circumstance for whom the last thing they saw was Lam's gaping maw as they slid down his gullet.

Lam represents an interesting character in that he need not engage the party directly. With his daunting disguise check of up to 82 (take 10, +5 charisma, +2 masterwork tool, +2 Dragonwrought, +10 minor change shape, +10 change shape, +4 aid another from psicrystal, +2 synergy from bluff, +12 from Cover Identity, +2 from Deceitful, +19 from ranks, +4 when reading a subject's mind), he is virtually undetectable for most party members relying on Spot alone. Even against an enemy with true seeing, Lam is difficult to detect. By imposing a -50 on his disguise check, he can appear to be half his normal height and half his normal weight. As gaunt already reduced his normal weight by half, this still allows him to present as a medium humanoid to the true-see-er, albeit a heftier one. The PC using true seeing would need to beat a disguise check of up to 32 to pierce the disguise -- which is no easy feat. Even upon seeing through the disguise, Lam is entitled to a bluff check using Second Impression -- for which there shouldn't be a -50, and for which you have a very high modifier (at least +38), allowing him to avoid suspicion. Persona Immersion makes it unreliable to even rely on detect thoughts to spot him. He would ping as evil to detect evil; there is a mundane item that can help with that (namely a Planar Mote, bottled in quintessence), as are many magic items (such as a ring of mind shielding), but as it isn't illegal to be evil, it shouldn't be a major impediment to ping that way.

While disguised as a medium creature (in his natural large form), Lam will use Detect Thoughts to probe a prospective subject to check for an immunity to mind-affecting from the safety of a crowd. Having established that mental link, Lam will use social skills to peel away a subject from the crowd and get them alone. It might mean seduction; it might mean a false bribe; it might mean some other clever scheme or lie. This need not be a PC; it could be an NPC the PCs are meant to protect, or some other dignitary. Having gotten them along, the attack routine begins.

My, what big eyes you have!

Lam will maintain detect thoughts, and move in close. Then, in the surprise round...

My, what big ears scales you have!

Lam will take a swift action to launch an extended stun on the subject with a thought trick. Having stunned them, they will drop any held weapons or objects and be unable to take actions. Lam will take a move action to end Change Shape and to use Minor Change Shape to emulate a Kobold, becoming a dragon once more. Then, while they remain stunned...

My, what big teeth you have!

Lam will take a swift action to use expansion, becoming huge, and activating Snatch and Swallow. He will take his bite attack (probably using Smite Good), and get a free grapple attempt; as the enemy is stunned and unable to take actions (including free actions), they cannot resist. As a byproduct, this means we actually bypass Freedom of Movement here, not that Lam couldn't arrange to start this encounter when such an effect wasn't active. Then, Lam will use his iterative attack to damage the opponent.

... The better to eat you with, my dear!

As the creature is held in his mouth, Lam gets to make a grapple check to swallow them whole. Having swallowed them, they need to deal an unspecified amount of damage to break free, but must use light piercing and slashing weapons -- if they have any sheathed on their person. They must also break through Lam's DR to do so. They could also attempt to make a check to escape the grapple versus Lam's large modifier. If they fail to do so in the first round, Lam may begin making regular checks to stun them using Thought Tricks (as he is not considered grappled), preventing them from taking those actions. For each round they are swallowed, the victim will take 1d8 bludgeoning damage and 2d8 energy damage (either untyped or, as a fitting RAI, acid damage).

In the round that their struggles quiet and they perish, Lam can use Minor Change Shape to adopt the form of the goblinoid creature called a barghest. Then, he may use Metamorphic Transfer to take on its Feed supernatural ability, devouring the humanoid corpse that lies in his stomach -- both its flesh and its life force -- and preventing any form of raising or resurrection short of wish, miracle, or true resurrection. If it was a strong enough creature, Lam would gain 1HD and some buffs, but most victims will not fulfil this criteria. In this manner, Lam digests his prey, erasing the chance that his misdeeds are uncovered.

PCs may be tasked with finding Lam as he preys on innocents. If they get too close, Lam may try to misdirect them or turn them on the wrong trail. In an extreme scenario, where the PC's actions threaten his mission, Lam might use his infiltration abilities to try to isolate individual party members to undergo the above routine. Ideally, he would arrange to get party members not only alone, but unarmed and with their magical defenses down. Lam should seldom (if ever) fight an entire party at once.

Should Lam find himself being assaulted by an entire party, his first priority will be to escape. Fortunately, his Cabinet Trickster's Change Shape is a very, very versatile ability. For example, he might take on the form of an avariel and fly away; he might turn into an earth mephling and burrow underground where PCs can't follow. After all, an escape today means Lam can return for the revenge he craves -- and any good chef knows revenge is a dish best served cold.




Size/Type
Huge Dragon (Shapechanger, Changeling, Kobold)


Hit Dice
8 + 7d4, 5d6, 2d8 and 1d6 + 60 (average 115)


Initiative
-2


Speed
30 land


Armor Class
11 (+5 natural, +0 armor, -2 dex, -2 size), touch 6, flat-footed 10


Base Attack / Grapple
7 / 22


Attack
+16 bite (piercing, slashing, bludgeoning; no damage), or +16 pincer (3d6+9), or +16 claw (1d8+9 piercing and slashing)


Full Attack
+16 bite (piercing, slashing, bludgeoning; no damage), then +11 pincer (3d6+9), then +11 claw (1d8+9 piercing and slashing)


Space / Reach
15 ft. / 15 ft.


Special Attacks
Detect Thoughts (at will); Thought Trick (Daze, Disrupt, Confuse, Stun); Smite Good; Swallow Whole (see Snatch and Swallow); Unholy Blight 1/day; Chaos Hammer 1/day


Special Qualities
+2 racial bonus on saves against sleep and charms; +2 racial bonus on Bluff, Intimidate, and Sense Motive; Natural Linguist; Minor Change Shape; immunity to poison; acid/cold/electric/fire resistance 10; DR 5/lawful; SR 18; mirror image 3/day; dispel magic 1/day; immunity to magic sleep and paralysis; Darkvision 60; low-light vision; +2 racial bonus on Disguise checks; Divided Ancestry; Elven Vision; Adaptive Learning (Forgery); Doppelganger Insights; Change Shape; Cover Identity


Base Saves
Fort +3, Ref +10, Will +14


Abilities
Str 28, Dex 6, Con 19, Int 16, Wis 13, Cha 20


Skill Ranks & Tricks
Bluff 19, Diplomacy 15, Disguise 19, Forgery 5, Gather Information 5, Knowledge (Local) 5, Knowledge (Royalty and Nobility) 5, Profession (Chef) 18, Profession (Guard) 12, Sense Motive 10, Speak Language 7, Skill Tricks: Assume Quirk, Second Impression


Feats
Racial Emulation, Dragonwrought, Willing Deformity, Extend Power, Psicrystal Affinity, Snatch, Willing Deformity (Gaunt), Improved Snatch, Expanded Knowledge (Expansion), Snatch and Swallow, Persona Immersion, Willing Deformity (Abominable Form), Metamorphic Transfer, Quick Change, Deceitful, Extend Supernatural Ability, Willing Deformity (Parasites)


Environment
Any


Organization
Solitary


Challenge Rating
20


Treasure
Disguise kit (masterwork tools, disguise); set of chefs knives and implements (masterwork tools, profession: chef); set of various types of inks, papers, and signet rings (masterwork tools, forgery)


Alignment
Neutral Evil


Advancement
By character class


Level Adjustment
+4



CR9: At this level, Lam can functionally pretend to be a very tall, fat medium creature for those without true seeing (as Gaunt comes online). Assuming a height of ~10 feet and a base weight of 712 (reduced by half, so 356), Lam could use Minor Change Shape to appear 1 foot shorter and an indeterminate amount thinner -- let's say half, making him look like he only weight 178. Then, Lam could take a -25 to their check to reduce his height and weight by 25% -- appearing to be a very reasonable weight for a medium creature, and "only" 6'6" or so, very within the realm of possibility for a medium creature. This is therefore the first level at which Lam can reasonable infiltrate society without raising suspicions. At this level, Lam doesn't have a mechanical means to consume creatures, although Profession (Chef) could definitely lend itself to a Hannibal Lecter situation. In combat, he is somewhat underwhelming at this level, although at next level he will be able to manifest Expansion to start slapping (or clawing/pincering as the case may be) people around.

CR13: At this level, taking Human Paragon via the Half-Elf Paragon's specific language in Divided Ancestry, he gets access to Snatch and Swallow. This is one of the only mechanical non-cheese ways available to eat humanoids available for PC-legal characters in their natural form. He qualifies by being able to maintain extended 10-minute-duration expansion for 24-hours at a time, and by being a dragon via Dragonwrought.

CR16: At this level, Lam gets access to Metamorphic Transfer, and with it... just a ton of options. The versatility of this feat on a Changeling is immeasurable, but in keeping with the theme of the competition, this is where he gets access to the Barghest ability. It would have been nice to take the ability earlier, but every feat slot has been completely accounted for thusfar. In another version of the build where we don't take advantage of Snatch and Swallow, maybe this could have been the keystone ability of the build. Regardless, it's nice to have more crunch to go with the crunching of humanoid bones in our teeth.


Changeling (Races of Eberron)
Half-Fiend Variant ((Half)-Fiendish Variety, Part 2: Monster Manual Web Enhancement)
Half-Elf (PHb)
Kobold (Races of the Dragon)
Dragonborn of Bahamut (Races of the Dragon)

Half-Elf Paragon (SRD)
Erudite (Complete Psionic)
Human Paragon (SRD)
Cabinet Trickster (Races of Eberron)
Zhentarim Spy (Player's Guide to Faerun)

Racial Emulation (Races of Eberron)
Dragonwrought (Races of the Dragon)
Willing Deformity (Heroes of Horror)
Extend Power (Psionics Handbook)
Psicrystal Affinity (Expanded Psionics Handbook)
Snatch (MMV)
Deformity (Gaunt) (Elder Evils)
Improved Snatch (Draconomicon)
Expanded Knowledge (Expanded Psionics Handbook)
Snatch and Swallow (Draconomicon)
Persona Immersion (Races of Eberron)
Deformity (Abominable Form) (Elder Evils)
Metamorphic Transfer (Expanded Psionics Handbook)
Quick Change (Races of Eberron)
Deceitful (PHb)
Extend Supernatural Ability (Tome of Magic)
Deformity (Parasites) (Elder Evils)

H_H_F_F
2022-03-25, 09:39 AM
It's not paranoia if they're really after you.

“An Assassin, a real Assassin, had to look like one - black clothes, hood, boots, and all. If they could wear any clothes, any disguise, then what could anyone do but spend all day in a small room with a loaded crossbow pointed at the door?” -- Terry Pratchett, Night Watch

Often, these competitions call for villains whose power, as terrible as it is great, inspires heroes to band together and rise to the challenge. This competition, however, opens the door to something more insidious. Our heroes, by strength of arms, cunning plans, and dedicated teamwork should be able to overcome any foe in battle -- but does that hold true when you don't know who the foe is? When the enemy could be among us at this very moment, will the seeds of distrust bear their strange fruit? Perhaps the real BBEG will be the friends we made along the way.

With that, I would like to introduce...


https://c.tenor.com/rZwlMEQsQrUAAAAC/knife-anime.gif



Middle Age
Half-Fiend
(Half Glabrezu)
Changeling

LA+4
CR+4


Stat
Array
After Racial/ Age/ Template Modifiers
4th
8th
12th
16th


Str
10
22
22
22
22
22


Dex
14
11
13
13
13
13


Con
8
16
14
14
14
14


Int
15
18
18
18
18
18


Wis
12
13
13
13
13
13


Cha
13
18
19
20
21
22





CR
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skill Ranks
Feats
Class Features


5
Half-Elf Paragon
+0
+0
+2
+0
(4+4)x4 Points: Bluff 4, Disguise 2, Hide 4, Iaijutsu Focus 2, Intimidate 2, Move Silently 4, Profession (Guard) 2, Profession (Merchant) 2, Sleight of Hand 1, Speak Language 2
Racial Emulation, Iaijutsu MasterH.E. Paragon, Willing DeformityElder Evil
Divided ancestry, elven vision


6
Human Paragon
+0
+0
+2
+2
4+4 Points: Bluff 5, Disguise 5, Hide 4, Iaijutsu Focus 2, Intimidate 2, Move Silently 4, Psycraft 4, Profession (Guard) 2, Profession (Merchant) 2, Sleight of Hand 1, Speak Language 2
-
Adaptive learning (Iaijutsu Focus)


7
Fighter
+1
+2
+2
+2
2+4 Points: Bluff 5, Disguise 5, Hide 4, Iaijutsu Focus 6, Intimidate 6, Move Silently 4, Psycraft 4, Profession (Guard) 2, Profession (Merchant) 2, Sleight of Hand 1, Speak Language 2
Deceitful, Quick DrawFighter
-


8
Erudite
+1
+2
+2
+4
2+4 Points: Bluff 5, Disguise 5, Gather Information 5, Hide 4, Iaijutsu Focus 7, Intimidate 6, Move Silently 4, Psycraft 4, Profession (Guard) 2, Profession (Merchant) 2, Sleight of Hand 1, Speak Language 2
Practiced ManifesterErudite, Psicrystal AffinityErudite
-


9
Psychic Warrior
+1
+4
+2
+4
2+4 Points: Bluff 5, Disguise 5, Gather Information 5, Hide 4, Iaijutsu Focus 8, Intimidate 6, Move Silently 5, Psycraft 4, Profession (Guard) 2, Profession (Merchant) 2, Sleight of Hand 1, Speak Language 3; Assume Quirk
Metamorphic TransferPsychic Warrior, Deformity (Gaunt)Elder Evil
-


10
Fighter
+2
+5
+2
+4
2+4 Points: Bluff 5, Disguise 5, Gather Information 5, Hide 4, Iaijutsu Focus 9, Intimidate 9, Move Silently 5, Psycraft 4, Profession (Guard) 2, Profession (Merchant) 2, Sleight of Hand 1, Speak Language 3; Assume Quirk, Never Outnumbered
Imperious Command, Quori DreadFighter
-


11
Barbarian (Lion Totem)
+3
+7
+2
+4
4+4 Points: Bluff 5, Disguise 5, Gather Information 5, Hide 6, Iaijutsu Focus 10, Intimidate 10, Move Silently 6, Psycraft 4, Profession (Guard) 2, Profession (Merchant) 2, Sleight of Hand 1, Speak Language 3; Assume Quirk, Never Outnumbered
-
Pounce, rage 1/day


12
Human Paragon
+4
+7
+2
+5
4+4 Points: Bluff 7, Disguise 5, Gather Information 5, Hide 8, Iaijutsu Focus 11, Intimidate 11, Move Silently 8, Psycraft 4, Profession (Guard) 2, Profession (Merchant) 2, Sleight of Hand 1, Speak Language 3; Assume Quirk, Never Outnumbered
Intimidating RageHuman Paragon
-


13
Assassin
+4
+7
+4
+5
4+4 Points: Bluff 8, Disguise 5, Forgery 5, Gather Information 5, Hide 8, Iaijutsu Focus 12, Intimidate 12, Move Silently 8, Psycraft 4, Profession (Guard) 2, Profession (Merchant) 2, Sleight of Hand 1, Speak Language 3; Assume Quirk, Never Outnumbered
Mortifying Attack
Sneak attack +1d6, death attack, poison use, spells


14
Marshal
+4
+9
+4
+7
4+4 Points: Bluff 12, Disguise 5, Forgery 5, Gather Information 5, Hide 8, Iaijutsu Focus 13, Intimidate 13, Move Silently 8, Psycraft 4, Profession (Guard) 2, Profession (Merchant) 2, Sleight of Hand 1, Speak Language 3; Assume Quirk, Never Outnumbered, Second Impression
Skill Focus (Diplomacy)Marshal, Deformity (Abominable Form)Elder Evil
Minor aura (motivate charisma)


15
Psychic Warrior
+5
+10
+4
+7
2+4 Points: Bluff 12, Disguise 5, Forgery 5, Gather Information 5, Hide 8, Iaijutsu Focus 14, Intimidate 14, Move Silently 8, Psycraft 4, Profession (Guard) 2, Profession (Merchant) 2, Profession (Servant) 2, Sleight of Hand 1, Speak Language 4; Assume Quirk, Never Outnumbered, Second Impression
Mind MaskPsychic Warrior
-


16
Zhentarim Spy
+5
+10
+6
+9
6+4 Points: Bluff 15, Disguise 6, Forgery 5, Gather Information 5, Hide 8, Iaijutsu Focus 15, Intimidate 15, Move Silently 8, Psycraft 4, Profession (Guard) 2, Profession (Merchant) 4, Profession (Servant) 2, Sleight of Hand 1, Speak Language 4; Assume Quirk, Never Outnumbered, Second Impression
Quick Change
Cover identity


17
Zhentarim Spy
+6
+10
+7
+10
6+4 Points: Bluff 16, Disguise 7, Forgery 5, Gather Information 5, Hide 8, Iaijutsu Focus 16, Intimidate 16, Move Silently 8, Psycraft 4, Profession (Guard) 2, Profession (Merchant) 7, Profession (Servant) 2, Sleight of Hand 1, Speak Language 4; Assume Quirk, Never Outnumbered, Second Impression
-
Sneak attack +1d6, undetectable alignment


18
Zhentarim Spy
+7
+11
+7
+10
6+4 Points: Bluff 17, Disguise 8, Forgery 5, Gather Information 5, Hide 8, Iaijutsu Focus 17, Intimidate 17, Move Silently 8, Psycraft 4, Profession (Guard) 2, Profession (Merchant) 10, Profession (Servant) 2, Sleight of Hand 1, Speak Language 4; Assume Quirk, Never Outnumbered, Second Impression
-
Poison use, unlikely cover


19
Zhentarim Spy
+8
+11
+8
+11
6+4 Points: Bluff 18, Disguise 9, Forgery 5, Gather Information 5, Hide 8, Iaijutsu Focus 18, Intimidate 18, Move Silently 8, Psycraft 4, Profession (Guard) 2, Profession (Merchant) 13, Profession (Servant) 2, Sleight of Hand 1, Speak Language 4; Assume Quirk, Never Outnumbered, Second Impression
Skill Focus: Iaijutsu Focus, Deformity (Face)Elder Evil
Slippery mind, sneak attack +2d6


20
Zhentarim Spy
+8
+11
+8
+11
6+4 Points: Bluff 19, Disguise 10, Forgery 5, Gather Information 5, Hide 8, Iaijutsu Focus 19, Intimidate 19, Move Silently 8, Psycraft 4, Profession (Guard) 2, Profession (Merchant) 16, Profession (Servant) 2, Sleight of Hand 1, Speak Language 4; Assume Quirk, Never Outnumbered, Second Impression
-
Deep cover





Level
Power Points


1-3rd
-


4th
2 + 8


5-10th
2 + 10


11-16th
3 + 11



Dox was raised as a half-elf, but he always knew he was... different. Bigger. Stronger. Better. The other half-elf children eventually learned to respect (or so he thought) him the way he deserved. Soon after he reached adulthood, his parents took him aside and revealed that he was adopted to repay a debt to a parent that had long ago given their life to protect this settlement. That debt repaid, they sent Dox to uncover the truth about his past and find his destiny -- far away, they thought privately.

Dox lived for a while among the humans, as his divided ancestry left him feeling very at home in their communities, and there further practiced the art of swift, unexpected strikes. Sometimes he practiced on objects; sometimes those who displeased him. He began to gather a following of criminals and sycophants who helped him in his search -- and for other things. Some envied his strength; others feared it. Regardless, influence based on fear inevitably attracted negative attention. Thanks to his minor change shape ability, Dox was able to elude capture, but his frequent form changes and the stress of the cat-and-mouse game did spark development in his psyche. Some minor latent psychic ability awoke in Dox's mind, and he developed his ability to emulate other creatures much more effectively; in return, his mind grew still more paranoid, and more cruel. He began to live his days entirely in disguise; the focus and rigor that let him channel his ki effectively somehow translated to his ability to disguise himself. Additionally, he devoted himself to researching and imagining new and exciting ways to dispose of enemies, hearing of annihilation spheres, necrotic tumors, and, notably for his future, barghests.

One day, a messenger reached Dox with shocking news. His father had died defending the half-elf village, but his mother, Fie, still lived. After a touching reunion, Fie revealed that she has become head of a cult in support of Sertrous, the one true lord. Although the machinations in play were complex, Dox understood that he could help his mother and Sertrous by culling the forces of the world -- and that was a job Dox thought he would enjoy, as there were many that deserved culling. He pledged his service to Sertrous and set his plans to work.

As Dox grew, so did the complexity of his schemes. At times, they required him to join secret organizations, such as the Guild of Assassins or the Zhentarim. Sometimes his missions called for stealth; other times, a heavier touch was required, with an intimidating roar, a touch of rage, or a bone-chilling glare. His favored guise was that of a merchant; it was perfect for luring in adventurers, and for disposing of the gear that left behind. Eventually, and after much experimentation, he settled into his favored technique: the unexpected, sudden strike, followed by the use of his abilities to devour his victim alive and prevent them from being resurrected from concerned party members. With each adventurer devoured, there was one fewer warrior left to stand in the way of his mother and Sertrous.

Dox's approach to radical disguises is quite novel. Due to Deformity (Gaunt) his weight was already half normal, and he was pretty light to begin with. He uses Iaijutsu Master to replace his disguise check with an Iaijutsu Focus check, ignoring all other modifiers. The feat notable calls for ignoring modifiers, not just bonuses, and so allows us to ignore the -50 to the check when we attempt to reduce our apparent height and weight by 50%. With the advanced aid another rules for his psicrystal, his check ends up fairly high. This allows him to present himself as a medium creature to avoid suspicion from adventurers he deals with in his various disguises.

His professions allow him the perfect opportunity to interact with, break the ice with, and slowly entice adventurers to lower their guard. He learns their personalities, their foibles, their protections, and their weaknesses. After all, the merchant needs to know what weaknesses you need to cover to suggest gear. Eventually, Dox will arrange for his victim to meet him in an isolated spot. In this manner, Dox tries to ensure that he only ever encounters adventurers when they are isolated, although it's never impossible that one is tailed secretly. He also tries to ensure they aren't kitted up to the gills with magic items (such as mind blank) if at all possible.

Dox approached while disguised, the picture of friendliness, but studying them all the while. Then, when their guard is down, he strikes, taking a surprise round. He quick draws a knife, charging if necessary, and makes a death attack against his foe, using Iaijutsu Focus and smite good to pump the damage. This is a mortifying strike, and triggers a very high-DC fear save given the DC scales with damage (which we just pumped). If the victim survives, they still need to make the save. Then, as a free action, Dox flies into a rage; using Intimidating Rage, he makes an intimidate check as a free action against his victim. He can use the Never Outnumbered skill trick to also intimidate any friends they may have brought with them. On a failed save, all enemies will cower (due to Imperious Command) for 1 round at least; then, as per the escalation rules, they will be frightened on the following round.

A consequence of the enemies being made to cower is that they will not take actions even if they win initiative, meaning they will remain flat-footed. This is good for Dox, who will drop his knife and quick draw a second knife to make a new Iaijutsu strike, and then another; he carried a few on him for just this purpose. After making two Iaijutsu Focus dagger strikes for the round, he will take a bite (just for sneak attack damage, as the bite itself doesn't do damage due to a poorly written template) and a pincer attack (dealing sneak attack damage again). This will ideally be enough to down his victim.

In this round, enemies may try to flee. Dox will take a move-action to use Quori Dread to demoralize any remaining opponent, rendering them cowering again, and another move-action to quick-change his form into that of the goblinoid Greater Barghest. On the following round, Dox will use Metamorphic Transfer to Feed on the body of his victim, completely destroying it and greatly impeding (if not preventing) means to resurrect them. Then, if appropriate, Dox will pick up his knives and move to pursue any survivors. Ideally, he doesn't want to leave any witnesses. If, however, Dox doesn't think he would win the fight, he will grab what he can, pop mirror image, and flee, using Quick Change when he's broken LoS to change his appearance to lose any pursuers. If there were surviving witnesses that saw his merchant disguise, he needs to remake it. He'll use one of his other deep covers while he works to make a new identity as a merchant. However, he should be able to protect his identity most of the time.

Dox does not have the strongest combat stats out of any villain ever created for this competition. However, Dox has the makings of an insidious villain primarily due to the convincing, ubiquitous nature of his disguises. Guards, merchants, and servants are everywhere. If Dox fails to kill you once, he will be back again -- and again. The next time he appears, however, it will be with a new face, and with more knowledge of your habits. As he negates the penalties to his disguise check, and can negate your familiarity bonuses using Assume Quirk, Dox can even try to lure a party member away disguised as a member of the party. If the party can maintain cohesion and not falter in their trust and teamwork, then they can probably fend off Dox on any individual attack most of the time, but that's not the point. How many times can the party face betrayal before paranoia sets in? When a party member is one low save away from dying to a death attack, or a few high-rolled sneak attack and Iaijutsu Focus die away from being one-shot, can they afford to reject paranoia? How long will it take for drastic measures to seem more and more reasonable? How many false interrogations will occur? Heaven forbid, might they actually hurt someone innocent they're convinced is Dox in disguise? Dox, for his part, delights in this turmoil, although he won't delay completing his mission to prolong it.

For the party's part, they would be remiss if they let Dox pick all the encounters on his terms. If they stay holed up in their den with crossbows pointed at the door, Dox will start preying on others to force them to act. This means the party has an investigation challenge -- and one that isn't easily solved by magic at high levels. Mind Mask and, later, Deep Cover make a lot of the divinations one might traditionally rely on less reliable. Dox uses mundane disguise, so true seeing is of no use either. Clever research or use of unorthodox abilities will be required to track down Dox, but the clock is ticking. Will they be able to find Dox before he finds them in a vulnerable moment? Will they be able to find Dox before another adventurer falls prey to his jaws?



Size/Type
Large Outsider (Shapechanger, Changeling, Kalashtar)


Hit Dice
8 + 1d4, 6d6, 5d8, 2d10, and 1d12 + 32 (average 104)


Initiative
+1


Speed
30 land


Armor Class
15 (+5 natural, +0 armor, +1 dex, -1 size), touch 10, flat-footed 14


Base Attack / Grapple
8 / 18


Attack
+15 dagger (1d4+6 piercing or slashing plus 3d6 sneak attack plus Iaijustsu Focus damage; 19-20/x2)


Full Attack
+15 dagger (1d4+6 piercing or slashing plus 3d6 sneak attack plus Iaijustsu Focus damage; 19-20/x2), then +11 dagger (1d4+6 piercing or slashing plus 3d6 sneak attack plus Iaijustsu Focus damage; 19-20/x2), then +11 bite (piercing, slashing, bludgeoning; 0 damage + 3d6 sneak attack; 20/x2), then +11 pincer (3d6+3 piercing and slashing + 3d6 sneak attack; 20/x2)


Space / Reach
10 ft. / 10 ft.


Special Attacks
Smite Good; Unholy Blight 1/day; Chaos Hammer 1/day; Pounce; Rage 1/day; Sneak Attack +3d6; Death Attack


Special Qualities
+2 racial bonus on saves against sleep and charms; +2 racial bonus on Bluff, Intimidate, and Sense Motive; Natural Linguist; Minor Change Shape; immunity to poison; acid/cold/electric/fire resistance 10; DR 5/lawful; SR 18; mirror image 3/day; dispel magic 1/day; Darkvision 60; Divided Ancestry; Elven Vision; Adaptive Learning (Iaijutsu Focus); Poison Use; Spells; Minor Aura (Motivate Charisma); Cover Identity; Undetectable Alignment; Unlikely Cover; Slippery Mind; Deep Cover


Base Saves
Fort +11, Ref +8, Will +11


Abilities
Str 22, Dex 13, Con 14, Int 18, Wis 13, Cha 22


Skill Ranks & Tricks
Bluff 19, Disguise 10, Forgery 5, Gather Information 5, Hide 8, Iaijutsu Focus 19, Intimidate 19, Move Silently 8, Psycraft 4, Profession (Guard) 2, Profession (Merchant) 16, Profession (Servant) 2, Sleight of Hand 1, Speak Language 4; Assume Quirk, Never Outnumbered, Second Impression


Feats
Racial Emulation, Iaijutsu MasterB, Willing DeformityB, Deceitful, Quick DrawB, Practiced ManifesterB, Psicrystal AffinityB, Metamorphic TransferB, Deformity (Gaunt)B, Imperious Command, Quori DreadB, Intimidating RageB, Mortifying Attack, Skill Focus (Diplomacy)B, Deformity (Abominable Form)B, Mind MaskB, Quick Change, Skill Focus: Iaijutsu Focus, Deformity (Face)B


Environment
Any


Organization
Solitary


Challenge Rating
20


Treasure
A disguise kit (masterwork tools, disguise); several superior sheaths (masterwork tools, iaijutsu focus); set of various types of inks, papers, and signet rings (masterwork tools, forgery); a small bag of props, cosmetics, and pre-falsified documents (masterwork tools, bluff); a very sharp, serrated knife with skulls engraved on the blade (masterwork tools, intimidate); several mundane, masterwork daggers


Alignment
Neutral Evil


Advancement
By character class


Level Adjustment
+4



CR10: This is a notable CR because Dox has access to both the ability to take on the Greater Barghest's Feed ability and the potent combination of Imperious Command and Quori Dread. Although the action economy isn't nearly as clean, Dox can still use move actions to force a foe to cower (or foes to cower using Never Outnumbered) while Iaijustsu stabbing them with his standard actions. Deformity (Gaunt) is also online, allowing him to use the epic disguise check to appear as a medium creature, especially with Assume Quirk. We also have access to most of our manifesting, which adds a lot of utility. It's kind of the whole build in miniature; the rest of the build seeks to improve on the foundation laid out here.

CR13: At this level, we add two more fear-mechanisms to clean up our action economy, making it much more likely that our victims are shaking in their boots.

CR15: The addition of marshal grants a +6 to both intimidate and iaijutsu focus (and, by extension, our disguise), which is nothing to scoff at. Mind Mask is also a very powerful addition to our disguise, and helps secure us from many low-level divinations and clairsentience powers that might otherwise foil our plans.


Changeling (Races of Eberron)
Half-Fiend Variant ((Half)-Fiendish Variety, Part 2: Monster Manual Web Enhancement)
Half-Elf (PHb)
Human (PHb)
Kalashtar (Races of Eberron)

Half-Elf Paragon (SRD)
Erudite (Complete Psionic)
Psychic Warrior (Expanded Psionics Handbook)
Fighter (PHb)
Barbarian (PHb)
Spirit Totem ACF (Complete Champion)
Human Paragon (SRD)
Assassin (DMG)
Marshal (Miniatures Handbook)
Zhentarim Spy (Player's Guide to Faerun)

Masterwork tools (SRD)
Dagger (SRD)

Racial Emulation (Races of Eberron)
Willing Deformity (Heroes of Horror)
Psicrystal Affinity (Expanded Psionics Handbook)
Deformity (Gaunt) (Elder Evils)
Deformity (Abominable Form) (Elder Evils)
Metamorphic Transfer (Expanded Psionics Handbook)
Quick Change (Races of Eberron)
Deceitful (PHb)
Iaijutsu Master (Oriental Adventures)
Quick Draw (PHb)
Practiced Manifester (Complete Psionic)
Imperious Command (Drow of the Underdark)
Quori Dread (Secrets of Sarlona)
Intimidating Rage (Complete Warrior)
Mortifying Attack (Champions of Ruin)
Skill Focus (PHb)
Deformity (Face) (Elder Evils)

H_H_F_F
2022-03-25, 09:41 AM
Nom nom nom. Sorry, I couldn't resist.

With the round theme, it would be very sad if there wasn't a barghest entry, so here be a barghest entry for my peace of mind :)
With that said, I didn't want to do the obvious mortal hunter, the question becoming "how do I sheep? , I feel I managed to make do with presenting as a (medium) humanoid while keeping almost everything the base creature would have, "good job, me!"

That's by having at least 3 levels of Master of Many form (henceforth MoMf), for the monstrous humanoid wild shape, and then take Assume supernatural Ability (Change Shape) of the Doppleganger, that way we'd be a barghest that wild shapes into a Doppelganger that change shapes into whatever medium humanoid we fancy, while getting almost everything of our "original form" on the tecnicality that our original form isn't actually Doppelganger, trippy times!

I then turned it up to eleven, thinking, "I got MoMf, what if I go all the way with it, for that juicy extraordinary wild shape, and moonlight as EVERY POSSIBLE CREATURE WITH SWALLOW WHOLE; OH MY!"
Sadly, I 110% was misreading the wild shape limit on HD, and I was making the build about "look ma, I'm a gibbering orb now! I STEAL YOUR SPELZ" , I tried to salvage it with some convoluted divine minion + wild shape amulet shenanigans ( I did reach the 27HD, mwahahah ) , but the liberties I was taking with letting the divine minion template qualify and stack with MoMf didn't sit right with me, so here we are with a revamped smaller MOMM.

Revamped how, you may ask. Well, my initial reading of the barghest is that his feed stops at 18 HD, and that is true.... I was dutyfully frontloading feeding some and upping the CR by one every two HD gained eventho they should tecnically be "free HD", when with a more careful reading I had the lightbulb moment of "yeah, a greater barghest stops gaining HD from feeding at 18 HD, but nothing of the sort is said about the strength/constitution/natural armor gainzz!" So I'm going to exploit that, instead, by positing some worldbuilding that makes it "easy" for our villian to fight that many high HD humanoids :D, all in due time!

I could have gotten away with adding 9 racial HD at no cost ( no CR increase I mean, he gains them with feed after all, it isn't a gm fiat that advances the monster with the improving monsters rules), but I've decided that MOMM is going to get the disguise down pat first, feed on people second

I've rushed some to get it in before I get swamped at work again, sorry for the lack of polish :( I'm outta spoon for putting into writing what goes on in my mind

Master of Many Mouths, also known as Matrioska wolf
LE Vecna bloodedMM5 p. 66 Greater Barghest, 9 Racial hit dies / PredatorUA Ranger 5 / Master of Many FormsCAdv p. 58 3 / CombatUA Wizard 1 / Abjurant Champion 5CM p. 50
Str 18+arbitrary (8 +10 racial + feed ), Dex 22 (15+4 racial +3 level), Con 16+arbitrary (10+6 racial +feed), Int 22 (14+ 8 racial), Wis 21 (13 +8 racial), Cha 20 (12 + 8 racial)
all ability score increase to dexterity
HP 8 +16d8+1d4+5d10= 110 +arbitrary constitution modifier*23
naked AC bonuses in sheep clothing +6 DEX +arbitrary deflection
naked saves in sheep clothing Fort 14+arbitrary, Reflex 20, Will 14+arbitrary
nominal full attack with a mundane falchion: Arbitrary+21/+16/+11/+6 for 2d4+arbitrary*1.5

CRHDClassBase Attack BonusFort SaveRef SaveWill SaveSkillsFeatsClass Features59Greater Barghest+9/+4+6+6+6Bluff 12, Climb 12,Concentration 6, Disguise 12, Diplomacy 12, Hide 12, Jump 12, Listen 12, Move Silently 12, Sense Motive 12, Spot 12, Survival 12, Tumble 12, speak language 18(all of them)1st Combat Casting, 3rd Combat Reflexes, 6th Alertness, 9th DarkstalkerLoM p. 179Outsider traits, SLAs, feed, Scent, DR 10/magic, Change shape610Predator Ranger 1+10/+5+8+8+6Bluff 12+1(2), Climb 12,Concentration 6+1, Disguise 12+1(2), Diplomacy 12+1(2), Hide 12+1, Jump 12, Listen 12+1, Move Silently 12+1, Sense Motive 12, Spot 12+1, Survival 12+1, Tumble 12Favored Enemy (Human), Track, Spiritual ConnectionCC, p. 50, Fast Movement711Ranger 2+11/+6/+1+9+9+6Bluff 13+1(2), Climb 12,Concentration 7+1, Disguise 13+1(2), Diplomacy 13+1(2), Hide 13+1, Jump 12, Listen 13+1, Move Silently 13+1, Sense Motive 12, Spot 13+1, Survival 13+1, Tumble 12812Ranger 3+12/+7/+2+9+9+7Bluff 14+1(2), Climb 12,Concentration 8+1, Disguise 14+1(2), Diplomacy 14+1(2), Hide 14+1, Jump 12, Listen 14+1, Move Silently 14+1, Sense Motive 12, Spot 14+1, Survival 14+1, Tumble 12Steadfast DeterminationPHB2 p. 83Endurance913Ranger 4+13/+8/+3+10+10+7Bluff 15+1(2), Climb 12,Concentration 9+1, Disguise 15+1(2), Diplomacy 15+1(2), Hide 15+1, Jump 12, Listen 15+1, Move Silently 15+1, Sense Motive 12, Spot 15+1, Survival 15+1, Tumble 12Spiritual GuideCC p. 501014Ranger 5+14/+9/+4+10+10+7Bluff 16+1(2), Climb 12,Concentration 10+1, Disguise 16+1(2), Diplomacy 16+1(2), Hide 16+1, Jump 12, Listen 16+1, Move Silently 16+1, Sense Motive 12, Spot 16+1, Survival 16+1, Tumble 12Wild Shape 1/day, Favored Enemy(Human +4, native outsiders)1115MoMf 1 / Ranger 5+14/+9/+4+12+12+7Bluff 17+1(2), Climb 12,Concentration 11, Disguise 17+1, Diplomacy 17+1, Hide 17+1, Jump 12, Listen 17+1, Move Silently 17+1(2), Sense Motive 12, Spot 17+1, Survival 17+1, Tumble 12Quicken spell-like ability(blink)MM5 p. 205Shifter’s speech, improved wild shape (humanoid) 2/day1216MoMf 1+1 / Ranger 5+15/+10/+5+13+13+7Bluff 18+1(2), Climb 12,Concentration 11, Disguise 18+1, Diplomacy 18+1, Hide 18+1, Jump 12, Listen 18+1, Move Silently 18+1(2), Sense Motive 12, Spot 18+1, Survival 18+1, Tumble 12Improved wild shape (giant; Large) 3/day1317MoMf 2+1 / Ranger 5+16/+11/+6/+1+13+13+8Bluff 19+1(2), Climb 12,Concentration 11, Disguise 19+1, Diplomacy 19+1, Hide 19+1, Jump 12, Listen 19+1, Move Silently 19+1(2), Sense Motive 12, Spot 19+1, Survival 19+1, Tumble 12Fast wild shape, improved wild shape (monstrous humanoid) 4/day1418MoMf 3 / Ranger 5 / Combat Wizard 1+16/+11/+6/+1+13+13+10Bluff 20, Climb 12,Concentration 11, Disguise 20, Diplomacy 20, Hide 20+1(2), Jump 12, Listen 20+1(2), Move Silently 20+1(2), Sense Motive 12, Spot 20+1(2), Survival 20, Tumble 12Assume Supernatural Ability (Doppelganger, change shape)SS p. 30, Robilar's GambitPHB2 p. 82Summon Familiar (Weasel)1418Lots of feeding happening here------+1 STR, CON, natural armor per 3 humanoid slain that have 18 or more HD1519Abjurant Champion 1 / MoMf 3 / Ranger 5 / Combat Wizard 1+17/+12/+7/+2+13+13+12Bluff 20, Climb 12,Concentration 11, Disguise 20, Diplomacy 20, Hide 21+1(2), Jump 12, Listen 21+1(2), Move Silently 21+1(2), Sense Motive 12, Spot 21+1(2), Survival 20, Tumble 12Abjurant Armor, Extended Abjuration1620Abjurant Champion 1+1 / MoMf 3 / Ranger 5 / Combat Wizard 1+18/+13/+8/+3+13+13+13Bluff 20, Climb 12,Concentration 11, Disguise 20, Diplomacy 20, Hide 22+1(2), Jump 12, Listen 22+1(2), Move Silently 22+1(2), Sense Motive 12, Spot 22+1(2), Survival 20, Tumble 12Swift Abjuration1721Abjurant Champion 2+1 / MoMf 3 / Ranger 5 / Combat Wizard 1+19/+14/+9/+4+14+14+13Bluff 20, Climb 12,Concentration 11, Disguise 20, Diplomacy 20, Hide 23+1(2), Jump 12, Listen 23+1(2), Move Silently 23+1(2), Sense Motive 12, Spot 23+1(2), Survival 20, Tumble 12Spellcasting HarrierDrc p. 741822Abjurant Champion 3+1 / MoMf 3 / Ranger 5 / Combat Wizard 1+20/+15/+10/+5+14+14+14Bluff 20, Climb 12,Concentration 11, Disguise 20, Diplomacy 20, Hide 24+1(2), Jump 12, Listen 24+1(2), Move Silently 24+1(2), Sense Motive 12, Spot 24+1(2), Survival 20, Tumble 12Arcane Boost1923Abjurant Champion 4+1 / MoMf 3 / Ranger 5 / Combat Wizard 1+21/+16/+11/+6+14+14+14Bluff 20, Climb 12,Concentration 11, Disguise 20, Diplomacy 20, Hide 25+1(2), Jump 12, Listen 25+1(2), Move Silently 25+1(2), Sense Motive 12, Spot 25+1(2), Survival 20, Tumble 12Martial Arcanist2023Vecna-blooded template------Enigma Aura, Hidden spell, Cloak of Mistery
Spell-Like Abilities
CL 23 (racial SLA) : At will—blink, levitate, misdirection , rage , invisibility sphere; 1/day—charm monster , crushing despair , dimension door, mass bull’s strength, mass enlarge person
CL 5 (ranger SLA) : 3/day speak with animals/plant, 1/day commune with nature. Plus one 1st level slot as ranger ( generally prepared : CamouflageSpC p. 43

Baseline wizard spell known from level up only are 11 1st level spells, 4 2nd level spells, 4 3rd level spells, we are a wizard so the world is our oyster, I'm going to list only the few I actively care about within the context of this contest:
1st : shield and ectoplasmatic armorSpC p. 77
2nd : Mirror image and scintillating scalesSpC p. 181
3rd : dispel magic, displacement, anticipate teleportationSpC p. 13
Leaving a nice buffer of customization out, because we don't have the spellcraft to copy around and neither we particularly care, since this is our cover story, not our actual role! I might even point you to using the Arcane boost feature to increase, uhm, saves I guess, for better reflexes.
Seriously, once we have achieved the "make our touch AC better" and increased the miss chance, we're set as far as arcane thingamajigs are concerned


Wizard spell slots, assuming no INT bonus from items, omitting 0th level
CRCaster Level1st2nd3rd1413--1524--16343-17454-1855421921553
a strong case can be made for specializing in abjuration, since they would all be automatically extended and quickened

Quicken spell-like ability: 3/day use selected SLA as a swift action, needs caster level 14th to select blink
Assume supernatural ability : can have one Su ability of selected alternate form, -2 to almost everything while using it
Robilar Gambit : stance that gives bonus to hostile attack and damage rolls against me, but they provoke attacks of opportunity when attacking me
Spellcasting harrier : hostiles casting defensively provokes AoO
Darkstalker : we don't register on special senses
Steadfast Determination : Will saves use CON instead of WIS, can't fumble fortitude saves anymore

Predator ranger : trades combat styles for fast movement and wild shape
Combat wizard : trades scribe scroll for figther feat (robilar's gambit in this build)
spiritual communion : SLA 3/day speak with animal/plant
spiritual guide : SLA 1/day commune with nature and a +1 bonus to some skills


MOMM just wanted to feed in peace, but those DASTARDLY ADVENTURERS kept interfering, so he thought a devious plan.

Step 1 find a way to pass for humanoid
Step 2 find a way to easily find appropriate snacks
Step 3 find a way to not be found out!!

He went and learned the way of "those dudes that could polymorph into ANYTHING", that covered step 1

For Step 2, after a long hard thought, the substeps be
2.1 find a werediretiger
2.2 make a natural reserve thingamajig around w(h)erever she lives
2.3 Advertise "Opening now the ALL YOU CAN WERE outlet" for munchkins the plane over, DO YOU want to early entry but the prerequisites are being a bother? Here come enjoy 16 extra HD
2.4 actually let go those that pass their saves, they better have brought their own remove curse
2.5 kill those that fails their saves, enjoy the meal, perfect deniability to boot!

Step 3, one way or another become Vecna-blooded :)

So here we are, a simple old man, totally a first level wizard, offering this very sought after service of "Be a lycan for a month!". He even have cushy cages to wait the full moon out in

CR 5 blurb:
blabla tragic backstory about our poor greater barghest having to run for his life from his idillic farm life due to raidersadventurers killing his family

crunchwise, he's a greater barghest with the elite array and a different feat selection, most of them being prerequisites, at least darkstalker will make slinking away a bit easier, but for sure this is a tragic backstory stage, not one where it makes much sense to introduce a recurring villian, except maybe as a tie in for later? send your PC to kill "that one goblin tribe" , oh look one of the biggish gobliny brute slinked away, that's too bad you will never see him again for sure

CR 10 blurb:
dis training montage backstory time, again, because a greater barghest that still hasn't fed yet with a smattering of ranger levels isn't exactly much to write home about. the one notable thing compared to an advanced greater barghest is, ironically, the wild shape. You're the DM so you can fiat MOMM to be familiar with whatever you like without the traditional ranks in knowledge nature, but even with "dumping strength" the statline of change shape into dire wolf is still passably ok, so you're better off having the wildshape for some emergency running away with some flight or some fast moving landanimals, there you go for the recurring scene. Assuming your players are as distracted as I usually am and totally not connect this dude with the goblinoids they slayed 5 levels ago

CR 15 blurb:
Now we're talking! this is after the arbitrary feeding and when MOMM is posing as a frail 1st level wizard tending a munchkin service!, perhabs you'd like to send the party to dismantle his werediretiger operation to "!cap" his feeding at an arbitrary amount to your liking? making it a manageable but memorable encounter with that wizard that is not a wizard at all! TUrns out it's a pretty tight melee machine, who would have tought!?

With a weak spot ( reflex saves) that's generally ignored by munchkins, making it reasonably possible for it to run away, again! Robilar gambit makes it fun times pounding and being pounded by beatsticks

CR20 blurb: Vecna blooded to "nu uh!" those pesky divinations, there might even be some debate that it works on true sight, and now with scintillating scales to convert the arbitrary natural armor to deflection, no more pesky touch attacks!

Keep in mind that all abjuration you can do is always quickened, this competes with the quickened blink for the swift action of that crucial first turn. Blink+displacement will be kind of hilarious IF you decide that Vecna blooded negates true sight, otherwise it's just "this one dude that's posing as a wizard but actually isn't"

"Dude, you could have qualified for MoMf with putting the wizard level first, thus gaining alertness from the familiar!" I know, I know. I originally did that with the urgan companion ranger ACF from the cityscape web article

"Dude, you could lose the Vecna blooded template and still keep the cloak of mistery" I understand this might be heavily contested, the Divine Endurance says "lose the benefits", and Cloak of Mistery says "retains this special quality after it loses other abilities from this template", these seems to point toward "keeping the template but losing the benefits, therefore also keeping the CR". BUT!! I direct you to read the introduction to Vecna blooded, where the prerequisite of "evil able to cast 2nd level arcane spells" is explained. In particular, I direct you to this paragraph that describes the physical changes of the vecna blooded : "The creature loses all distinguishing characteristics, hair, and other traits, keeping only a small, thin mouth, the faintest trace of a nose, and eyes. These changes are permanent and remain even after the creature loses this template" It clearly says the template can be lost. It is my assuption that this happens when using Divine endurance.

"Dude, you could have fed 9HD before going the way of the MoMf", I know, and I can't denying 3 more feats (4, if we count losing the template, thus even granting us one more wizard level from this or that PrC that would bring us to CR 20) would be sweet sweet icying on the cake, but I prefer to stay clean, I'm already a bit on shaky ground with the "arbitrary" STR/CON/NA
"Wild shape is limited to the hd
CAdv= Complete Adventurer
CC= Complete Champion
CM= Complete Mage
Drc = Draconomicon
DM = Dragon magic
LoM = lords of Madness
MM5 = Monster Manual V
PHB2 = Player's Handbook II
SpC = Spell Compendium
SS = Savage Species
UA = Unearthed Arcana

H_H_F_F
2022-03-25, 09:45 AM
Braaaaaaaains. But like, with silverware.


Traldugal

https://pbs.twimg.com/media/FMOcOViXMAEBpi-.jpg

Most of who Traldugal is, is difficult to pin down. Not because I couldn't come up with a fitting story for her, but more because her purpose is being a catch-all social villain who can be slotted into whatever story she's needed for. Is she on her own, leading a humanoid cult, leading an illithid colony? Is she infiltrating humanoid society for money, political power, brain supply for her colony, brain supply for herself (and thus her Acquire abilities)? What's the endgame? Why is seeing through her disguise not enough to ruin her plans on its own? Traldugal is a social villain. She is designed such that she has the skills for most any role you could need her to fill in your game. She is designed such that she can scale up infinitely to give the PCs the enemy they deserve.

Of course, because she's designed to fit into most any social game, she's also not really designed to fit into any particular social game. There's no story she's especially good for. That's the downside to making a villain that's more of a DM aid than a specific character showcase. There are two solid points I have, though:

Traldugal is more tolerant of lesser beings than most of her kin. This is not due to being a more moral person, but due to an improved ability to recognize her own limits, and to recognize the benefits of cooperation over domination. She'll still run roughshod over people who don't want to play ball, but who needs at-will mind control when you've got Diplomancy? So much work to keep the minions from breaking free of their spells, when you could get them to fight for your cause all on their own. Recognizing the (limited) value of such lesser beings allows her.

Traldugal is selfish. Whatever high-minded philosophy she spouts, ultimately she's working for herself. The law, her lesser kin, humanoid allies, monstrous enemies...their existence is only important insofar as she can use it to advance her own position. Her money, her power, her personal capabilities...that's the stuff that matters.

Stub

Alignment: Neutral Evil
Race: Unseelie Fey Ulitharid
Class: Illithid Savant 8


Attributes

Array Assignment: 13/8/10/15/12/14
Stats (CR 12): 17/14/14/25/18/26
Stats (CR 16): 17/14/14/26/18/26
Stats (CR 20): 18/14/14/26/18/26





CR
Class
BAB
Saves
Skills
Feats
Features


12
Unseelie Fey
Ulitharid
+6/+1
Fort 4 (+6)
Ref 8 (+10)
Will 8 (+12)
Bluff 15 (+23)
Concentration 15 (+17)
Diplomacy 15 (+29)
Disguise 15 (+23)
Gather Information 15 (+25)
Intimidate 15 (+29)
K/Arcana 15 (+22)
K/A&E 5 (+12)
K/Dungeoneering 5 (+12)
K/Geography 5 (+12)
K/History 5 (+12)
K/Local 5 (+12)
K/Nature 5 (+12)
K/N&R 5 (+12)
K/Religion 5 (+12)
K/The Planes 5 (+12)
Listen 15 (+19)
Sense Motive 15 (+19)
Spot 15 (+19)
City Slicker
Evil's Blessing
Improved Initiative
Master Manipulator
Wanderer's Diplomacy
Batlike Wings (60 ft, average)
Damage Reduction 15/cold iron
Darkvision
Extract
Improved Grab
Iron Vulnerability
Mind Blast
Psionics
Winter Chill


13
Illithid Savant 1
+6/+1
Fort 4 (+6)
Ref 8 (+10)
Will 10 (+14)
Bluff 16 (+24)
Concentration 16 (+18)
Diplomacy 15 (+29)
Disguise 33 (+42)
Gather Information 16 (+26)
Intimidate 16 (+30)
K/Arcana 16 (+23)
K/A&E 5 (+12)
K/Dungeoneering 5 (+12)
K/Geography 5 (+12)
K/History 5 (+12)
K/Local 5 (+12)
K/Nature 5 (+12)
K/N&R 5 (+12)
K/Religion 5 (+12)
K/The Planes 5 (+12)
Listen 16 (+20)
Sense Motive 16 (+20)
Spot 16 (+20)

Acquire Skill 1
Lore 2/day


14
Illithid Savant 2
+7/+2
Fort 4 (+6)
Ref 8 (+10)
Will 11 (+15)
Bluff 17 (+27)
Concentration 17 (+19)
Diplomacy 15 (+29)
Disguise 33 (+42)
Gather Information 17 (+27)
Intimidate 17 (+33)
K/Arcana 17 (+24)
K/A&E 5 (+12)
K/Dungeoneering 5 (+12)
K/Geography 5 (+12)
K/History 5 (+12)
K/Local 6 (+13)
K/Nature 5 (+12)
K/N&R 5 (+12)
K/Religion 5 (+12)
K/The Planes 5 (+12)
Listen 17 (+21)
Sense Motive 17 (+21)
Spot 17 (+21)
Persuasive
Acquire Feat 1


15
Illithid Savant 3
+7/+2
Fort 5 (+7)
Ref 9 (+11)
Will 11 (+15)
Bluff 18 (+28)
Concentration 18 (+20)
Diplomacy 15 (+29)
Disguise 33 (+42)
Gather Information 18 (+28)
Intimidate 18 (+37)
K/Arcana 18 (+25)
K/A&E 5 (+12)
K/Dungeoneering 5 (+12)
K/Geography 5 (+12)
K/History 5 (+12)
K/Local 7 (+14)
K/Nature 5 (+12)
K/N&R 5 (+12)
K/Religion 5 (+12)
K/The Planes 5 (+12)
Listen 18 (+22)
Sense Motive 18 (+22)
Spot 18 (+22)
Willing Deformity
Acquire Class Feature 1


16
Illithid Savant 4
+8/+3
Fort 5 (+7)
Ref 9 (+11)
Will 12 (+16)
Bluff 19 (+29)
Concentration 19 (+21)
Diplomacy 34 (+51)
Disguise 33 (+42)
Gather Information 19 (+29)
Intimidate 19 (+38)
K/Arcana 19 (+27)
K/A&E 5 (+13)
K/Dungeoneering 5 (+13)
K/Geography 5 (+13)
K/History 5 (+13)
K/Local 9 (+17)
K/Nature 5 (+13)
K/N&R 5 (+13)
K/Religion 5 (+13)
K/The Planes 5 (+13)
Listen 19 (+23)
Sense Motive 19 (+23)
Spot 19 (+23)
Skill Focus (Diplomacy)
Acquire Skill 2
Acquire Feat 2


17
Illithid Savant 5
+8/+3
Fort 5 (+7)
Ref 9 (+11)
Will 12 (+16)
Bluff 20 (+30)
Concentration 20 (+22)
Diplomacy 34 (+51)
Disguise 33 (+42)
Gather Information 20 (+30)
Intimidate 20 (+39)
K/Arcana 20 (+28)
K/A&E 5 (+13)
K/Dungeoneering 5 (+13)
K/Geography 5 (+13)
K/History 5 (+13)
K/Local 11 (+19)
K/Nature 5 (+13)
K/N&R 5 (+13)
K/Religion 5 (+13)
K/The Planes 5 (+13)
Listen 20 (+24)
Sense Motive 20 (+24)
Spot 20 (+24)

Acquire SA or SQ 1
Lore 6/day


18
Illithid Savant 6
+9/+4
Fort 6 (+8)
Ref 10 (+12)
Will 13 (+17)
Bluff 21 (+31)
Concentration 21 (+23)
Diplomacy 34 (+55)
Disguise 33 (+42)
Gather Information 21 (+31)
Intimidate 21 (+42)
K/Arcana 21 (+29)
K/A&E 5 (+13)
K/Dungeoneering 5 (+13)
K/Geography 5 (+13)
K/History 5 (+13)
K/Local 13 (+21)
K/Nature 5 (+13)
K/N&R 5 (+13)
K/Religion 5 (+13)
K/The Planes 5 (+13)
Listen 21 (+25)
Sense Motive 42 (+48)
Spot 21 (+25)
Deformity (Face)
Negotiator
Acquire Skill 3
Acquire Feat 3


19
Illithid Savant 7
+9/+4
Fort 6 (+8)
Ref 10 (+12)
Will 13 (+17)
Bluff 22 (+32)
Concentration 22 (+24)
Diplomacy 34 (+55)
Disguise 33 (+42)
Gather Information 22 (+32)
Intimidate 22 (+43)
K/Arcana 22 (+30)
K/A&E 5 (+13)
K/Dungeoneering 5 (+13)
K/Geography 5 (+13)
K/History 5 (+13)
K/Local 16 (+24)
K/Nature 5 (+13)
K/N&R 5 (+13)
K/Religion 5 (+13)
K/The Planes 5 (+13)
Listen 22 (+26)
Sense Motive 42 (+48)
Spot 22 (+26)

Acquire Class Feature 2


20
Illithid Savant 8
+10/+5
Fort 6 (+8)
Ref 10 (+12)
Will 14 (+18)
Bluff 46 (+59)
Concentration 23 (+25)
Diplomacy 34 (+59)
Disguise 33 (+42)
Gather Information 23 (+33)
Intimidate 23 (+44)
K/Arcana 23 (+31)
K/A&E 5 (+13)
K/Dungeoneering 5 (+13)
K/Geography 5 (+13)
K/History 5 (+13)
K/Local 19 (+27)
K/Nature 5 (+13)
K/N&R 5 (+13)
K/Religion 5 (+13)
K/The Planes 5 (+13)
Listen 23 (+27)
Sense Motive 42 (+48)
Spot 23 (+27)
Skill Focus (Bluff)
Acquire Skill 4
Acquire Feat 4




This contest is about designing enemies for the players to face. Players have a wide range of capabilities they could fall within, and so some manner of flexibility in design is important when you want a BBEG who can give them a challenge no matter how much they're optimizing. The DM is not obligated to play by the rules, but to deliver a good gaming experience. When this coincides with "playing by the rules", that's great! But sometimes the party is trying very hard, and most paths available to the DM to deliver a challenging boss monster require either something just as cheesy as the party, or something so much stronger that they can't legally get XP from it.

Cheese on the DM side of things allows for optimization to be a gradient. A caster monster could be using awful spells, or they could be using good spells; their CR and stat block hasn't fundamentally changed, but the challenge they present to the party has. A lilitu can be played absolutely normally, and be a proper challenge for your average group...but if push comes to shove, Knowledge/Religion +21 allows the Lilitu to play around with sacrifice mechanics, greatly improving her capabilities in a long-term game of intrigue. A DM who's able to employ just the right amount of cheese can design an enemy who is as powerful as they need to be, no matter how hard the PCs are optimizing. And an example of a class that can do just that is Illithid Savant.

Illithid Savant's cheese potential lies in its ability to steal class features - an ability that is, itself, a class feature. Most ways of reading the interactions come to the conclusion that, with the right set-up (something hard for a PC to arrange), an Illithid Savant could theoretically acquire infinite skills, infinite feats, infinite class features, and infinite SAs/SQs. A chain of Illithid Savants dying for the benefit of one of their own can create a being of unparalleled power. It is one of many paths to such power, and it's a path where you could stop at any point along the line.

Is +90 to skills enough for you? How about +900? +9000? How much casting do you need before you've decided that you've got enough. How many feats before your hunger for power is sated? If you're chaining Illithid Savants, you stop more or less wherever you want to stop. In the hands of players, such a thing needs to be curbed or even banned, outside of very high-op games. Allowing a player to create a brain-eating cult is just asking for trouble, especially if the rest of the group can't similarly upgrade themselves to infinite. In the hands of the DM, this is a potential way to make a monster that is as powerful as it needs to be, without breaking the rules at any point along the way.

For this build, I've set myself a few ground rules:

No eating a creature of my CR or higher; they have to be at least one CR lower than me. This means I don't have to justify eating something out of my weight class, and the players don't have to face abilities that are normally too powerful for them.
No or minimum customization. If I'm eating a monster for a feat, they need to have that feat by default. "Minimum customization" is because creatures with class features are almost inevitably going to be custom to some extent, but largely they'll be "generic. If I'm eating the Sneak Attack of a rogue, they're not going to be some special rogue that gets stupid-strong SA in exchange for weaknesses elsewhere, they'll just be a normal NPC rogue build with normal Sneak Attack for their level.
No eating other Illithid Savants. This prevents recursion.


These rules aren't that limiting, but they give me a ceiling to wrestle with. Given some of the choices I'll be making with this villain, I can't quite say that this is the kind of Illithid Savant you could expect to see at a real gaming table for a lower-op group (some of the choices are a bit too good for that). But I'm confident in saying that, if an Illithid Savant you play against is breaking any of the rules above, they are not "low-op". What I've made could maybe be called low-op at some tables, and low-mid at others, and mid at yet others...but anything breaking the above rules is, IMO, at least mid-op, and is almost certainly higher.

Before I get into things, there's two things I need to discuss: one ruling, and one "ruling".


Acquire Class Feature (Ex): At 3rd level, an illithid savant permanently gains one class feature of a consumed brain's owner, as a character of that creature's level in that class. If the former character was a spellcaster, the illithid savant is able to cast one spell of each level available to the character (if the victim was a wizard, the mind flayer must still consult a spellbook or learn from scrolls), as well as any bonus spells provided by the illithid savant's ability scores. If the illithid savant already has spellcasting levels, these spells are in addition to those granted by the illithid savant's spellcasting class levels.

I am trying to make a good faith attempt to use this class as intended. But this ability is not making that easy, nor is the fact that the example statblock doesn't steal from a caster at all, and the epic example statblock that did is gone because WotC deleted the archive. A straightforward reading of the text...let's use an example:


At 3rd level, an illithid savant permanently gains one class feature of a consumed brain's owner, as a character of that creature's level in that class.

The consumed brain is from a Druid 10, and the feature I acquired is Wild Shape.


If the former character was a spellcaster, the illithid savant is able to cast one spell of each level available to the character (if the victim was a wizard, the mind flayer must still consult a spellbook or learn from scrolls), as well as any bonus spells provided by the illithid savant's ability scores.

...well...the former character was a spellcaster. I didn't steal their casting. But apparently I get their casting anyway? Or at least, I get some of their casting anyway? So if they were a caster, it's kinda like I get to steal one and a half features? And I suppose that this would still happen if I did steal their casting, meaning I get even more slots?


If the illithid savant already has spellcasting levels, these spells are in addition to those granted by the illithid savant's spellcasting class levels.

...so, if I'm already a druid...or possibly already have druid casting from having stolen it...those "one slot per level, plus extras from high attribute" are in addition to the slots I already have. "Slots I already have" already including extras from high attribute. So I get to double-dip on a good attribute?

This all feels like a very straightforward reading of the actual text but like...I think we can all agree there's no way that's actually what they meant, right? There's no way the actual WotC-intended reading is that if you steal casting from three Wizard 20s, you have triple normal Wizard 20 slots, plus 3 extra slots per level, plus six times whatever bonus slots a high Int would give you. There's absolutely no way that's the way they intended this to work, right?

Clearly, clearly, designer intent was that if you steal casting, you get a limited version of it with fewer slots, but which can stack with your existing casting. And if you don't steal casting, you don't get casting at all. And the bonus slots from attribute only happen once even if you have multiple sources of spell slots of the same kind. Right? That seems like a more reasonable read to me? That's how I'm going to assume this is meant to work. So like, stealing casting from two wizards means two base slots for each level they overlap, one slot for each level they don't overlap, and then one iteration of "bonus slots from high Int". Since I killed two wizards, that does mean two spellbooks now in my possession, but I still have only so many slots to work with.



I've located what looks to be an accurate version of the Epic Insights WotC used to have for this class (http://rpg.nobl.ca/archive.php?x=dnd/ei/20030608a), although it's impossible to say if it's actually accurate, and it's not a Wayback link (which I'm bad at searching), so I'm loathe to hold it up as evidence of basically anything. If we use this to figure out how they intended spellcasting to be determined...things get weird.

First off, we're just gonna breeze on by the fact that the illithid is allowed to cast 8th and 9th lvl cleric spells despite having Wis 17. The important thing here is that they stole casting from a single cleric, and they got a single slot per spell level, plus a single iteration of extra slots for "high Wis". This supports my reading.

Second off, the wizard casting is an enormous mess, but it also supports my reading, albeit with something I didn't initially think of that should also have been obvious. The illithid in question steals casting from three wizards: one lvl 11, one lvl 18, and one lvl 21. They also have Wizard 2 casting from their own class levels, and are an enchanter.

Wizard 2: 4/2/0/0/0/0/0/0/0/0/0
Wizard 13: 1/1/1/1/1/1/1/1/0/0/0
Wizard 20: 1/1/1/1/1/1/1/1/1/1/0
Wizard 23: 1/1/1/1/1/1/1/1/1/1/0
Specialist: 1/1/0/0/0/0/0/0/0/0/0
Epic Feat: 0/0/0/0/0/0/0/0/0/0/1
High Int: 0/3/3/2/2/2/2/1/1/1/1
Total: 8/9/6/5/5/5/5/4/3/3/2
Expected: 8/9/6/5/5/5/5/4/3/3/3

...hmm. So either this is inaccurate link, it's accurate but WotC screwed up, or I'm making a bad assumption about how these are supposed to work. I'm gonna go ahead and assume it's WotC at fault for bad statblock and that my assumptions are correct, just because it's actually really really close. There is an unstated reason why these wizards would have an extra 10th lvl slot. The only thing I can think of is that maybe because the Illithid (who is an enchanter) gained 10th lvl slots from a feat directly instead of from stolen casting, it counts as part of his base enchanter casting, and thus he gets a specialist bonus slot? Eh, not sure. I'm going to move forward assuming that I've made the correct ruling for how the casting stuff is supposed to stack.

The thing I didn't think of was what caster level the various slots are at. TL;DR as far as I can tell this is accurate CL for the above slot sources:

Wizard 2 (CL 2): 4/2/0/0/0/0/0/0/0/0/0
Wizard 13 (CL 13): 1/1/1/1/1/1/1/1/0/0/0
Wizard 20 (CL 20): 1/1/1/1/1/1/1/1/1/1/0
Wizard 23 (CL 23): 1/1/1/1/1/1/1/1/1/1/0
Specialist (CL 2): 1/1/0/0/0/0/0/0/0/0/0
Epic Feat (CL 23): 0/0/0/0/0/0/0/0/0/0/1
High Int (CL 23): 0/3/3/2/2/2/2/1/1/1/1
Unexplained Other (CL 23): 0/0/0/0/0/0/0/0/0/0/1

So stealing casting doesn't set all your slots to the highest CL available, but it does do that for slots gained via high casting stat.

I put "ruling" in quotes because I feel it's just plain RAW, but I've seen this particular point debated in discussions about Illithid Savant. So up there in the rules, where I'm talking about the rogue's Sneak Attack class feature? Here's an interesting question for you: are "Sneak Attack +1d6" and "Sneak Attack +2d6" one feature, or two separate features? If an Illithid Savant eats a Druid 11, do they have to use their three class feature eats on "Wild Shape 4/day", "Wild Shape (Large)", and "Wild Shape (Tiny)"? Or do they just eat the singular "Wild Shape" class feature in the text and be able to do all that while only eating a single class feature?

To me, the answer feels obvious: text trumps table, and frankly all the Sneak Attack, and all the Wild Shape, are upgrades to a single class feature, not different class features entirely. I would hazard a guess that most of you would agree with me on that point. But the reason I bring this up is, Illithid Savant discussion inevitably turns to "eating other Illithid Savants", and then the question gets asked "does eating Acquire Class Features get you one extra use or three". And some people are very adamant about "on".

That's my "ruling": "one" is the incorrect answer. It is a perfectly acceptable ruling for the sake of balance, but it is a "reading" of the rules borne purely of the desire to make Illithid Savant less powerful than it is while pretending your reading is the inherently correct one. Sneak Attack is one class feature, upgrades and all. Wild Shape is one class feature, upgrades and all. And Acquire Class Feature is one class feature...upgrades and all. That last part is mostly irrelevant to this villain, since they're not eating other Illithid Savants, but because I want to at least consider eating things like "Wild Shape", I wanted to address this particular bad-faith argument I've seen by calling out how silly it is when applied to features besides Acquire Class Feature.

A note about Illithid Savants various "Acquire..." abilities: "Acquire Skill" indicates that the decision of what skill to eat must be "chosen at time of consumption". That line is not present in any of the other abilities. It is reasonable for a DM to read this as a mistake, and that while gaining a new level allows you to acquire a new ability, you can only choose to do so when eating a brain after you gained that level. I am choosing to read the text as it is - which is to say, that is true of Acquire Skill, but for any other "Acquire" ability, I can acquire the ability from a brain I've previously eaten, or I can hang onto it and wait to find another brain later.

CR 13: Acquire Skill 1
Victim: Lilitu (CR 12)
Acquire: Disguise (17 ranks)

CR 14: Acquire Feat 1
Victim: Lilitu (CR 12)
Acquire: Persuasive feat

CR 15: Acquire Class Feature 1
Victim: Wizard 14 (CR 14)
Acquire: Spellcasting

CR 16: Acquire Skill 2/Acquire Feat 2
Victim: Expert 16 (CR 15)
Acquire: Diplomacy (19 ranks), Skill Focus (Diplomacy) feat

CR 17: Acquire SA or SQ 1
Victim: Lilitu (CR 12)
Acquire: Mock Divinity

CR 18: Acquire Skill 3/Acquire Feat 3
Victim: Expert 18
Acquire: Sense Motive (21 ranks), Negotiator feat

CR 19: Acquire Class Feature 2
Victim: Wizard 18 (CR 18)
Acquire: Spellcasting

CR 20: Acquire Skill 4/Acquire Feat 4
Victim: Expert 20
Acquire: Bluff (23 ranks), Skill Focus (Bluff) feat

Size/Type: Large Fey
Hit Dice: 12d6+1d4+26 (70 hp)
Initiative: +6
Speed: 30 ft, fly 60 ft (average)
Armor Class: 20 (-1 size, +2 Dex, +5 natural, +4 mage armor), touch 11, flat-footed 18
Base Attack/Grapple: +6/+13
Attack: Long tentacle +8 melee (1d6+3)
Full Attack: 2 Long tentacles +8 melee (1d6+3) and 4 short tentacles +8 (1d6+3)
Space/Reach: 10 ft. / 5 ft. (10 ft. with 2 long tentacles)
Special Attacks: Extract, Improved Grab, Mind Blast, Psionics, Winter Chill
Special Qualities: Damage Reduction 15/cold iron, Iron Vulnerability, Spell Resistance 27, Telepathy 200 ft
Saves: Fort +6/+14, Ref +10/+18, Will +14/+22
Abilities: Str 17, Dex 14, Con 14, Int 25, Wis 18, Cha 26
Skills: Bluff +24, Concentration +18, Diplomacy +29, Disguise +42 (+44 to act in character), Gather Information +26, Intimidate +30, Knowledge (Arcana) +23, Knowledge (Architecture & Engineering) +12, Knowledge (Dungeoneering) +12, Knowledge (Geography) +12, Knowledge (History) +12, Knowledge (Local) +12, Knowledge (Nature) +12, Knowledge (Nobility & Royalty) +12, Knowledge (Religion) +12, Knowledge (The Planes) +12, Listen +20, Sense Motive +20, Sleight Of Hand +4, Spellcraft +9, Spot +20
Feats: City Slicker, Evil's Blessing, Improved Initiative, Master Manipulator, Wanderer's Diplomacy
Environment: Underground
Organization: Solitary or court (1 ulitharid, 3-5 mind flayers, and 6-10 grimlocks)
Challenge Rating: 13
Treasure: double standard
Alignment: Neutral Evil
Advancement: By character class
Level Adjustment: +9

This is the point at which we can properly get started. For the most part, Traldugal is an Ulitharid who has traded personal combat prowess for skills. She's still plenty dangerous in combat with most city folk, but there's going to be quite a few tougher people in town who could throw her around. Psionics, Mind Blast, and Winter Chill will have to pull their weight if she finds herself in a confrontation. But that should be a rarity, because Traldugal's focus on skills has put her in the heavyweight tier for politicians: even in a metropolis, there's only going to be a handful of people who could even dream of having bonuses like hers in any skill, and they're likely to be experts with much lower Int than she has, and thus won't have nearly the same breadth of skill she does...at least, not without sacrificing those high bonuses.

While most of what's being done with these skills isn't all that different from what's normally possible, I do want to draw attention to the two social feats and to the biggest of the skills.

Master Manipulator lets you use Diplomacy and Sense Motive to get somebody to admit they've lied and why they lied. Big bonuses in these skills, especially big enough to overcome other politicians, will allow you to call out their lies for the world to see, an undeniable advantage.

Wanderer's Diplomacy allows me to use Diplomacy skill to increase the effective gp limit the community has, potentially allowing our villain access to stronger-than-normal items no matter where she's encountered. It also lets us use Bluff as Diplomacy in a single round without taking a penalty; the downside is that the attitude change only lasts a minute, but it's still pretty valuable.

Finally, disguise. Nonmagical disguise won't be undone by dispel magic, antimagic, or true seeing. It allows me to alter the appearance of my height and weight by up to 90%. Ulitharids are 7 to 8 ft tall, and Traldugal is on the low end at 7 ft. She can disguise as 6' 4" if she needs to, but it's honestly not necessary: despite being a Large creature, her height is within the expected height range for a Medium creature. Even disguising as a different gender (using a beard to hide her tentacles, and thus taking a -2 penalty), she's still basically never going to get caught except very occasionally by the most powerful people in a given settlement. And those are the people she'll have personal dealings with, and will either be able to control outright, or at least influence enough that they don't try to have her killed. That would be very inconvenient.

The final point worth mentioning is the position Ulitharids hold within their community: namely, they are generally viewed by other mind flayers as prophets who should be followed, and ulitharids will often receive visitors from other mind flayer colonies that lack their own. Traldugal's pull within a community of her own kind is beyond compare, and should have a great deal of leeway in reassigning resources to deal with problems that threaten her personal ambitions.

Traldugal can be behind most any social intrigue campaign you could care to dream up. All the social power of a focused face PC, all the economic/political power of whoever's face you decide to steal, all the magical power an illithid hive can bring to bear. She's vulnerable to divinations for the most part, but half the problem in a social intrigue game isn't getting information, but figuring out how to leverage it. Oh, you found an evil politician in a metropolis? Sure whatever. Oh, they're a mind flayer? Eh, they're good for the economy and the common folk love them! Have you even found an evil plot, or are you just assuming they're evil because they eat people instead of doing the noble thing and starving to death? That's pretty racist. Come on, we can all get along.

Size/Type: Large Fey
Hit Dice: 12d6+4d4+32 (84 hp)
Initiative: +6
Speed: 30 ft, fly 60 ft (average)
Armor Class: 20 (-1 size, +2 Dex, +5 natural, +4 mage armor), touch 11, flat-footed 18
Base Attack/Grapple: +8/+15
Attack: Long tentacle +10 melee (1d6+3)
Full Attack: 2 Long tentacles +10 melee (1d6+3) and 4 short tentacles +10 (1d6+3)
Space/Reach: 10 ft. / 5 ft. (10 ft. with 2 long tentacles)
Special Attacks: Extract, Improved Grab, Mind Blast, Psionics, Spellcasting, Winter Chill
Special Qualities: Damage Reduction 15/cold iron, Iron Vulnerability, Spell Resistance 27, Telepathy 200 ft
Saves: Fort +7/+15, Ref +11/+19, Will +16/+24
Abilities: Str 17, Dex 14, Con 14, Int 26, Wis 18, Cha 26
Skills: Bluff +29, Concentration +21, Diplomacy +51, Disguise +42 (+44 to act in character), Gather Information +29, Intimidate +38, Knowledge (Arcana) +27, Knowledge (Architecture & Engineering) +13, Knowledge (Dungeoneering) +13, Knowledge (Geography) +13, Knowledge (History) +13, Knowledge (Local) +17, Knowledge (Nature) +13, Knowledge (Nobility & Royalty) +13, Knowledge (Religion) +13, Knowledge (The Planes) +13, Listen +23, Sense Motive +23, Sleight Of Hand +4, Spellcraft +10, Spot +23
Feats: City Slicker, Evil's Blessing, Improved Initiative, Master Manipulator, Persuasive, Skill Focus (Diplomacy), Wanderer's Diplomacy, Willing Deformity
Environment: Underground
Organization: Solitary or court (1 ulitharid, 3-5 mind flayers, and 6-10 grimlocks)
Challenge Rating: 16
Treasure: double standard
Alignment: Neutral Evil
Advancement: By character class
Level Adjustment: +9

Wizard Spellbook (suggested)

1st
Comprehend Languages
Feather Fall
Identify
Magic Missile
Power Word Pain
Protection From Good
Scholar's Touch
Shield

2nd
Glitterdust
Invisibility
Resist Energy
Web

3rd
Dispel Magic
Fireball
Magic Circle Against Evil
Tongues

4th
Charm Monster
Ice Storm
Otiluke's Resilient Sphere
Scrying

5th
Cone Of Cold
Dominate Person
Telekinesis
Teleport

6th
Chasing Perfection
Disintegrate
Hindsight
Planar Binding

7th
Ability Rip
Control Weather
Limited Wish
Prismatic Spray

Spells Prepared (suggested)

0th (1)
Detect Magic (CL 14)

1st (3)
Identify (CL 14)
2x Scholar's Touch (CL 14)

2nd (3)
Glitterdust (CL 14)
2x Invisibility (CL 14)

3rd (3)
Dispel Magic (CL 14)
Fireball (CL 14)
Tongues (CL 14)

4th (3)
Otiluke's Resilient Sphere (CL 14)
2x Scrying (CL 14)

5th (2)
Dominate Person (CL 14)
Teleport (CL 14)

6th (2)
Disintegrate (CL 14)
Hindsight (CL 14)

7th (2)
Limited Wish (CL 14)
Prismatic Spray (CL 14)

This is our sweet spot for two reasons.

First, the wizard casting makes a world of difference. You only have a few slots to work with, but you can use your economic powers and personal wealth to obtain more spells to scribe into your stolen spellbook. I've got suggested spells to know/prep here, but you could honestly substitute basically anything you like and it still works fine. I've geared the list away from combat and towards spells that can assist in social intrigue, but you could just as easily go the other direction and prep a ton of combat spells, trusting her skills to get the job done.

Second, Diplomacy. Previously, it was a very strong skill at +29, capable of adjusting most people's attitudes, and even giving you a chance at calming a hostile confrontation with a single rushed check. Now though, you have +51. Frankly, you never have to worry about not getting your way with NPCs again. You don't have to justify to players why people are listening to the mind flayer even though they can't find any enchantments, because she's got the next best thing: honeyed words and persuasive arguments. You can turn someone from hostile to helpful in a minute, guaranteed. You can turn someone from indifferent to helpful with a single rushed check, guaranteed. You can turn someone from helpful to fanatic in a minute, guaranteed. Who even needs dominate monster?

I've declined from having a separate table for spell progression, largely because most of it would be irrelevant. I get casting improvements at lvl 15, lvl 17, and lvl 18. The casting I have doesn't exist until I steal it, and it doesn't really improve after I steal it unless I steal more of the same kind of casting. Most of the table would be superfluous.

Size/Type: Large Fey
Hit Dice: 12d6+8d4+40 (102 hp)
Initiative: +6
Speed: 30 ft, fly 60 ft (average)
Armor Class: 20 (-1 size, +2 Dex, +5 natural, +4 mage armor), touch 11, flat-footed 18
Base Attack/Grapple: +11/+18
Attack: Long tentacle +13 melee (1d6+4)
Full Attack: 2 Long tentacles +13 melee (1d6+4) and 4 short tentacles +13 (1d6+4)
Space/Reach: 10 ft. / 5 ft. (10 ft. with 2 long tentacles)
Special Attacks: Extract, Improved Grab, Mind Blast, Psionics, Spellcasting Winter Chill
Special Qualities: Damage Reduction 15/cold iron, Iron Vulnerability, Spell Resistance 27, Telepathy 200 ft
Saves: Fort +8/+16, Ref +12/+20, Will +18/+26
Abilities: Str 18, Dex 14, Con 14, Int 26, Wis 18, Cha 26
Skills: Bluff +59, Concentration +25, Diplomacy +59, Disguise +42 (+48 to act in character), Gather Information +33, Intimidate +44, Knowledge (Arcana) +31, Knowledge (Architecture & Engineering) +13, Knowledge (Dungeoneering) +13, Knowledge (Geography) +13, Knowledge (History) +13, Knowledge (Local) +27, Knowledge (Nature) +13, Knowledge (Nobility & Royalty) +13, Knowledge (Religion) +13, Knowledge (The Planes) +13, Listen +27, Sense Motive +48, Sleight Of Hand +4, Spellcraft +10, Spot +27
Feats: City Slicker, Deformity (Face), Evil's Blessing, Improved Initiative, Master Manipulator, Negotiator, Persuasive, Skill Focus (Bluff), Skill Focus (Diplomacy), Wanderer's Diplomacy, Willing Deformity
Environment: Underground
Organization: Solitary or court (1 ulitharid, 3-5 mind flayers, and 6-10 grimlocks)
Challenge Rating: 20
Treasure: double standard
Alignment: Neutral Evil
Advancement: By character class
Level Adjustment: +9

Spells Prepared (boring suggestion)

All are CL 9. I've gone very boring with these spells, but that's not a requirement. Due to spell and caster level, these are never gonna be huge improvements for your combat, so this should generally be an out-of-combat healing and utility spell pool. Unfortunately for this particular source, you can't spontaneously convert, but you've got more slots than if you stole the casting of a Cleric 9 so that's useful.

0th
6x Detect Magic

1st
Disguise Self (domain)
6x Cure Light Wounds

2nd
Invisibility (domain)
6x Cure Moderate Wounds

3rd
Nondetection (domain)
5x Cure Serious Wounds

4th
Confusion (domain)
4x Cure Critical Wounds

5th
Planar Binding, Lesser (domain)
Death Ward
True Seeing

Wizard Spellbook (suggested)

1st
Alarm
Blood Wind
Comprehend Languages
Disguise Self
Expeditious Retreat
Feather Fall
Identify
Magic Missile
Power Word Pain
Protection From Good
Scholar's Touch
Shield
?
?
?
?

2nd
Alter Self
Blindsight
Glitterdust
Invisibility
Resist Energy
Web
?
?

3rd
Anticipate Teleportation
Bestow Curse
Dispel Magic
Fireball
Magic Circle Against Evil
Tongues
?
?

4th
Aerial Alacrity
Assay Spell Resistance
Charm Monster
Ice Storm
Otiluke's Resilient Sphere
Scrying
?
?

5th
Ball Lightning
Cacophonic Burst
Cone Of Cold
Dominate Person
Telekinesis
Teleport
?
?

6th
Acid Fog
Chasing Perfection
Disintegrate
Hindsight
Mass Suggestion
Planar Binding
?
?

7th
Ability Rip
Arcane Spellsurge
Barghest's Feast
Control Weather
Limited Wish
Prismatic Spray
?
?

8th
Charm Monster, Mass
Spell Engine
?
?

9th
Astral Projection
Genesis
?
?

Spells Prepared (suggested)

0th (2)
Detect Magic (CL 14)
Detect Magic (CL 18)

1st (4)
Comprehend Languages (CL 14)
Identify (CL 18)
Power Word Pain (CL 18)
Scholar's Touch (CL 18)

2nd (4)
Resist Energy (CL 14)
Blindsight (CL 18)
Invisibility (CL 18)
Web (CL 18)

3rd (4)
Tongues (CL 14)
Anticipate Teleportation (CL 18)
Dispel Magic (CL 18)
Fireball (CL 18)

4th (4)
Otiluke's Resilient Sphere (CL 14)
Assay Spell Resistance (CL 18)
Charm Monster (CL 18)
Scrying (CL 18)

5th (3)
Dominate Person (CL 14)
2x Teleport (CL 18)

6th (3)
Hindsight (CL 14)
Disintegrate (CL 18)
Mass Suggestion (CL 18)

7th (3)
Arcane Spellsurge (CL 14)
Limited Wish (CL 18)
Prismatic Spray (CL 18)

8th (2)
Mass Charm Monster (CL 18)
Spell Engine (CL 18)

9th (1)
Astral Projection (CL 18)

The extra wizard slots are nice. The extra spellbook greatly expands your options and gives you some solid strategies to use, like Astral Projection and Spell Engine. I've left some of these spells in spellbook as question marks because I feel that stealing spellbooks from two random wizards is gonna have some overlap and these are all I could really justify to myself. But if you decide you've got something you really want at a given spell level, you've got a couple that are essentially "dealer's choice" before you definitely have to start paying for scrolls to scribe. Sense Motive and Bluff are now sky-high, and both of them boost Diplomay higher via epic synergy bonuses. You've even got limited access to cleric spells - which, because it's a stolen special attack rather than a stolen class feature, is the whole casting rather than limited slots (although it's still max 5th level spells so...yeah).

But overall, you're in a worse spot compared to CR 16, at least relative to the PCs. They had high-level magic before, but 9ths are always a game-changer; you've gotten them, but so has the party, and that's gonna make your shenanigans a lot easier to derail.

Archived Online Content (http://rpg.nobl.ca/archive.php?x=dnd/ei/20030608a) (contentious): Epic Illithid Savant

Dragon Compendium: Unseelie Fey (pg 222)

Dungeon Master's Guide: Expert (pg 109)

Elder Evils: Deformity (Face) (pg 12), Evil's Blessing (pg 13)

Epic Level Handbook: Epic Synergy Bonuses (pg

Fiendish Codex I: Lilitu (pg 43)

Heroes Of Horror: Willing Deformity (pg 125)

Lords Of Madness: Ulitharid (pg 158)

Player's Handbook: Wizard (pg 55), Improved Initiative (pg 96), Negotiator (pg 98), Persuasive (pg 98), Skill Focus (pg 100)

Player's Handbook 2: Master Manipulator (pg 80), Wanderer's Diplomacy (pg 95)

Races Of Destiny: City Slicker (pg 150)

Savage Species: Illithid Savant (pg 77)

Because there's so many spells, I thought it'd be easier to give them their own section in the sources, rather than like...have dozens of PH spells, and then buried in that list is the PH feat sources.

Deities And Demigods: Genesis (pg 216)

Dragon Magic: Arcane Spellsurge (pg 64)

Player's Handbook: Acid Fog (pg 196), Alarm (pg 197), Alter Self (pg 197), Astral Projection (pg 201), Bestow Curse (pg 203), Comprehend Languages (pg 212), Cone Of Cold (pg 212), Confusion (pg 212), Control Weather (pg 214), Cure Critical Wounds (pg 215), Cure Light Wounds (pg 215), Cure Moderate Wounds (pg 216), Cure Serious Wounds (pg 216), Death Ward (pg 217), Detect Magic (pg 219), Disguise Self (pg 222), Disintegrate (pg 222), Dispel Magic (pg 223), Dominate Person (pg 224), Expeditious Retreat (pg 228), Feather Fall (pg 229), Fireball (pg 231), Identify (pg 243), Invisibility (pg 245), Lesser Planar Binding (pg 261), Limited Wish (pg 248), Magic Circle Against Evil (pg 249), Magic Missile (pg 251), Mass Charm Monster (pg 209), Mass Suggestion (pg 285), Nondetection (pg 257), Planar Binding (pg 261), Prismatic Spray (pg 264), Protection From Good (pg 265), Shield (pg 278), Telekinesis (pg 292), Teleport (pg 292), Tongues (pg 294), True Seeing (pg 296)

Player's Handbook 2: Chasing Perfection (pg 106)

Races Of Destiny: Scholar's Touch (pg 167)

Races Of The Dragon: Power Word Pain (pg 116)

Races Of The Wild: Aerial Alacrity (pg 174)

Serpent Kingdoms: Ability Rip (pg 115)

Spell Compendium: Barghest's Feast (pg 24), Blood Wind (pg 33), Cacophonic Burst (pg 41), Spell Engine (pg 198)

H_H_F_F
2022-03-25, 09:48 AM
A little party never killed nobody.

https://brewminate.com/wp-content/uploads/2018/01/010818-38-Euripides-Bacchae-Classics-Literature.jpg
https://upload.wikimedia.org/wikipedia/commons/thumb/e/ea/Bacchai_by_Euripides_IMG_1594_%286992792114%29.jpg/640px-Bacchai_by_Euripides_IMG_1594_%286992792114%29.jpg

CE Mob of Advanced Paragon Bacchae

Abilities Initial Bacchae Paragon 4th Mob Total
STR 15 4 15 34
DEX 14 2 15 1 32
CON 13 4 15 32
INT 12 15 change to 10 10
WIS 8 -2 15 change to 10 10
CHA 10 4 15 change to 10 10
CR HD Class BAB Fortitude Reflex Will Skills Feats Class Features
15 - Paragon Creature - - - - - Improved Unarmed StrikeParagon Paragon traits, spell-like abilities, fire and cold resistance 10, DR 10/epic, SR, fast healing 20
17 2 Outsider-2 2 3 3 3 80: {+5} Balance: 5; {+5 CC} Bluff: 2.5; {+5 CC} Diplomacy: 2.5; {+3 CC} Disguise: 1.5; {+5} Intimidate: 5; {+5} Jump: 5; {+5} Listen: 5; {+5} Perform (Comedy): 5; {+5} Perform (Dance): 5; {+5} Perform (Percussion instruments): 5; {+5} Perform (Wind instruments): 5; {+5} Perform (Sing): 5; {+5 CC} Sense Motive: 2.5; {+5} Spot: 5; {+5} Survival: 5; {+5} Tumble: 5; {+2} Nimble Charge; Improved Grapple1st Debauch, rage, rend 2d4, spell-like abilities, acid and electricity resistance 10, immunity to polymorph, outsider traits
17 3 Outsider-3 3 3 3 3 16: {+1} Balance: 6; {+1 CC} Bluff: 3; {+1 CC} Diplomacy: 3; {+1 CC} Disguise: 2; {+1} Intimidate: 6; {+1} Jump: 6; {+1} Listen: 6; {+1} Perform (Comedy): 6; {+1} Perform (Dance): 6; {+1} Perform (Percussion instruments): 6; {+1} Perform (Wind instruments): 6; {+1} Perform (Sing): 6; {+1 CC} Sense Motive: 3; {+1} Spot: 6; {+1} Survival: 6; {+1} Tumble: 6; Nimble Charge; Earth's Embrace3rd
18 4 Outsider-4 4 4 4 4 16: {+1} Balance: 7; Bluff: 3; Diplomacy: 3; {+2 CC} Disguise: 3; {+1} Intimidate: 7; {+1} Jump: 7; {+1} Listen: 7; {+1} Perform (Comedy): 7; {+1} Perform (Dance): 7; {+1} Perform (Percussion instruments): 7; {+1} Perform (Wind instruments): 7; {+1} Perform (Sing): 7; Sense Motive: 3; {+1} Spot: 7; {+1} Survival: 7; {+1} Tumble: 7; {+2} Listen to This, Nimble Charge;
20Sweet spot 30 Mob 30 17 17 17 0: Balance: 7; Bluff: 3; Diplomacy: 3; Disguise: 3; Intimidate: 7; Jump: 7; Listen: 7; Perform (Comedy): 7; Perform (Dance): 7; Perform (Percussion instruments): 7; Perform (Wind instruments): 7; Perform (Sing): 7; Sense Motive: 3; Spot: 7; Survival: 7; Tumble: 7; Listen to This, Nimble Charge; Improved Bull RushB, Improved OverrunB Expert grappler, trample, mob anatomy

- Well, Kirin, have you ever heard of Wild Bender?
- This peasant's fairy tales, Teacher Mos? Yeah, I heard. Band of drunk people who walk here and there now and then and get honest people blackout drunk? Are these stories about us, Teacher?
- No, rookie, not exactly. We, drunken masters, sometimes can do something like this. Some of us. But Wild Bender isn't us. And it isn't a fairytale. Wild Bender is a dangerous phenomenon. No one knows exactly what it is. Divine or arcane curse, rare evil monster or nature force, hallucinations, or all together. But I can tell you, I had an encounter with it once.
- Did you, Teacher? Really? Wow! What was it?
- Pour me some wine and listen carefully.

It was three or four years ago. I was searching for my old friend, named Jona. I got a message from him. Somebody debauched in fields near his town and people started going missing. Local Watch couldn't handle it. He was scared.
When I arrived Jona wasn’t at his farm, his wife was worried so much. She said Jona went to the town the day before and hasn't come back. I told her to stay put, took a bit of wine, and went looking for Jona. Before becoming drunken master I was a ranger, yeah, I know quite unusual, and I was sure I could track him down. And I was right. I retraced him easily. First I found his wagon and horse. It was several hundred feet from the road. All just fine. Nothing stolen as I saw, only the horse was a little scared...
- Rookie, get more wine...
Well, where did I was stopped? Jona's wagon? Right. I found numerous footprints around wagon. Three or four dozens of people. Jona left with them. Track was old. Yesterday's. I hurried after. I was afraid it might be robbers and Jona maybe already dead. Can you imagine my joy then I caught up with them and saw Jona between. I called out to him immediately, asked what heppend, and I was looking for others. They were... like drunks, real tough tooters! All dirty, dressed up in some kind of rags, somebody wallowed on the ground unconscious. And all looked fun and happy, harmless. It was something! You know, I've seen some crazy things in my time, but I was impressed. Jona steped forward to me, hugged me, and offered me a drink. Well, my wine was already over by then and he didn't nead to ask me twice...
- Kirin, see if we can find some vodka here, before I go on...
- Here, Teacher.
- You found? Good job, kid!
What? Yes, Jona gave me a drink, yes. You know, few people can outdrink me. I can drink, and drink, and drink and still be here, understand all, remember all, but this time... It’s like a blur in my mind. It lasted a day or a week? Or a month? Now I know - it was just one night, but then... I was lost. That was funny. Very, very funny and easy. It was the best night of my life I thought. But next was dawn and... I'm awake! I was terrified! I was standing with a mug of the worst bear I'd ever drink. I don't know, I think somebody threw up into a keg. Well, I was standing and singing... I even didn't know what I sang! There was something in my head, something alien, and I kicked it out a moment ago. This people around me, who sang with me just a moment before, fell silent and looked at me. I saw how anger grows in their eyes. All, even Jona, I realized they aren't humans anymore, they are something... Something... I don't know. And I ran! They didn't try to catch me, I think they could easily, but they didn't. They just let me go. Don't know why. I saw they were angry with me.
I returned to Jona's wife, told her that her husband was consumed by a horrible monster, I still think I didn't lie then, they... it... really consumes, not the body, but very soul, and she should grab anything at her fingertips and run away as fast as she can. I think I was very convincing at that moment. She took children, some belongings and we drove off in half a hour!
- Now, get out your spirit stash, yeah, I told about that flask, and give it to me, I need get hammered, asap.

Tactics, tips, notes, issues, and so on.
Bad things go first.
Well, I'll be honest, Mob is a bad template. Not the worst, but with some problems. I want to focus on one thing.

Mobs don’t make standard attacks.
but

Expert Grappler (Ex): A mob can maintain a grapple without penalty and still make attacks against other targets (normally, attacking other targets while grappling imposes a –20 penalty on grapple checks). A mob is never considered flat-footed while grappling.
How can mobs start grappling? I don't know. Well, if it has improved grab - it's ok, but if it hasn't? If he has Improved Grapple? I think it can initiate grapple in regular way. After all, it has Improved Bull Rush and Improved Overrun, which needed standard action to activate, either.
There are two versions of this template: from SRD and from Epic Level Handbook + Update Booklet and these versions have differences. SRD version has CR +15, ELH version has CR depending on HD of base creature. Update Booklet didn't change this while it for example changed CR for Advanced dragon.
I used SRD version, but if you think ELH+UB is more correct I place here alternative:
CR HD Class BAB Fortitude Reflex Will Skills Feats Class Features
2 2 Outsider-2 2 3 3 3 45: {+5} Balance: 5; {+5 CC} Bluff: 2.5; {+5} Intimidate: 5; {+5} Jump: 5; {+4} Perform (Comedy): 4; {+4} Perform (Dance): 4; {+4} Perform (Percussion instruments): 4; {+4} Perform (Wind instruments): 4; {+4} Perform (Sing): 4; {+5} Tumble: 5; Improved Unarmed Strike1st Debauch, rage, rend 2d4, acid and electricity resistance 10, immunity to polymorph, outsider traits
2 3 Outsider-3 3 3 3 3 9: Balance: 5; {+1 CC} Bluff: 3; {+1} Intimidate: 6; {+1} Jump: 6; {+1} Perform (Comedy): 5; {+1} Perform (Dance): 5; {+1} Perform (Percussion instruments): 5; {+1} Perform (Wind instruments): 5; {+1} Perform (Sing): 5; {+1} Tumble: 6; Improved Grapple3rd
3 4 Outsider-4 4 4 4 4 9: {+1} Balance: 6; Bluff: 3; {+1} Intimidate: 7; {+1} Jump: 7; {+1} Perform (Comedy): 6; {+1} Perform (Dance): 6; {+1} Perform (Percussion instruments): 6; {+1} Perform (Wind instruments): 6; {+1} Perform (Sing): 6; {+1} Tumble: 7;
8 30 Mob 30 17 17 17 0: Balance: 6; Bluff: 3; Intimidate: 7; Jump: 7; Perform (Comedy): 6; Perform (Dance): 6; Perform (Percussion instruments): 6; Perform (Wind instruments): 6; Perform (Sing): 6; Tumble: 7; Improved Bull RushB, Improved OverrunB Expert grappler, trample, mob anatomy
20 - Paragon Creature - - - - 0: Balance: 6; Bluff: 3; Intimidate: 7; Jump: 7; Perform (Comedy): 6; Perform (Dance): 6; Perform (Percussion instruments): 6; Perform (Wind instruments): 6; Perform (Sing): 6; Tumble: 7; SnatchParagon Paragon traits, spell-like abilities, fire and cold resistance 10, DR 10/epic, SR, fast healing 20

Most valuable change is feat. I took Snatch, it should take away the questions about starting grapple. And some skills are decreasing of course. But it balanced by +15 to mental stats after mob's change.
Unfortunately, it is impossible to make build that will work in both cases. ELH variant has +18 CR for low HD base creatures, but +12 CR for high HD and doesn't work if add Paragon before Mob (CR will be 23). So alternative is strictly necessary.

A paragon creature gains a +20 luck bonus on damage rolls for all melee and thrown ranged attacks.
This bonus damage can apply or not apply to mob's attack.

A paragon creature’s special attacks, if any, all gain a +13 insight bonus, if applicable. The +13 insight bonus may only be applied to a given special ability once.
Well, it's obvious in the case of Bacchae's Debauch and Mob's Trample - +13 to DC, and in case of Bacchae's Rend all clear, too - +13 to damage. But when we look at the Mob's Expert Grappler... I think it should be +13 to all grapple checks, but I'm not sure.
Plus, it isn't clear how about feats granted Special Attacks. I talk about Earth's Embrace or Snatch here.

Now something good.
Wild Bender's tactic is simple. Initially it tries to seduce its prey with social skills, likely Intimidate (+29 check against regular medium humanoid) to drink with it. This triggers Wild Bender's Debauch ability (Will DC 33). If this doesn't work Wild Bender will use its 80 ft speed and Nimble Charge skill trick to close and attack prey. Wild Bender prefer to grapple (grapple check +54, or +67 if you count Paragon's +13, or even 25 more if you going crazy and count Paragon's luck bonus on the attack roll applicable for grapple, too) prey and Embrace him to the unconsciousness with subdual damage. Next, ply him by force. This should trigger Debauch, too.
If Wild Bender is forced to fight, not hunt and can't or is unwilling to escape it is a very dangerous combatant. It has 5d6+2d4+31 Damage, 49 AC, DR 10/epic, FH 20, SR 45, Saves (F/R/W) 38/38/27, 930 HP (and after HPs will be over you'll found yourself in front of 19-20 (40% of 48 is 19.2, yeah, mob is a great written template) Advanced Paragon Bacchae, who, by the way, can use their SLAs (60 times Tasha’s Hideous Laughter with DC 34 for 22 rounds? I'll take this!)). And this all aside from rage (16 rounds duration).
Wild Bender in its full glory is a hard opponent even for 20th level party. If you think it's too much, you can use individual Bacchae - one or more, paragon or not. Or a non-paragon mob. If looking on CR there are the following options: 2-3 (single non-paragon bacchae), 8 (mob of non-paragon bacchae), 17-18 (single paragon bacchae), or any combinations. We can see a big gap on 8-16 CRs, but I think, while the paragon creature template is certainly powerful, a 2-4 HD creature with it definitely isn't a threat for a 17-18th level party. You also can configure the power of Wild Bender with a decreasing number of its members.

Unlike standard swarms, mobs are made up of relatively small numbers of individual creatures, so spells or effects that target specific numbers of creatures can have an effect on a mob. Each specific creature that is slain, disabled, or otherwise incapacitated by spells or effects that target specific creatures bestows two negative levels on the mob. A mob that gains negative levels equal to its Hit Dice breaks up as if reduced to 0 hit points. Negative levels gained in this manner are not the result of negative energy (and thus cannot be blocked by death ward or removed by restoration), but never result in permanent level loss.
These methods aren't strictly RAW, but still useful in real games.
On the other hand, if you need to increase the encounter difficulty, you can give the party a mission to rescue recently converted NPC (or even PC). This can significantly limit their combat capabilities. Unless they want to risk the life of their target.

Just to provide a look behind the curtain: I initially wanted the limitation to state that you had to be larger than medium even when disguised, but decided that was probably too restrictive. Getting to that goal is still good, in my view.
Challenge accepted! :smallcool:
Wild Bender appears as a medium-sized humanoid. As forty-eight medium-sized humanoids actually.
Wild Bender is a Gargantuan outsider.
Wild Bender devours humanoids in the worst way, it completely corrupts their souls transforming them into part of itself.
Wild Bender is Evil. Yeah, Bacchae has "Always chaotic neutral" Alignment. I think it's nonsense. Their method of reproduction should lead them to Evil sooner or later. Wild Bender is one of the oldest Bacchae bands, it definitely should cross the line.

Bacchae - Fiend Folio, 18
Paragon Creature - SRD (https://www.d20srd.org/srd/epic/monsters/paragonCreature.htm) or Epic Level Handbook, 209 + Update Booklet
Mob - DMGII, 59
Improved Unarmed Strike, Improved Grapple, Improved Bull Rush, Improved Overrun - PHB, 89-102
Earth's Embrace - Complete Warrior, 97
Snatch - MMI, 304
Listen to This, Nimble Charge - Complete Scoundrel, 87
Drunken Master - Complete Warrior, 27

H_H_F_F
2022-03-25, 09:49 AM
That's it, except for a bonus entry, coming now. This one is not to be judged, as the chef responsible has already submitted 2 entries.

H_H_F_F
2022-03-25, 09:50 AM
Just kidding!
This entry is not meant to be judged.

https://i.pinimg.com/originals/3f/18/b0/3f18b067821e586dbcb3092edd784bac.png
- And I have another joke. Listen:

- Knock! Knock!
- Who's there?
- Down!
- Down who?
- Knockdown you!
Amorphous pile of flesh in front of Kidder made the effort and take the shape of the man:
- So stupid joke! Oh! I even became myself over it!
- How are you still sane? You should be in deep coma hours ago.
- Well, your jokes aren't so bad... Maybe you heard the name Dahlver-Nar...
- Yeah, I see... And what am I gonna do with you now? I can kill you of course, but it's better for spawns grow in live host.
- You don't need that. My friends are dead, I'll become amorphous again soon and can't escape. Better tell me your story while I’m still alive. I'm very interest-bloop-bloop...
- Unusual. Almost all beg for mercy, not a story... I can follow through on your last wish. Well listen:

So a Green slaad walks into a tavern with a...
- Bloop-bloop... Please, please, without your jokes, Dahlver-Nar is a powerful vestige, but he has his own limits.
- You hurt me, human, but I can understand your wish to revenge.

Abilities Initial Race 12th, 16th, 20th Total
STR 12 12 24
DEX 13 2 15
CON 15 8 3 26
INT 8 8
WIS 10 10
CHA 14 2 16

CE Green Slaad Battle Dancer-1/Slaad Brooder-10

CR ECL Class BAB Fort Reflex Will Skills Feats Class Features
- 1st Green slaad-1 1 2 2 2 28: {+4} Climb: 4; {+4} Concentration: 4; {+4 CC} Disguise: 2; {+4} Hide: 4; {+4} Jump: 4; {+2} Listen: 2; {+4} Move Silently: 4; {+2} Spot: 2; Multiattack Change shape, darkvision 60 ft., fast healing 5, immunity to sonic, resistance to acid 5, cold 5, electricity 5, and fire 5, spell-like abilities, summon slaad
- 2nd Green slaad-2 2 3 3 3 7: {+1} Climb: 5; {+1} Concentration: 5; {+1 CC} Disguise: 2.5; {+1} Hide: 5; {+1} Jump: 5; {+1} Listen: 3; {+1} Move Silently: 5; Spot: 2;
- 3rd Green slaad-3 3 3 3 3 7: {+1} Climb: 6; {+1} Concentration: 6; {+1 CC} Disguise: 3; {+1} Hide: 6; {+1} Jump: 6; Listen: 3; {+1} Move Silently: 6; {+1} Spot: 3; Improved Multiattack
- 4th Green slaad-4 4 4 4 4 7: {+1} Climb: 7; {+1} Concentration: 7; {+1 CC} Disguise: 3.5; {+1} Hide: 7; {+1} Jump: 7; {+1} Listen: 4; {+1} Move Silently: 7; Spot: 3;
- 5th Green slaad-5 5 4 4 4 7: {+1} Climb: 8; {+1} Concentration: 8; {+1 CC} Disguise: 4; {+1} Hide: 8; {+1} Jump: 8; Listen: 4; {+1} Move Silently: 8; {+1} Spot: 4;
- 6th Green slaad-6 6 5 5 5 7: {+1} Climb: 9; {+1} Concentration: 9; {+1 CC} Disguise: 4.5; {+1} Hide: 9; {+1} Jump: 9; {+1} Listen: 5; {+1} Move Silently: 9; Spot: 4; Great Fortitude
- 7th Green slaad-7 7 5 5 5 7: {+1} Climb: 10; {+1} Concentration: 10; {+1 CC} Disguise: 5; {+1} Hide: 10; {+1} Jump: 10; Listen: 5; {+1} Move Silently: 10; {+1} Spot: 5;
- 8th Green slaad-8 8 6 6 6 7: {+1} Climb: 11; {+1} Concentration: 11; {+1 CC} Disguise: 5.5; {+1} Hide: 11; {+1} Jump: 11; {+1} Listen: 6; {+1} Move Silently: 11; Spot: 5;
9 9th Green slaad-9 9 6 6 6 7: {+1} Climb: 12; {+1} Concentration: 12; {+1 CC} Disguise: 6; {+1} Hide: 12; {+1} Jump: 12; Listen: 6; {+1} Move Silently: 12; {+1} Spot: 6; Power Attack
10 10th Battle Dancer-1 10 6 8 6 3: Climb: 12; Concentration: 12; Disguise: 6; Hide: 12; Jump: 12; Listen: 6; Move Silently: 12; {+1} Perform (joke-telling): 1; Spot: 6; {+2} Assume Quirk; Improved Unarmed StrikeB AC bonus, unarmed strike
11 11th Slaad Brooder-1 11 8 8 8 1: Climb: 12; Concentration: 12; {+1 CC} Disguise: 6.5; Hide: 12; Jump: 12; Listen: 6; Move Silently: 12; Perform (joke-telling): 1; Spot: 6; Assume Quirk; Implant, improved grab
12 12th Slaad Brooder-2 12 9 8 9 1: Climb: 12; Concentration: 12; {+1 CC} Disguise: 7; Hide: 12; Jump: 12; Listen: 6; Move Silently: 12; Perform (joke-telling): 1; Spot: 6; Assume Quirk; Versatile Unarmed Strike Imbue pellet
13 13th Slaad Brooder-3 13 9 9 9 1: Climb: 12; Concentration: 12; {+1 CC} Disguise: 7.5; Hide: 12; Jump: 12; Listen: 6; Move Silently: 12; Perform (joke-telling): 1; Spot: 6; Assume Quirk; Deep implant
14 14th Slaad Brooder-4 14 10 9 10 1: Climb: 12; Concentration: 12; {+1 CC} Disguise: 8; Hide: 12; Jump: 12; Listen: 6; Move Silently: 12; Perform (joke-telling): 1; Spot: 6; Assume Quirk; Rapid hatching
15 15th Slaad Brooder-5 15 11 9 11 1: Climb: 12; Concentration: 12; {+1 CC} Disguise: 8.5; Hide: 12; Jump: 12; Listen: 6; Move Silently: 12; Perform (joke-telling): 1; Spot: 6; Assume Quirk; Ability Focus (Implant) Chaos focus
16 16th Slaad Brooder-6 16 11 10 11 1: Climb: 12; Concentration: 12; {+1 CC} Disguise: 9; Hide: 12; Jump: 12; Listen: 6; Move Silently: 12; Perform (joke-telling): 1; Spot: 6; Assume Quirk; Multiple implant
17 17th Slaad Brooder-7 17 12 10 12 1: Climb: 12; Concentration: 12; {+1 CC} Disguise: 9.5; Hide: 12; Jump: 12; Listen: 6; Move Silently: 12; Perform (joke-telling): 1; Spot: 6; Assume Quirk; Color choice
18 18th Slaad Brooder-8 18 12 10 12 1: Climb: 12; Concentration: 12; {+1 CC} Disguise: 10; Hide: 12; Jump: 12; Listen: 6; Move Silently: 12; Perform (joke-telling): 1; Spot: 6; Assume Quirk; Improved Grapple Heighten chaos
19 19th Slaad Brooder-9 19 13 11 13 1: Climb: 12; Concentration: 12; {+1 CC} Disguise: 10.5; Hide: 12; Jump: 12; Listen: 6; Move Silently: 12; Perform (joke-telling): 1; Spot: 6; Assume Quirk; Corporeal instability, death spawn
20 20th Slaad Brooder-10 20 13 11 13 1: Climb: 12; Concentration: 12; {+1 CC} Disguise: 11; Hide: 12; Jump: 12; Listen: 6; Move Silently: 12; Perform (joke-telling): 1; Spot: 6; Assume Quirk; Dominate spawn

- I was just another green slaad. Born from some human bard. His name was Jonas, I read this in his diary later. I really appreciate his sacrifice. If he wasn't arcane caster, I'd born stupid Blue or even Red! But I dodged a missile.
Kidder is green slaad. Strong, tough, big, but not so smart outsider-frog in the Limbo chaos! There are thousands of them!
- I meet one githzerai once. I wasn't hungry, he wasn't searching for slaad's head. We fight, but not to death, just because he is he and I am I. Slaadi and githzerai always fight, it's constantly as the Chaos itself. I fought with my claws and fangs, but he with bare hands and feet. It was interesting. I change myself into his appearance and tried to do the same. He beat me easily. But then stopped and started to show me what I should to do. He gave me one lesson bowed to me and went away. I'm not going to lie, his arts didn't give me much, but only idea. His way not for chaos, but I had my parent's diary. That was really man-of-chaos. He tried to play music on so many different instruments, to sing, to dance, to joke... By the way...
- Bloop!!!
- Well, it's your loss! So I told about my parent. His dances. He even made several sketches of that! And dance was for me. Dance with kicks and punches! Amazing! You did see how I danced you all, didn't you?
Kidder takes one level of Battle Dancer. Maybe it isn't as good as two another outsider HDs, but he needs natural weapons available in any form. And +3 AC isn't bad, either.
- After that I started to think. Yes, Jonas was my parent, but... There was another one. Slaad. I don't know him. I don't know if it was Red or Blue. I think Red, but I unsure. Nothing more. And I myself. I can't be a parent as easily as they can. Just bite or claw somebody and done! It's unfair! So I started to search. Surprisingly the task was not so difficult. Grab some Reds, dissect, transplant to myself glands, and here I am! Material plane is a good place, by the way!
- Are you sure you don't want an anecdote? What? Quiet? Maybe your vestige went away... Well, listen:

- What is the longest word?
- Smiles.
- ?
- There’s a mile between the first and the last letter!
Slaad Brooder. We went all the way here. Not so long actually, but still. With four iteratives and up to three natural claw/claw/bite Kidder has seven attacks and each of them can melt an enemy into a formless mass which can do almost nothing.
Versatile Unarmed Strike taken mostly for fluff reasons. Implanting eggs with piercing natural attack looks more believable, but feat easily can be changed for Snap Kick or Circle Kick. Improved Grapple isn't indispensable, either.

Sweet spots are CR 16 when Kidder gets Multiple Implant and CR 19 with Corporeal Instability.


Must appear as a medium-sized humanoid. The more the disguise can stand to scrutiny, the better. The more physical qualities and capabilities are maintained even while disguised, the better.
Green Slaad's Change Shape. Most of humanoid forms unfortunately don't have their own natural weapons, so it's very lucky for Kidder to have the level of the Battle Dancer.

Must not actually be a humanoid and must be of a size larger than medium.
Green Slaad is Large Outsider.

Must devour humanoids, in one sense or another. The more mechanical backup you have for this, the better.
This is the foremost weakness. Yes, Kidder has no mechanical backup for eating humanoids, he even can be vegan! He isn't of course, but he can. I was creating Kidder with a simple think in my mind: "All the best to the children." First you should feed the child, it is your continuing, next feed yourself.

Must be evil, of course.
Kidder is Chaotic Evil, I swear!


Type Name Book Page
Race Green slaad Monster Manual 230
Class Battle Dancer Dragon Compendium 26
Prestige сlass Slaad Brooder Savage Species 86
Feat Multiattack Monster Manual 304
Feat Improved Multiattack Draconomicon 70
Feat Great Fortitude Player's Handbook 94
Feat Power Attack Player's Handbook 98
Feat Improved Unarmed Strike Player's Handbook 96
Feat Versatile Unarmed Strike Player's Handbook II 85
Feat Ability Focus Monster Manual 303
Feat Improved Grapple Player's Handbook 95
Feat Snap Kick Tome of Battle 32
Feat Circle Kick Sword and Fist 9
Skill trick Assume Quirk Complete Scoundrel 85

H_H_F_F
2022-03-25, 09:51 AM
And... that's it! Seven wolves in sheep's clothing, for your enjoyment!

On to you, judges!

Doctor Despair
2022-03-25, 10:31 AM
https://i.postimg.cc/VvJhgGtt/imposter.png

ciopo
2022-03-25, 10:44 AM
it amuses me greatly that there are changeling that use metamorphosis to get the barghest feed, and barghest that uses assume supernatural ability to get the changeling's grandaddy doppelganger change shape

loky1109
2022-03-25, 11:36 AM
Good wolves! I expect more entries, but 7 is good enough. Thanks to all competitor and to our chair!

My very first idea was Intellect Devourer. Also I was thinking about: Demilich, Worm that Walks, Warforged with Bag of Devouring as embedded component, Reason Stealer Binder-AMAP, Spellweaver (maybe) Vampire Lifedrinker, and Boneleaf. Maybe I have too many free time to think. )))

UPD: table

Name Alignment / Race Class Levels Place
Grendel (https://forums.giantitp.com/showsinglepost.php?p=25407423&postcount=37) NE Primordial Craa’ghoran Urban Druid 5/Avenging Executioner 5
Little Girl with Long Hair (https://forums.giantitp.com/showsinglepost.php?p=25407430&postcount=38) LE Gruesome Lurker of Bane Combat Focused High Enchanter 7/Monk 1
Lam (https://forums.giantitp.com/showsinglepost.php?p=25407446&postcount=39) NE Half-Fiend Changeling Half-Elf Paragon 1/Erudite 7/Human Paragon 2/Cabinet Trickster 5/Zhentarim Spy 1
Dox (https://forums.giantitp.com/showsinglepost.php?p=25407449&postcount=40) NE Half-Fiend Changeling Half-Elf Paragon 1/Human Paragon 2/Fighter 2/Erudite 1/Psychic Warrior 2/Barbarian 1/Assassin 1/Marshal 1/Zhentarim Spy 5
MOMM (https://forums.giantitp.com/showsinglepost.php?p=25407452&postcount=41) LE Vecna-blooded Greater Barghest Predator (Ranger) 5/Master of Many Forms 3/Combat Wizard 1/Abjurant Champion 5
Traldugal (https://forums.giantitp.com/showsinglepost.php?p=25407454&postcount=42) NE Unseelie Fey Ulitharid Illithid Savant 8
Wild Bender (https://forums.giantitp.com/showsinglepost.php?p=25407456&postcount=43) CE Mob of Advanced Paragon Bacchae —
Naasar (https://forums.giantitp.com/showsinglepost.php?p=25407460&postcount=45) CE Green Slaad Battle Dancer1/Slaad Brooder 10 N/A

JyP
2022-03-28, 10:09 AM
Good wolves! I expect more entries, but 7 is good enough. Thanks to all competitor and to our chair!

My very first idea was Intellect Devourer. Also I was thinking about: Demilich, Worm that Walks, Warforged with Bag of Devouring as embedded component, Reason Stealer Binder-AMAP, Spellweaver (maybe) Vampire Lifedrinker, and Boneleaf. Maybe I have too many free time to think. )))

Indeed, thanks to all competitors :smallsmile:

My first idea was to do the literal wolf in sheep's clothing : a natural Dire Wolf lycanthrope, cursed with a symbiotic sheep on the back :smallbiggrin: Alas, I saw this thread 2 days ago ! Now to find a way to gain Swallow Whole to redo the Wolf from Red Riding Hood...

3SecondCultist
2022-03-28, 02:18 PM
I had… way too many ideas. The first concept I landed on that I really wanted to try was a Half-Glabrezu Seawolf - the Demon Wolf of the Deeps - into Fiend of Corruption for a more metaphorical ‘devouring’ of souls by serving them to the Abyss. He would have been a major threat for any aquatic game, but it seemed a bit thin.

I found a few other ones that were solid, but nothing really that interesting or powerful. A Wendigo Ogre Mage Favored Soul. An Envoy of Lolth Fiend of Corruption / Sorceress. A classic Dire Wolf lycanthrope Binder.

Very frustrating that I didn’t get the time or inspiration to get a build in! This keeps happening to me; I think to myself that I’ve got ages, then underestimate the time it actually takes for me to write up an entry to the level I feel is acceptable. Maybe next time I will actually get it done.

Thurbane
2022-03-28, 03:48 PM
Congrats to all entrants.

My first thought was something/Dragonfire Adept 6 (for Humanoid Shape invocation).

Deciding on the something, though, was too tough. Couldn't decide on anything I was really happy with.

I was thinking advanced Mimic at one point, for extra shape changing shenanigans.

loky1109
2022-04-05, 03:12 AM
Up topic.

Judges? Anybody?

Beni-Kujaku
2022-04-05, 06:28 AM
Maybe me, but don't expect judging this week.


Your method of calculating spells per day is good. S'Rurrus in the article you linked has eaten a 23rd level wizard with Improved Spell Capacity. She took their spellcasting (including the 10th level slot for the wizard's ISC, which, including her Intelligence bonus, gave her 2 10th level spells), but she also took the feat ISC itself which, based on the spellcasting she already had (by having eaten a wizard 18 before), gave her a new 10th level slot, for a total of 3. However, it's weird that all three spells are cast as wizard 23 and that there isn't one that is cast as wizard 18.

InvisibleBison
2022-04-05, 06:50 AM
I've only got one entry left to judge, so I should be able to post my judging today.

Here it is!

For each of the four criteria, an entry starts with one point, and I ask four questions, the answers to each of which result in gaining up to one additional point. The questions I'm using are:


Does the entry present a compelling or interesting concept/backstory?
Does the entry find an interesting approach to the limitations and theme?
Does the entry make use of interesting or unique mechanical abilities?
Does the entry avoid commonly known/overused optimization suggestions, within reason?


Does the entry qualify for all classes taken?
Does the entry qualify for all feats taken?
Does the entry avoid any rules errors, questionable rules interpretations, cross-setting material, material specifically disallowed from this competition, or generally inelegant build choices?
Does the entry follow the contest rules for presentation, and is it well-presented and easy to read/understand?


Does the entry use the feat taxes for all feats and prestige classes taken?
Does the entry function at the same power level throughout the day, rather than relying on "nova" powers?
Does the entry thrive without requiring specific magic items, templates, or other "add-ons" to qualify for anything?
Does the entry present a reasonable challenge for a moderately optimized party?


Does the entry meet all the contest's limitations and requirements?
Do the contest limitations and themes complement the entry rather than restricting it?
Does this entry represent an interesting and quintessential take on the theme? (In other words, does the entry FEEL like it has properly captured the theme, or is the theme just incidental?)
Is the entry a villain with style, the memorable kind of villain that players will talk about for weeks?


For each question, I may assign more than one point worth of penalties; however, there's a floor of zero points per question.

In addition to the more detailed judging, I'll also provide "Overall Thoughts", which serves as a brief summary of why the entry got the score it got. (Though located at the top of each judgement, the Overall Thoughts is the last part I write.)





Overall Thoughts: The idea of the entry is better than the entry itself, which is decent but unspectacular.


Does the entry present a compelling or interesting concept/backstory? +1

Yes.
Does the entry find an interesting approach to the limitations and theme? +1

Eating people's brains to learn their secrets qualifies as interesting (especially on a non-illithid).
Does the entry make use of interesting or unique mechanical abilities? +0.5

Yes and no. Grendel has a bunch of interesting feats; however, they all trigger off of dropping or killing an enemy, which I'm not convinced is going to happen all that often when fighting PCs. -0.5
Does the entry avoid commonly known/overused optimization suggestions, within reason? +0.9

Grendel's intimidation stuff is fairly routine, but it's a side element of the build. -0.1


Does the entry qualify for all classes taken? +0.75

Grendel might think that constant noise disrupting his sleep is a tragic wrong, but I don't. -0.25
Does the entry qualify for all feats taken? +1

Yes.
Does the entry avoid any rules errors, questionable rules interpretations, cross-setting material, material specifically disallowed from this competition, or generally inelegant build choices? +0.75

Urban druid on a guy who lives in the wilderness? That's a generally inelegant build choice if ever I've seen one. -0.25
Does the entry follow the contest rules for presentation, and is it well-presented and easy to read/understand? +1

Yes.


Does the entry use the feat taxes for all feats and prestige classes taken? +1

Yes.
Does the entry function at the same power level throughout the day, rather than relying on "nova" powers? +1

Yes.
Does the entry thrive without requiring specific magic items, templates, or other "add-ons" to qualify for anything? +1

Yes.
Does the entry present a reasonable challenge for a moderately optimized party? +1

Yes.


Does the entry meet all the contest's limitations and requirements? +0.65

Grendel's disguise is very good; however, he lose a good deal of combat power when in human form. -0.25

No mechanical benefit to devouring humanoids until late in the build. -0.1
Do the contest limitations and themes complement the entry rather than restricting it? +1

Yes.
Does this entry represent an interesting and quintessential take on the theme? (In other words, does the entry FEEL like it has properly captured the theme, or is the theme just incidental?) +0.25

Incidental is exactly how I'd describe Grendel's connection to the theme. He's got some reason to disguise himself as a human, though not much given that he can turn invisible to spy on the Danes. He has no real reason to devour them at all. -0.75
Is the entry a villain with style, the memorable kind of villain that players will talk about for weeks? +1

Yes, definitely. Even among a group that doesn't know about Beowulf, I can see how Grendel could make for a memorable adventure.






Overall Thoughts: I really like the idea you were going for with this build, but unfortunately I don't think you quite nailed it.


Does the entry present a compelling or interesting concept/backstory? +0.75

Concept yes, backstory no. Mechanically, the entry is quite good. However, there's almost no narrative here. I don't know who this creature is, what it wants, what it does, why or how it's a villain. -0.25
Does the entry find an interesting approach to the limitations and theme? +1

Yes – eating people's fear and then their flesh is a neat twist to the prompt.
Does the entry make use of interesting or unique mechanical abilities? +0.25

Beast of bane is a fairly neat template, but other than that not really. -0.75
Does the entry avoid commonly known/overused optimization suggestions, within reason? +0.5

Fear stacking falls squarely into the “commonly known” category. -0.5


Does the entry qualify for all classes taken? +1

Base classes only means easy points here.
Does the entry qualify for all feats taken? +0.8

I don't see how the hair qualifies for Extended Reach. -0.1

The hair needs to be at least a 7th level caster to get an imp through Improved Familiar. -0.1
Does the entry avoid any rules errors, questionable rules interpretations, cross-setting material, material specifically disallowed from this competition, or generally inelegant build choices? +0.65

Neither human girl nor female kelvezu are valid choices for an imp's alternate form. -0.1

You cannot simultaneously give up your wizard bonus feats for Social Proficiency and use your wizard bonus feats to take fighter bonus feats via Combat Focus. -0.25
Does the entry follow the contest rules for presentation, and is it well-presented and easy to read/understand? +1

Yes


Does the entry use the feat taxes for all feats and prestige classes taken? +1

Yes.
Does the entry function at the same power level throughout the day, rather than relying on "nova" powers? +1

Yes.
Does the entry thrive without requiring specific magic items, templates, or other "add-ons" to qualify for anything? +0.75

Having the entry's ability to actually meet the requirements hinge upon an acquired template that it picks up mid-career is going to accrue a penalty here. -0.25
Does the entry present a reasonable challenge for a moderately optimized party? +0.5

I'm not sure it does. Aside from fear-stacking, there's not much combat power here. That being said, the hair is quite good at fear-stacking, and “not much” is not nothing. -0.5


Does the entry meet all the contest's limitations and requirements? +0.75

Neither the hair nor the little girl nor the two of them working together are able to appear as a medium humanoid. -0.25
Do the contest limitations and themes complement the entry rather than restricting it? +1

Yes. Being able to disguise themselves as a harmless girl would make it significantly easier for the hair to do its thing.
Does this entry represent an interesting and quintessential take on the theme? (In other words, does the entry FEEL like it has properly captured the theme, or is the theme just incidental?) +1

“Little girl who reveals herself to be a horrifying monster” is entirely on brand here.
Is the entry a villain with style, the memorable kind of villain that players will talk about for weeks? +0

Not really. The little girl with long hair is much more random encounter than BBEG.






Overall Thoughts: A really neat entry. Some of the mechanics don't quite work the way you need them to, but on the whole I rather like it.


Does the entry present a compelling or interesting concept/backstory? +1

Yes.
Does the entry find an interesting approach to the limitations and theme? +1

Yes.
Does the entry make use of interesting or unique mechanical abilities? +1

Yes.
Does the entry avoid commonly known/overused optimization suggestions, within reason? +0.9

Using changeling to qualify for a variety of race-restricted stuff is a common technique, but the rest is novel. -0.1


Does the entry qualify for all classes taken? +0.75

I don't think Lam can take half-elf paragon at first level. He needs to have Racial Emulation to be able to take the class, but the character creation rules say to choose a class before selecting your first level feat. -0.25
Does the entry qualify for all feats taken? +0.8

Lam doesn't qualify for Snatch because he isn't Huge (and Expansion doesn't help, as he doesn't have enough power points to keep it up for 24 hours). -0.1

Lam doesn't qualify for Dragonwrought because he's too big to use Minor Change Shape to mimic a kobold. -0.1
Does the entry avoid any rules errors, questionable rules interpretations, cross-setting material, material specifically disallowed from this competition, or generally inelegant build choices? +0.55

Lam can't use Minor Change Shape to assume the form of a barghest because a barghest's natural form is lupine, not humanoid. -0.1

Lam's story talks about his Dragonborn status being revoked, and it's not included in his build, but as far as I can tell it's not actually possible for that to occur. -0.25

Lam doesn't make use of his latter Elder Evil feats. -0.1
Does the entry follow the contest rules for presentation, and is it well-presented and easy to read/understand? +1

Yes.


Does the entry use the feat taxes for all feats and prestige classes taken? +1

Yes.
Does the entry function at the same power level throughout the day, rather than relying on "nova" powers? +1

Yes.
Does the entry thrive without requiring specific magic items, templates, or other "add-ons" to qualify for anything? +1

Yes.
Does the entry present a reasonable challenge for a moderately optimized party? +0

Not really. As a combat challenge, he's far too weak; as a non-combat challenge he's far too strong.


Does the entry meet all the contest's limitations and requirements?

Mostly, though I'm assessing a small penalty for not gaining any devouring-related mechanics until halfway through the build. -0.1
Do the contest limitations and themes complement the entry rather than restricting it? +1

Yes.
Does this entry represent an interesting and quintessential take on the theme? (In other words, does the entry FEEL like it has properly captured the theme, or is the theme just incidental?) +1

Lam feels more focused on the disguising part than the devouring part, but not in a way that would penalize him here.
Is the entry a villain with style, the memorable kind of villain that players will talk about for weeks? +1

It cannot be denied that Lam is really cool.






Overall Thoughts: Dox has a neat character concept and backstory attached to a very elaborate build that, unfortunately, doesn't quite work.


Does the entry present a compelling or interesting concept/backstory? +1

Yes.
Does the entry find an interesting approach to the limitations and theme? +1

Yes.
Does the entry make use of interesting or unique mechanical abilities? +1

Absolutely!
Does the entry avoid commonly known/overused optimization suggestions, within reason? +0.4

Fear stacking falls squarely into the “commonly known” category. -0.5

If Lam is getting a penalty for using changeling to qualify for a variety of race-restricted stuff, then Dox must as well. -0.1


Does the entry qualify for all classes taken? +0.75

I don't think Dox can take half-elf paragon at first level. He needs to have Racial Emulation to be able to take the class, but the character creation rules say to choose a class before selecting your first level feat. -0.25
Does the entry qualify for all feats taken? +0.9

Dox can't take Mortifying Attack at 9th level. The level advancement procedure says to gain feats before gaining class features, so when selecting his 9th level feat Dox does not yet have the death attack class feature. -0.1
Does the entry avoid any rules errors, questionable rules interpretations, cross-setting material, material specifically disallowed from this competition, or generally inelegant build choices? +0.4

Dox uses material from three different settings. -0.5

Dox can't use Minor Change Shape to assume the form of a greater barghest because a greater barghest's natural form is lupine, not humanoid. -0.1
Does the entry follow the contest rules for presentation, and is it well-presented and easy to read/understand? +0.9

The entry does not explicitly say how Dox qualifies for Quori Dread. I'm assuming he does so via Minor Change Shape and Racial Emulation, but I shouldn't have to do so. -0.1


Does the entry use the feat taxes for all feats and prestige classes taken? +1

Yes.
Does the entry function at the same power level throughout the day, rather than relying on "nova" powers? +0.25

Dox's level 20 strategy is the very definition of a nova, as he can only do it once per day. -0.75
Does the entry thrive without requiring specific magic items, templates, or other "add-ons" to qualify for anything? +1

Yes.
Does the entry present a reasonable challenge for a moderately optimized party? +0

I am inclined to doubt it. If Dox is able to pull off his entire strategy, he'll be able to kill however many PCs he chooses, and the survivors will be unable to track him down. However, there are a lot of ways for his plan to fail, and if it does he's got very little in the way of a backup or escape plan.


Does the entry meet all the contest's limitations and requirements? +0.5

No mechanical ability to devour humanoids. -0.5
Do the contest limitations and themes complement the entry rather than restricting it? +1

Yes.
Does this entry represent an interesting and quintessential take on the theme? (In other words, does the entry FEEL like it has properly captured the theme, or is the theme just incidental?) +0.5

The disguise as a medium humanoid part, yes. However, the devour people part feels rather tacked-on. -0.5
Is the entry a villain with style, the memorable kind of villain that players will talk about for weeks? +1

Oh yes, very much so.






Overall Thoughts: I quite like this one! Mechanically, it's very good, and the narrative provides reasons for MOMM to repeatedly clash with the PCs like a good villain should.


Does the entry present a compelling or interesting concept/backstory? +1

Yes.
Does the entry find an interesting approach to the limitations and theme? +1

Yes.
Does the entry make use of interesting or unique mechanical abilities? +0.75

Barghest is an obvious choice for this round. -0.25
Does the entry avoid commonly known/overused optimization suggestions, within reason? +1

Yes.


Does the entry qualify for all classes taken? +1

Yes.
Does the entry qualify for all feats taken? +0.9

MOMM doesn't qualify for Steadfast Determination at CR 8. The level advancement procedure says to gain feats before gaining class features, so when selecting his 12th HD feat MOMM does not yet have Endurance. -0.1
Does the entry avoid any rules errors, questionable rules interpretations, cross-setting material, material specifically disallowed from this competition, or generally inelegant build choices? +0.4

Using an exploit to gain arbitrarily large bonuses to MOMM's combat stats gets an elegance penalty. -0.5

MOMM can't put 18 ranks into Speak Language at CR 5. -0.1
Does the entry follow the contest rules for presentation, and is it well-presented and easy to read/understand? +1

Yes.


Does the entry use the feat taxes for all feats and prestige classes taken? +1

Yes.
Does the entry function at the same power level throughout the day, rather than relying on "nova" powers? +1

Yes.
Does the entry thrive without requiring specific magic items, templates, or other "add-ons" to qualify for anything? +0.75

MOMM needs to obtain a dire weretiger somehow. -0.25
Does the entry present a reasonable challenge for a moderately optimized party? +1

I think so, yes, especially if they fell for his disguise.


Does the entry meet all the contest's limitations and requirements? +1

Yes.
Do the contest limitations and themes complement the entry rather than restricting it? +1

Yes.
Does this entry represent an interesting and quintessential take on the theme? (In other words, does the entry FEEL like it has properly captured the theme, or is the theme just incidental?) +1

Yes.
Is the entry a villain with style, the memorable kind of villain that players will talk about for weeks? +1

Yes.






Overall Thoughts: A top-notch villain. Well done.


Does the entry present a compelling or interesting concept/backstory? +1

Yes. It's a bit sparse, but that's because it's designed to be modular. I don't feel a penalty is appropriate.
Does the entry find an interesting approach to the limitations and theme? +1

An illithid who has integrated into humanoid society is unusual enough to qualify as interesting.
Does the entry make use of interesting or unique mechanical abilities? +0.75

Ulitharid is a obvious choice for this round. -0.25
Does the entry avoid commonly known/overused optimization suggestions, within reason? +1

Yes.


Does the entry qualify for all classes taken? +1

Yes.
Does the entry qualify for all feats taken? +1

Yes.
Does the entry avoid any rules errors, questionable rules interpretations, cross-setting material, material specifically disallowed from this competition, or generally inelegant build choices? +1

All good here.
Does the entry follow the contest rules for presentation, and is it well-presented and easy to read/understand? +1

Yes.


Does the entry use the feat taxes for all feats and prestige classes taken? +1

Yes.
Does the entry function at the same power level throughout the day, rather than relying on "nova" powers? +1

Yes.
Does the entry thrive without requiring specific magic items, templates, or other "add-ons" to qualify for anything? +0.5

Traldugal requires quite a lot of rather specific NPCs to eat. -0.5
Does the entry present a reasonable challenge for a moderately optimized party? +1

Yes.


Does the entry meet all the contest's limitations and requirements? +1

Yes.
Do the contest limitations and themes complement the entry rather than restricting it? +1

Yes.
Does this entry represent an interesting and quintessential take on the theme? (In other words, does the entry FEEL like it has properly captured the theme, or is the theme just incidental?) +1

Yes.
Is the entry a villain with style, the memorable kind of villain that players will talk about for weeks? +1

Very much so!






Overall Thoughts: Definitely the most fun and innovative entry this round. Unfortunately, it's just not a credible threat to a 20th level party.


Does the entry present a compelling or interesting concept/backstory? +1

Absolutely!
Does the entry find an interesting approach to the limitations and theme? +1

The most interesting approach of all the entries, in my opinion.
Does the entry make use of interesting or unique mechanical abilities? +1

Yes.
Does the entry avoid commonly known/overused optimization suggestions, within reason? +1

Yes.


Does the entry qualify for all classes taken? +1

No classes, no problems.
Does the entry qualify for all feats taken? +1

Yes.
Does the entry avoid any rules errors, questionable rules interpretations, cross-setting material, material specifically disallowed from this competition, or generally inelegant build choices?

Racial hit dice should come before inherited templates, not after. -0.1

Bacchae get 4 types of Perform as class skills, but the entry lists 5. -0.1

Wild Bender learns the Listen to This skill trick, but I can't see how it's useful, and the tactics entry doesn't discuss it. -0.1

Mobs don't add the base creature's natural attacks to their damage. -0.1
Does the entry follow the contest rules for presentation, and is it well-presented and easy to read/understand? +1

Yes.


Does the entry use the feat taxes for all feats and prestige classes taken? +0.9

Wild Bender doesn't make use of Unarmed Strike, which is a feat tax for Improved Grapple. -0.1
Does the entry function at the same power level throughout the day, rather than relying on "nova" powers? +1

Yes.
Does the entry thrive without requiring specific magic items, templates, or other "add-ons" to qualify for anything? +1

Yes.
Does the entry present a reasonable challenge for a moderately optimized party? +0

No. While Wild Bender's Intimidate bonus is high enough to stand a reasonable chance of successfully intimidating even someone with a high Wisdom bonus, there are plenty of ways for 20th level characters to be resistant or immune to fear, which also blocks intimidation. Also, the circumstances of the encounter may not allow for an attempt at an Intimidation check (eg, the PCs have identified Wild Bender as a threat and are hunting it down to kill it). Its combat abilities have a similar issue: While it has an excellent grapple modifier, at 20th level everyone in a moderately optimized party is going to have Freedom of Movement one way or another, which forces Wild Bender to fall back on its wholly inadequate 5d6/round mob attack.


Does the entry meet all the contest's limitations and requirements? +0.75

I don't think “being a group of beings that are mechanically represented as a Gargantuan creature” really qualifies as “appear[ing] as a medium-sized humanoid”. -0.25
Do the contest limitations and themes complement the entry rather than restricting it? +1

Yes.
Does this entry represent an interesting and quintessential take on the theme? (In other words, does the entry FEEL like it has properly captured the theme, or is the theme just incidental?) +1

Yes.
Is the entry a villain with style, the memorable kind of villain that players will talk about for weeks? +1

Yes.

loky1109
2022-04-05, 05:45 PM
InvisibleBison, thanks for the judging!

AvatarVecna
2022-04-05, 06:29 PM
Much appreciated. No disputes.

The Viscount
2022-04-05, 08:10 PM
Thanks, InvisibleBison, looks great!

remetagross
2022-04-06, 04:22 AM
Thanks for the judging, mate :smallwink:

H_H_F_F
2022-04-06, 02:16 PM
Thank you very much for judging, InvisibleBison!

I have a couple of disputes for you, on behalf of Lam & Dox:




No disputes here. Changelings are known for cheesing race requirements, for sure. I'd hoped for bonuses for sneaking into Snatch and Swallow as a PC that would compensate for that, as cheating that kind of prerequisite is definitely not as common, but that's definitely not to be assumed from all judges.




This is a long dispute, but I am fairly confident in my parsing of the rules. Changelings can take racial paragon levels at level 1, but it requires a comprehensive examination of the rules from a few different books.

The sidebar on page 13 of Savage Species reads:


1 HIT DIE CREATURES
A creature with a single Hit Die, like all standard-race characters, gives up that Hit Die when it gains its first class level. This makes such a creature somewhat different from other monster characters. In general, it is most advantageous for a 1 Hit Die creature with a +0 level adjustment to abandon its monster Hit Die and take class levels. While this chapter has detailed rules for each step of character creation, this sidebar collects the important information for dealing with 1 Hit Die creatures.

When building a monster character from a 1 Hit Die creature, determine its ability scores and the racial modifiers to those scores normally. Upon taking a level in a class, the creature gains that class’s base save bonuses and base attack bonus and loses the base save bonuses and base attack bonus it had as a monster. The new monster character gains skill points only from class levels, losing any that it had as a result of its monster Hit Die, but any racial bonuses on skill checks that the base creature was entitled to are retained. Multiply the skill points for the character’s first class level by 4, just as you would for any standard-race character. A 1 Hit Die creature may choose one feat, just like any other 1st-level character, and it also gains any additional feats granted by its class level. It retains any racial bonus feats of the base creature.

On the other hand, you may wish to keep that one monster Hit Die. If you do so, the character gets the skill points shown on Table 2–1 or Table 2–5 (and in Appendix 2: Compiled Tables) regardless of its Intelligence score. But in that case, you do not multiply the skill points gained from the character’s first class level by 4, because it is not a 1st-level character. The character gets the same number of feats as the base creature

Paragraph 1 explains that standard-race characters (an undefined term that, to my reading, undoubtedly includes the base humanoid races) give up their first racial Hit Dice when they gain their first class level.

For the purposes of the sidebar, paragraph 3 defines class level in such a way that it excludes monster Hit Die. They gain their first class level, but they already have their monster HD.

Therefore, the process described here would indicate that a character with a single racial hit die trades that hit die for a class level when they would gain their first non-monster class level; in practice, a player could therefore begin play with a class level, having traded away their racial HD away in their backstory (as the final character is still ECL 1 and never truly advanced to ECL 2), or they could begin play with that racial HD, making the choice to keep it or trade it away when they would normally reach ECL 2. Of course, trading it away in normal gameplay would set you back by a level relative to the rest of the party.

With that said, on page 290 the Monster Manual, just once, appears to contradict Savage Species with regard to whether or not racial hit die are considered class levels:


If a creature acquires a character class, it follows the rules for multiclass characters described on pages 59–60 of the Player’s Handbook. The creature’s Hit Dice equal the number of class levels it has plus its racial Hit Dice. For example, an ogre normally has 4 HD. If it picks up one level of barbarian, it becomes a creature of 5 Hit Dice: 4d8 HD for its ogre levels, plus 1d12 HD for its barbarian level. A creature’s “monster class” is always a favored class, and the creature never takes XP penalties for having it. Additional Hit Dice gained from taking levels in a character class never affect a creature’s size.

It refers to racial hit dice as a "monster class" for the purposes of declaring it a favored class. Arguably, this would make it impossible for the Savage Species rules to take effect, as a character that takes their racial hit die (as described on page 13 of the aforementioned text) would immediately gain a "monster class" level, and therefore have to choose, then and there, whether or not to give up their racial hit die, becoming a 0 hit die creature and, presumably, die. This would have the unintuitive effect of forcing all creatures to keep their racial hit die except for humanoids (to be discussed a little more in a moment).

However, earlier in that same paragraph, the authors of the Monster Manual refer to class levels and racial Hit Dice as distinct, separate statistics to be tracked. Therefore, "class level" and "monster class" must therefore be separate terms, thereby avoiding dysfunction with the Savage Species rules, although they do, in fact, share the word class.

As alluded to earlier, the Monster Manual does recreate the Savage Species 1-HD rules in miniature when they describe rules governing this process for humanoids on page 290 and 295 respectively:


Humanoids and Class Levels: Creatures with 1 or less HD replace their monster levels with their character levels. For example, a goblin sorcerer loses its humanoid attack bonus, saving throw bonuses, skills, and feats, and gains the attack bonus, save bonuses, skills, feats, and other class abilities of a 1st-level sorcerer.

Humanoid: A humanoid usually has two arms, two legs, and one head, or a humanlike torso, arms, and a head. Humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. They usually are Small or Medium. Every humanoid creature also has a subtype, such as elf, goblinoid, or reptilian.

Humanoids with 1 Hit Die exchange the features of their humanoid Hit Die for the class features of a PC or NPC class. Humanoids of this sort are presented as 1st-level warriors, which means that they have average combat ability and poor saving throws.

Humanoids with more than 1 Hit Die (for example, gnolls and bugbears) are the only humanoids who make use of the features of the humanoid type. Humanoids have average combat ability and hit points, but poor saving throws.

Initially, these may seem to run counter to the Savage Species rules; someone might be tempted to claim they may erase the Savage Species rules entirely. However, upon further examination, I don't believe there is any disagreement here with regard to the process described in the 3.0 book, and so both would still apply equally. Both the Monster Manual passages regarding the humanoid type and humanoids with 1 Hit Die declare that such humanoids replace their monster levels with their character levels, and that they exchange the features of their humanoid Hit Die for the features of a PC or NPC class. Neither of these declare that this process must happen at any particular time, save that they must do so, so a humanoid should still be able to follow the process described in Savage Species without any issue. The notable exception is that a 1HD humanoid does not have the choice to retain their hit die when they would reach ECL 2; instead, they must exchange it for their class level.

In summation, the process described jointly in Savage Species, the Player's Handbook, and the Monster Manual should resolve thusly:


1. A character selects their race and class at the same time. This can be a racial hit die, as per Savage Species, but as a character with 1 HD can always exchange their HD for a class level while remaining ECL 1, it may be a base class, as per the Player's Handbook.

2. If the character selected a racial hit die, they use their racial features as their class features for their "monster class," and begin life as normal.

3a. When they would otherwise gain their first class level, the character may choose, if non-humanoid, to gain that class level and proceed as normal.

3b. If the character is humanoid or chooses not to avail themselves of 3a., they must replace their HD with their first class level, exchanging the features of their HD for the class features of that first class level.

The end result here is that a Changeling has a window of time whereupon they possess a humanoid hit die and, as a result, may select a feat. In this case, it is Racial Emulation. They may use their feat to emulate a Half Elf and then, as humanoids do, avail themselves of the required choice to exchange their class features for those of the Half-Elf Paragon, entering at level 1.



Snatch was erratad and reprinted several times and has had its prerequisites erratad (see MMV). Now it no longer requires huge size; it only requires access to a form with either claws or bite as natural weapons. The Half-Fiend template provides that. By the time huge size is required (for Snatch and Swallow), Lam has enough power points to maintain huge size for 24 hours.




There were several things I wanted to address here.


Barghest Dispute
A barghest's natural form is lupine, but barghests can definitely be goblinoid. A Changeling can definitely disguise themselves as a barghest in their goblinoid form, and Metamorphic Transfer doesn't require that you take the natural form of a creature. It reads:


Each time you change your form, such as through the metamorphosis power, you gain one of the new form's supernatural abilities, if it has any.

The goblinoid form of a barghest is definitely still a barghest, and retains its supernatural abilities. I would add that it is not truly a goblinoid, of course, so Racial Emulation would be of no use for trying to emulate its subtypes, but Metamorphic Transfer works entirely differently.

Dragonborn Being Revoked
Dragonborn can explicitly be revoked. It's in RotD on page 15 at the bottom under "Tarnished Dragonborn." Those who commit repeated forbidden acts or convert to an evil philosophy provoke Bahamut to anger and action. An aspect of Bahamut appears to chastise the transgressor, but if the warnings are ignored, Bahamut takes back the dragonborn form. You take 2d6 damage for rounds equal to your HD (in this case 1) and return to your original race and form.

Deformity Feats

Lam definitely uses Deformity (parasites) in the event that he is diseased or poisoned. Abominable Form is tricky depending on DM adjudication, so I didn't want to add its use explicitly to the build, but it definitely belongs there. It says those who see your undisguised form make the save. That could mean MUNDANE disguises cover it up, or it might mean only magical disguises do. If mundane disguises cover it up, then it wouldn't be able to be used most of the time; if magical disguises are required, Lam can unveil himself at will to force the save. Either way, they're not useless, and they're literally free; if I didn't take them, I think it would be worthy of a deduction, to be honest, as it would be like choosing not to select a general feat at the appropriate level.




I'd protest a +0 here that feels overly punitive. I wouldn't say Lam is overwhelmingly challenging as a non-traditional encounter. He doesn't get access to Mind Mask or similar abilities at any level, for example. Detect Evil, Detect Thoughts, PCs succeeding on random will saves in a crowd... There are lots of things that might tip off an isolated party member that something is up. It's a DC20 sense motive check to figure out that something is wrong with a given social situation, and PCs are immune to diplomancy, so it's up to the player whether or not they believe Lam's bluffs. Even then, it's at the party's discretion whether they allow themselves to be isolated in the first place; rule number one: don't split the party, after all. If the party ignores any plot hints about people going missing, or any hints the DM drops, and wander off separately, and allow an NPC to lead them to a second location, then the isolated party member could be in trouble, for sure -- but I'd argue that's not overwhelming at all as far as conditions go. Even for just finding Lam, there's a lot of tools available.

Now, in a straight-up combat with four PCs? Yeah, Lam's not going to do very well. That's rather the entire point of the character. The party is challenged to find and/or bait out Lam rather than being trapped while NPCs (or unprepared PCs) fall victim to him. Not every villain needs to be a raid boss, or at least I don't think they need to be. Some villains present challenges in other ways.



No major disputes here either. Honestly, your dispute is what spawned Dox. I was frustrated how long it took to qualify for Snatch and Swallow; those prerequisites are, it turns out, really hard to meet. I decided to just focus on the barghest eating instead for Dox to try to make things come online a lot earlier. I'm quite happy with how both characters turned out though.



I would protest a heavy -0.5 penalty for fear stacking, and I'd hold that for all the other characters as well. Yes, demoralizing isn't a secret technique, but I'd argue the penalty should be with regard to how the demoralizing is done. Maybe you've already considered that, but I felt quite proud of finding the synergy for this competition with Mortifying Strike, and I was very proud of finding the synergy with Quori Dread and Imperious Command (which I have searched for and been unable to find any other discussion on elsewhere).

With that said, you also gave only a -0.1 penalty to Grendel because intimidation wasn't their only technique. Dox also triggers paralysis or death on Death Attacks, and has Iaijutsu Focus for even more damage to seal the deal with extra sneak attack dice on top. It's not like Dox just scares them and does nothing else. :smallfrown:

With regard to the Changeling penalty, I was again hoping to be rewarded a little for how I used that specific tool (e.g. Quori Dread and Iaijutsu Master), but I suppose that's not a given. :/




See Lam for a longform dispute on why Changelings can take Half-Elf Paragon at level 1. In short, Changelings can take a humanoid hitdie at level 1 with Racial Emulation, emulate a Half Elf, then replace their hitdie with a class level (as all humanoids do).



You can explicitly take feats at the level that you qualify for them. See PHb p.87:


A character can gain a feat at the same level at which he or she gains the prerequisite. For example, at 3rd level, Krusk, the halforc barbarian, could spend 1 skill point on the Ride skill (gaining his first rank in Ride) and select the Mounted Combat feat at the same time

Dox can take Mortifying Strike at the same level that he gains Death Attack.


Please see Lam for a dispute on why Changelings can assume the form of barghests or greater barghests. They don't need to assume the natural form of a barghest; they only need to assume the form of a barghest. A goblinoid barghest is still a barghest.

There are no rules against taking cross-setting material in the competition, so it feels a little arbitrary to heavily penalize entries for that. However, you are a judge, and you have a lot of room to interpret the categories. With that said, it's not as though Dox used multiple regional feats or anything. Changelings explicitly have no homeland (so aren't mechanically tied down in Eberron), although one of Dox's ancestors is from the OA setting, and Dox had 19 levels to find his way to the Zhentarim or some equivalent organization.




I have Dox appearing with the "Kalashtar" subtype in his statblock, and I cited Kalashtar in the sources. Is that not enough indication of how he qualifies? He is listed as counting as a Kalashtar, and has the means to do so.






I would strongly protest the indication that Dox's strategy is a nova. He is online 24 hours each day. Attacking doesn't remove his mundane disguise. Indeed, using Minor Change Shape doesn't remove his mundane disguise. It can explicitly be used without being used as part of a disguise check; it is a full-round action (shortened to a move action with Quick Change), and a disguise check takes minutes to perform. Dox can eat three people each day using the Barghest's ability; apart from that, he has no limit whatsoever in how many people he can kill each day to save for later consumption. With that said, Dox normally wouldn't go on a mass murdering spree, but that's neither here nor there.




As with Lam, I have to take a step back and try to describe countermeasures a party can take here; a +0 for being too challenging seems like it just isn't taking into account what even a moderately optimized party can do, and a +0 for not being challenging enough seems like it isn't taking into account what Dox can do. A DC20 sense motive check can indicate that a character might need to be suspicious about an NPC. Until Mind Mask comes online at CR15, detect evil and detect thoughts can unveil Dox; even afterward, the ever-potent Discern Shapeshifter can detect him if the party has a wizard, sorcerer, or spellthief present. Higher OP techniques like Mindsight would reveal Dox or Lam in a pinch too, of course. There are lots of ways to try to foil disguise. In fact, it's exceptionally difficult to make a character impervious to ALL detection modes.

I'd also like to respond to the thought that even if he's unsuccessful and repelled, he has no way to escape. Walking around a corner and using Quick Change'd Minor Change Form is a very potent escape tactic. So far as I can tell, that's literally the intention of the ability.

That is, of course, assuming Dox would need to run. An attack mode of move-action demoralizing enemies with Quori Dread and standard-action attacking the cowering enemy is pretty potent, too, as a cowering enemy is denied their dexterity bonus to AC and is therefore subject to Dox's sneak attacks. He also still has rage (with Intimidating Rage) on top of that, along with Never Outnumbered.

He's potent (although certainly not overwhelming to the prepared party) in combat, he has a valid escape mechanism, and his schtick is highly effective if the party doesn't take precautions, and fairly challenging if they do. If proper quest hints are given regarding people disappearing (or even rumors of a shapeshifter), the party could even purchase relevant scrolls to prepare for just this kind of encounter, so the DM can tailor the difficulty of it.





I 100% dispute the hit based on not being able to devour humanoids. The barghest ability that Dox uses can specifically only devour humanoids, and it is described in the entry.



I can't tell you how to feel, I guess, but including the Feed ability was a conscious choice to feed into the assassin trope Dox is occupying. It's described right in his origin story that the Feeding allows him to prevent his targets from being resurrected. It's one of a few ways to do that. It can foil even Wish, Miracle, and True Resurrection 50% of the time. As an assassin, this is extremely valuable and synergistic with what he is trying to do. True, it's not just eating for hunger, but it's definitely not some unrelated ribbon tacked on to fulfil the competition. An assassin whose target can be revived by any 7th level Druid isn't a very good assassin.

It also feels a little punitive when the next entry down got full marks for also using the barghest's feed ability, but I am not nearly as familiar with their build and haven't read most of it, so maybe they had some much more synergistic use for feed. Regardless: on his own merits, Dox had real reasons and synergy with using the Feed ability, so I don't feel it's some superfluous thing he should be penalized for.

loky1109
2022-04-06, 05:18 PM
Updated table!
Name Alignment / Race Class Levels Chef InvisibleBison Total Place
Grendel (https://forums.giantitp.com/showsinglepost.php?p=25407423&postcount=37) NE Primordial Craa’ghoran Urban Druid 5/Avenging Executioner 5 17.80 17.80 6th
Little Girl with Long Hair (https://forums.giantitp.com/showsinglepost.php?p=25407430&postcount=38) LE Gruesome Lurker of Bane Combat Focused High Enchanter 7/Monk 1 16.40 16.40 7th
Lam (https://forums.giantitp.com/showsinglepost.php?p=25407446&postcount=39) NE Half-Fiend Changeling Half-Elf Paragon 1/Erudite 7/Human Paragon 2/Cabinet Trickster 5/Zhentarim Spy 1 19.00 19.00 2nd
Dox (https://forums.giantitp.com/showsinglepost.php?p=25407449&postcount=40) NE Half-Fiend Changeling Half-Elf Paragon 1/Human Paragon 2/Fighter 2/Erudite 1/Psychic Warrior 2/Barbarian 1/Assassin 1/Marshal 1/Zhentarim Spy 5 18.20 18.20 5th
MOMM (https://forums.giantitp.com/showsinglepost.php?p=25407452&postcount=41) LE Vecna-blooded Greater Barghest Predator (Ranger) 5/Master of Many Forms 3/Combat Wizard 1/Abjurant Champion 5 18.90 18.90 3rd
Traldugal (https://forums.giantitp.com/showsinglepost.php?p=25407454&postcount=42) NE Unseelie Fey Ulitharid Illithid Savant 8 19.25 19.25 1st
Wild Bender (https://forums.giantitp.com/showsinglepost.php?p=25407456&postcount=43) CE Mob of Advanced Paragon Bacchae — 18.45 18.45 4th
Naasar (https://forums.giantitp.com/showsinglepost.php?p=25407460&postcount=45) CE Green Slaad Battle Dancer1/Slaad Brooder 10 N/A N/A N/A

InvisibleBison
2022-04-06, 07:04 PM
My replies to the disputes:



This is a long dispute <snip>

Long and ultimately persuasive. +0.25


Snatch was erratad and reprinted several times and has had its prerequisites erratad (see MMV).

You are correct. +0.1


A barghest's natural form is lupine, but barghests can definitely be goblinoid. A Changeling can definitely disguise themselves as a barghest in their goblinoid form, and Metamorphic Transfer doesn't require that you take the natural form of a creature. It reads:

Each time you change your form, such as through the metamorphosis power, you gain one of the new form's supernatural abilities, if it has any.
The goblinoid form of a barghest is definitely still a barghest, and retains its supernatural abilities.

I don't think there's a meaningful difference between assuming the form of a goblin that is actually a goblin and assuming the form of a goblin that is actually a barghest. In either case, you're assuming the form of a goblin.


Dragonborn can explicitly be revoked. It's in RotD on page 15 at the bottom under "Tarnished Dragonborn."

You are correct. +0.25


Deformity Feats

When I assigned that penalty, I hadn't realized just how small the pool of feats available was. After reviewing Elder Evils, I agree Lam did the best he could with the options he had. +0.1


I wouldn't say Lam is overwhelmingly challenging as a non-traditional encounter. He doesn't get access to Mind Mask or similar abilities at any level, for example. Detect Evil, Detect Thoughts, PCs succeeding on random will saves in a crowd... There are lots of things that might tip off an isolated party member that something is up. It's a DC20 sense motive check to figure out that something is wrong with a given social situation, and PCs are immune to diplomancy, so it's up to the player whether or not they believe Lam's bluffs. Even then, it's at the party's discretion whether they allow themselves to be isolated in the first place; rule number one: don't split the party, after all. If the party ignores any plot hints about people going missing, or any hints the DM drops, and wander off separately, and allow an NPC to lead them to a second location, then the isolated party member could be in trouble, for sure -- but I'd argue that's not overwhelming at all as far as conditions go. Even for just finding Lam, there's a lot of tools available.

It feels a bit disingenuous for you to bring up as examples of Lam's vulnerabilities various things that you called out in his strategy section as not being very effective against him. Also, PCs are immune to Diplomacy, but not to Bluff, which Lam is quite good at. However, you have convinced me that Lam is an attempt at "easy if handled properly", which is a valid design choice. I do think he's too easy once handled properly for full points here, though. +0.5





I would protest a heavy -0.5 penalty for fear stacking, and I'd hold that for all the other characters as well. Yes, demoralizing isn't a secret technique, but I'd argue the penalty should be with regard to how the demoralizing is done. [...] With that said, you also gave only a -0.1 penalty to Grendel because intimidation wasn't their only technique. Dox also triggers paralysis or death on Death Attacks, and has Iaijutsu Focus for even more damage to seal the deal with extra sneak attack dice on top.

You're entirely right here. I need to work better at being more consistent in my judging. +0.4


See Lam for a longform dispute on why Changelings can take Half-Elf Paragon at level 1.

Same dispute, same resolution. +0.25


You can explicitly take feats at the level that you qualify for them. See PHb p.87:

I can't argue with that. +0.1


Please see Lam for a dispute on why Changelings can assume the form of barghests or greater barghests.

Same dispute, same response.


There are no rules against taking cross-setting material in the competition, so it feels a little arbitrary to heavily penalize entries for that. However, you are a judge, and you have a lot of room to interpret the categories. With that said, it's not as though Dox used multiple regional feats or anything. Changelings explicitly have no homeland (so aren't mechanically tied down in Eberron), although one of Dox's ancestors is from the OA setting, and Dox had 19 levels to find his way to the Zhentarim or some equivalent organization.

I frown on cross-setting material because most D&D settings are isolated from each other, except perhaps for occasional rare incidents or exceptionally talented individuals. Even in settings that do allow for cross-setting travel, it's not generally possible for people to cruise around the multiverse picking up cool abilities from various worlds.

In Dox's case, the things I notices were Quori Dread and Kalashtar, from Eberron; the Zhentarim, from the Forgotten Realms; and Iaijutsu Focus, from Rokugan (which, according to my research, is not the same thing as Kara-Tur and is not part of the Forgotten Realms). Dox is penalized because he doesn't have any explanation as to how he assembles this disparate suite of abilities.


I have Dox appearing with the "Kalashtar" subtype in his statblock, and I cited Kalashtar in the sources. Is that not enough indication of how he qualifies? He is listed as counting as a Kalashtar, and has the means to do so.

In retrospect, I think I was being excessively pedantic here. +0.1


I would strongly protest the indication that Dox's strategy is a nova.

You raise a lot of good points here, and I had misread Intimidating Rage when I assigned this penalty (I thought it only let you intimidate someone when you entered a rage). +0.75


As with Lam, I have to take a step back and try to describe countermeasures a party can take here; a +0 for being too challenging seems like it just isn't taking into account what even a moderately optimized party can do, and a +0 for not being challenging enough seems like it isn't taking into account what Dox can do.

You raise good points about the sorts of counterplay a 20th level party would have for Dox. I'm not convinced about his combat prowess, though. +0.5


I 100% dispute the hit based on not being able to devour humanoids. The barghest ability that Dox uses can specifically only devour humanoids, and it is described in the entry.

I assigned this penalty because Dox is not actually able to assume the form of a barghest. In general, I don't like penalizing an entry multiple times for a single rules issue, but for something this fundamental I think I have to.


I can't tell you how to feel, I guess, but including the Feed ability was a conscious choice to feed into the assassin trope Dox is occupying. It's described right in his origin story that the Feeding allows him to prevent his targets from being resurrected. It's one of a few ways to do that. It can foil even Wish, Miracle, and True Resurrection 50% of the time. As an assassin, this is extremely valuable and synergistic with what he is trying to do. True, it's not just eating for hunger, but it's definitely not some unrelated ribbon tacked on to fulfil the competition. An assassin whose target can be revived by any 7th level Druid isn't a very good assassin.

Fair points. This question always causes me trouble, and is definitely going to be revised before I judge again. +0.5


Revised scores are:
Lam: 19
Dox: 18.2

Also, Dox's dispute about feat qualifications revealed to me that I was using an incorrect understanding of the rules when judging, which affected not just Dox but also MOMM. I don't know if I'm allowed to preemptively adjust their score by 0.1 points; if not, I recommend them to submit a dispute.

H_H_F_F
2022-04-07, 05:55 AM
Thanks for the quick response, InvisibleBison!

Yes, if you've acknowledged something in one dispute, you may increase the score for other villains affected by the same issue without needing separate disputes from them.

Speaking of disputes, I've got a couple more for you:


InvisibleBison, I'm glad to see your judging, but I have some disagreements.


I don't see how the hair qualifies for Extended Reach. -0.1
I don't see how it doesn't.

Small or larger size, nonrigid body or a nonrigid attack form such as a tentacle, feeler, or pseudopod.
Small or larger size - Check.
Nonrigid body or a nonrigid attack form - Do you really think mass of hair is rigid?


The hair needs to be at least a 7th level caster to get an imp through Improved Familiar. -0.1
Yes. And hair has 7th caster level when it summons imp. I checked twice - hair is Wizard-7. It doesn't need be 7th CL when it take feat, only when summon imp.


Neither human girl nor female kelvezu are valid choices for an imp's alternate form. -0.1


Alternate Form (Su): An imp can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (caster level 12th), except that an imp does not regain hit points for changing form, and an individual imp can assume only one or two forms no larger than Medium. Common forms include monstrous spider, raven, rat, and boar.
Both human and kelvezu are within limitations of 12th CL polymorph, imp is Outsider so he can polymorph into kelvezu.
If you talk about "Common forms include monstrous spider, raven, rat, and boar." part, well, "common forms include" means it isn't a complete listing. Yeah, my imp is uncommon.


You cannot simultaneously give up your wizard bonus feats for Social Proficiency and use your wizard bonus feats to take fighter bonus feats via Combat Focus. -0.25
Yes. I didn't do this.
Let's look at the UA. Combat Focus variant gain me "Bonus feat list (as fighter; bonus feats gained at 1st level and every five levels as wizard)." and I lose "Scribe Scroll, wizard bonus feat list".
Social Proficiency gives me Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive as class skills and "2 competence bonus on checks involving one of these skills every five levels (5th, 10th, 15th, and 20th)" instead of "bonus feats for advancing as a wizard".
Social Proficiency doesn't trade 1st level feat (for example High Conjurer trades Scribe Scroll for Augmented Summoning and this is written explicitly and anyway Scribe Scroll and Bonus Feats are separate class features, different names, separate descriptions), only feats on 5th, 10th, 15th, and 20th levels, so I still can trade Scribe Scroll for fighter's feat. Combat Focus wizard for its part doesn't trade Wizard's Bonus feat class feature, just changes list of available feats, so I can trade it for Social Proficiency.


Does the entry present a reasonable challenge for a moderately optimized party? +0.5
I'm not sure it does. Aside from fear-stacking, there's not much combat power here. That being said, the hair is quite good at fear-stacking, and “not much” is not nothing. -0.5
You say melee monster with unmodified +33 AB, five claw attacks, best grapple feats ever, construct immunities, about 250 hp, wizard 7th casting, very good hiding abilities, not bad mobility, and imp-kelvezu sidekick can't challenge moderately optimized party? I don't see moderately optimized party as all members have immunity to fear, grapple, sneak attack, and poison. Somebody to something, maybe one character to all, but not all to all.


Neither the hair nor the little girl nor the two of them working together are able to appear as a medium humanoid. -0.25
Why do you think so? Little girl is human girl. Humans are medium humanoids.
More, 4' 7" is a minimum height for female human, it's look as height suitable for "little girl"

At 12, standardized growth charts distributed by the CDC indicate that girls are going to be approximately 55 to 64 inches tall, which is 4’7” to 5’4” tall.
link (https://journeyz.co/average-height-twelve-year-old/)


Not really. The little girl with long hair is much more random encounter than BBEG.
I can't change your subjective opinion.

Thanks for your work!


Hello, InvisibleBison! Thank you for the high evaluation, but I think it should be higher. ;)


Racial hit dice should come before inherited templates, not after. -0.1
But Wild Bender has no inherited templates.
Mob is an acquired template and Paragon Creature is neither acquired nor inherited*. Even if Paragon Creature is inherited, it came before extra HD.

*- SRD - templates (https://www.d20srd.org/srd/improvingMonsters.htm#templates)

It’s possible for a certain kind of template to be of either type.
SRD - Paragon Creature (https://www.d20srd.org/srd/epic/monsters/paragonCreature.htm)

“Paragon” is a template that can be added to any creature (referred to hereafter as the base creature).
No acquired nor inherited here. While, look at Celestial Creature (https://www.d20srd.org/srd/monsters/celestialCreature.htm)

"Celestial" is an inherited template that can be added to any corporeal...
_________

Bacchae get 4 types of Perform as class skills, but the entry lists 5. -0.1
Well... Perform (any four). Do you believe it means Bacchae has not 4 specific performs (by the way, are there examples of having individual performs as class skill?), but just four random performs as class skills? How should this work?

Anyway I have more strong argument than just rationale. This is about another multiple-skills-in-one - Knowledge. Monster Manual I:

Yuan-Ti Pureblood stat block: Skills: Concentration +7, Disguise +4*, Hide +3, Knowledge (any one) +5, Listen +4, Spot +4

Yuan-Ti Purebloods as Characters: Racial Skills: A yuan-ti pureblood’s monstrous humanoid levels give it skill points equal to 7 × (2 + Int modifier). Its class skills are Concentration, Disguise, Hide, Knowledge (any), Listen and Spot.
As we see "Any" means "All are in-class". "Any four" is only four because of amount of skill points.
_________

Mobs don't add the base creature's natural attacks to their damage. -0.1
Where did I claim the opposite?
Do you talk about this?

It has 5d6+2d4+31 Damage
But it isn't a creature's natural attack, it is rend.

If the base creature has attack options that affect the damage it deals (such as poison, energy drain, ability damage, improved grab, constrict, rend, or swallow whole), those special attacks function normally on any creature damaged by the mob.
_________

Wild Bender learns the Listen to This skill trick, but I can't see how it's useful, and the tactics entry doesn't discuss it. -0.1
Guilty.
_________

No. While Wild Bender's Intimidate bonus is high enough to stand a reasonable chance of successfully intimidating even someone with a high Wisdom bonus, there are plenty of ways for 20th level characters to be resistant or immune to fear, which also blocks intimidation. Also, the circumstances of the encounter may not allow for an attempt at an Intimidation check (eg, the PCs have identified Wild Bender as a threat and are hunting it down to kill it). Its combat abilities have a similar issue: While it has an excellent grapple modifier, at 20th level everyone in a moderately optimized party is going to have Freedom of Movement one way or another, which forces Wild Bender to fall back on its wholly inadequate 5d6/round mob attack.
Do all members of all 20th-level parties have FoM all time? As like as all animal companions, all familiars and so on? Maybe we name "moderately optimized party" different things? Let it be so. 5d6+2d4+31 damage isn't barbpounser's damage, yes, but it still is 53-54 damage that ignores AC, concealment, and cover. This damage can be applied to several party members with no harm to the action economy. Plus, it's epic damage. PCs can protect themselves against it only with not usual DR, big distance (remember Wild Bender's speed), killing Wild Bender or a big amount of HP. Yeah, Wild Bender can't kill them in one round. I don't think it is bad. It isn't unavoidable, but defending against it is a tricky task.
And about "killing Wild Bender". If it is the enemy, the PCs need to deal with it somehow. This means not only to survive its attacks, but to defeat it. Is "49 AC, DR 10/epic, FH 20, SR 45, Saves (F/R/W) 38/38/27, 930 HP" easy for every moderately optimized party? I don't think so. Plus, don't forget this part:

and after HPs will be over you'll found yourself in front of 19-20 (40% of 48 is 19.2, yeah, mob is a great written template) Advanced Paragon Bacchae, who, by the way, can use their SLAs (60 times Tasha’s Hideous Laughter with DC 34 for 22 rounds? I'll take this!)
It's my mistake not to give stats for single Advanced Paragon Bacchae, yes.
But it's simple. It mostly has numbers as mob has, but has also 2 claws +41 melee for 1d4+32 damage instead of mob attack, 4 more AC, SLAs, and "only" 124 hp. And there are at least 19 of them. Oh yes, saves are "only" 25/25/14.

I'm still thinking Wild Bender is overpowered for 20 CR, not under, and the DM need to weaken it for a real game.
_________

I don't think “being a group of beings that are mechanically represented as a Gargantuan creature” really qualifies as “appear[ing] as a medium-sized humanoid”. -0.25
I'm confused. I didn't expect any problems here. I'm looking at this:
https://static.wikia.nocookie.net/forgottenrealms/images/f/fe/Bacchae-3e.jpg
and can't imagine what can appear as a medium-sized humanoid better. And this is natural appearance, so no magical detection can "pierce" that.

InvisibleBison
2022-04-07, 09:27 AM
Dispute replies:



I don't see how it doesn't.
Small or larger size - Check.
Nonrigid body or a nonrigid attack form - Do you really think mass of hair is rigid?

You're entirely correct. I misunderstood the nature of the gruesome lurker's physical form. +0.1


Yes. And hair has 7th caster level when it summons imp. I checked twice - hair is Wizard-7. It doesn't need be 7th CL when it take feat, only when summon imp.

For some reason, I forgot that you don't have to summon an improved familiar as soon as you take the feat. +0.1


Both human and kelvezu are within limitations of 12th CL polymorph, imp is Outsider so he can polymorph into kelvezu.
If you talk about "Common forms include monstrous spider, raven, rat, and boar." part, well, "common forms include" means it isn't a complete listing. Yeah, my imp is uncommon.

The imp's alternate form ability was updated by errata to only be able to chose forms from that list.


Yes. I didn't do this.
Let's look at the UA. <snip>

You are correct. I misread Combat Wizard. +0.25


You say melee monster with unmodified +33 AB, five claw attacks, best grapple feats ever, construct immunities, about 250 hp, wizard 7th casting, very good hiding abilities, not bad mobility, and imp-kelvezu sidekick can't challenge moderately optimized party? I don't see moderately optimized party as all members have immunity to fear, grapple, sneak attack, and poison. Somebody to something, maybe one character to all, but not all to all.

First, the little girl can't assume the form of a kelvezu, so they don't have poison or sneak attack. Second, at 20th level, everyone has FoM one way or another (it's only 5.3% of 20th level WBL). +33 attack bonus and 5 claw attacks are decent, but the damage is low, as are the hair's HP. I don't see any particularly noteworthy mobility options (shadow jump is usually inferior to just moving normally), and while hiding lets the hair set up a decent ambush, it doesn't have any abilities to exploit this to any significant degree.


Why do you think so? Little girl is human girl. Humans are medium humanoids.

The errata strikes again, I'm afraid.





But Wild Bender has no inherited templates.
Mob is an acquired template and Paragon Creature is neither acquired nor inherited*. Even if Paragon Creature is inherited, it came before extra HD.


This is a 3.0 update issue. Inherited vs. Acquired templates was a 3.5 innovation, so a 3.0 template like Paragon wouldn't mention it. However, examining the description of the template makes it quite clear that Paragon is an inherited template. However, after thinking it over for a bit I've concluded that this is really more of a formatting error than a rules error, and it's not a significant enough formatting error to be worthy of a penalty. +0.1


Well... Perform (any four). Do you believe it means Bacchae has not 4 specific performs (by the way, are there examples of having individual performs as class skill?), but just four random performs as class skills? How should this work?

Anyway I have more strong argument than just rationale. This is about another multiple-skills-in-one - Knowledge. Monster Manual I:

As we see "Any" means "All are in-class". "Any four" is only four because of amount of skill points.

The yuan-ti have saved the day. +0.1


Where did I claim the opposite?
Do you talk about this?
It has 5d6+2d4+31 Damage
But it isn't a creature's natural attack, it is rend.

Okay, I misunderstood what you were getting at there. However, the penalty stands, because a mob can only damage someone once per round and thus can't trigger rend.


Do all members of all 20th-level parties have FoM all time? As like as all animal companions, all familiars and so on? Maybe we name "moderately optimized party" different things? Let it be so. 5d6+2d4+31 damage isn't barbpounser's damage, yes, but it still is 53-54 damage that ignores AC, concealment, and cover. This damage can be applied to several party members with no harm to the action economy. Plus, it's epic damage. PCs can protect themselves against it only with not usual DR, big distance (remember Wild Bender's speed), killing Wild Bender or a big amount of HP. Yeah, Wild Bender can't kill them in one round. I don't think it is bad. It isn't unavoidable, but defending against it is a tricky task.
And about "killing Wild Bender". If it is the enemy, the PCs need to deal with it somehow. This means not only to survive its attacks, but to defeat it. Is "49 AC, DR 10/epic, FH 20, SR 45, Saves (F/R/W) 38/38/27, 930 HP" easy for every moderately optimized party? I don't think so. Plus, don't forget this part:

It's my mistake not to give stats for single Advanced Paragon Bacchae, yes.
But it's simple. It mostly has numbers as mob has, but has also 2 claws +41 melee for 1d4+32 damage instead of mob attack, 4 more AC, SLAs, and "only" 124 hp. And there are at least 19 of them. Oh yes, saves are "only" 25/25/14.

Yes, all members of 20th level parties have FoM all the time. It's eminently affordable. Without the rend, the damage drops to 5d6, which is much less impressive. And defending against Wild Bender isn't all that hard; it has no ranged attacks, so any sort of flight (which is also guaranteed for all 20th level characters) is hard counter to it. Moreover, I disagree with your assertion that after defeating Wild Bender the party would have to fight a bunch of advanced paragon bacchae. The mob template makes it clear that the surviving members of a dispersed mob flee rather than sticking around to fight some more.


I'm confused. I didn't expect any problems here. I'm looking at this:

and can't imagine what can appear as a medium-sized humanoid better. And this is natural appearance, so no magical detection can "pierce" that.

My reasoning is this: The goal of the restriction is to have someone look at the creature and think "That's a medium humanoid." Wild Bender doesn't pass this test; someone who looked at it would think "That's a group of medium humanoids." A group and an individual are not the same thing.




Yes, if you've acknowledged something in one dispute, you may increase the score for other villains affected by the same issue without needing separate disputes from them.

In that case, revised scores are:
Little Girl with Long Hair: 16.4
MOMM: 18.9
Wild Bender: 18.45

H_H_F_F
2022-04-07, 11:17 AM
Thanks again, InvisibleBison.

Do we have anyone else judging? If not, I'd like to move on soon-ish.

As for next round:


Midsummer Nightmare
Between Two Worlds
Nemesis


What would you prefer?

loky1109
2022-04-07, 11:26 AM
Table updated.



Midsummer Nightmare
Between Two Worlds
Nemesis


What would you prefer?

I vote for Nemesis.

Doctor Despair
2022-04-07, 11:29 AM
Table updated.



I vote for Nemesis.

That competition makes me sad, as... well, an iconic resource is good- only.

loky1109
2022-04-07, 11:32 AM
That competition makes me sad, as... well, an iconic resource is good- only.

I don't take your point.

AvatarVecna
2022-04-07, 11:45 AM
Nemesis. It's sounds like a round we already did, but it's a round that was criminally under-participated so.

loky1109
2022-04-07, 11:49 AM
Nemesis. It's sounds like a round we already did, but it's a round that was criminally under-participated so.
What round are you talking about?

H_H_F_F
2022-04-07, 11:51 AM
Nemesis. It's sounds like a round we already did, but it's a round that was criminally under-participated so.

I've really tried to make sure the concept I'm working with wasn't done before. A couple of things in the same thematic ballpark, but I don't think anything that's quite the same.

H_H_F_F
2022-04-07, 11:52 AM
Just one small request for clarification from one of our chefs, InvisibleBison!


I know, it permits only one dispute per entry, but I can't not ask you.


The imp's alternate form ability was updated by errata to only be able to chose forms from that list.

First, the little girl can't assume the form of a kelvezu, so they don't have poison or sneak attack.

The errata strikes again, I'm afraid.
Sorry, but I can't find anything about imp in Monster Manual errata. Can you share your source?

AvatarVecna
2022-04-07, 12:54 PM
What round are you talking about?

Round 37, Yin & Yang. Contestants build two characters - one hero, one villain. Similar up until about lvl 5, and then branching out from there. Intention was for thematic opposition to each other, and providing contrast in some fashion. Only two people built.

Nemesis probably isn't that same prompt, but it's leaning on similar themes I think, and I think it's an idea worth exploring further.

Doctor Despair
2022-04-07, 01:27 PM
Round 37, Yin & Yang. Contestants build two characters - one hero, one villain. Similar up until about lvl 5, and then branching out from there. Intention was for thematic opposition to each other, and providing contrast in some fashion. Only two people built.

Nemesis probably isn't that same prompt, but it's leaning on similar themes I think, and I think it's an idea worth exploring further.

Ohhh, I expected it to be Favored Enemy themed. That makes more sense

loky1109
2022-04-07, 01:28 PM
Round 37, Yin & Yang. Contestants build two characters - one hero, one villain. Similar up until about lvl 5, and then branching out from there. Intention was for thematic opposition to each other, and providing contrast in some fashion. Only two people built.
Yeah, it was interesting theme. I don't think Nemesis is the same, but maybe there is some similarity.

InvisibleBison
2022-04-07, 01:41 PM
I know, it permits only one dispute per entry, but I can't not ask you.

Sorry, but I can't find anything about imp in Monster Manual errata. Can you share your source?

I found a working link to the errata files here (http://web.archive.org/web/20130212220709/http://www.wizards.com/default.asp?x=dnd/er/20040125a). I believe the Monster Manual errata was updated at several points, so it's possible you may have found an earlier errata file from before the imp was updated. The file at the link I provided appears to be the most recent version, and it does update the imp.

Thurbane
2022-04-07, 03:31 PM
Round 37, Yin & Yang. Contestants build two characters - one hero, one villain. Similar up until about lvl 5, and then branching out from there. Intention was for thematic opposition to each other, and providing contrast in some fashion. Only two people built.

Nemesis probably isn't that same prompt, but it's leaning on similar themes I think, and I think it's an idea worth exploring further.

My vampire/vampire hunter duo of brothers (https://forums.giantitp.com/showsinglepost.php?p=24718126&postcount=33) didn't do as well as I'd hoped that round.

Anyhow, I vote nemesis.


I don't take your point.

The very handy feat Nemesis is exalted/good only.

loky1109
2022-04-07, 04:20 PM
The very handy feat Nemesis is exalted/good only.

I see... Now, it make sense. )))


Thanks again, InvisibleBison.

Do we have anyone else judging? If not, I'd like to move on soon-ish.

Beni talked something about judging. Here (https://forums.giantitp.com/showsinglepost.php?p=25418832&postcount=54).

3SecondCultist
2022-04-07, 04:51 PM
I also vote for Nemesis.

Beni-Kujaku
2022-04-08, 02:22 AM
Beni talked something about judging. Here (https://forums.giantitp.com/showsinglepost.php?p=25418832&postcount=54).

It was mostly if there was no other judge. As it is, I'd rather not judge.

H_H_F_F
2022-04-08, 01:47 PM
The reveal is here! Thanks for the table, loky.



Name
Alignment / Race
Class Levels
Chef
InvisibleBison
Total
Place


Grendel (https://forums.giantitp.com/showsinglepost.php?p=25407423&postcount=37)
NE Primordial Craa’ghoran
Urban Druid 5/Avenging Executioner 5
The Viscount
17.80
17.80
6th


Little Girl with Long Hair (https://forums.giantitp.com/showsinglepost.php?p=25407430&postcount=38)
LE Gruesome Lurker of Bane
Combat Focused High Enchanter 7/Monk 1
loky1109
16.40
16.40
7th


Lam (https://forums.giantitp.com/showsinglepost.php?p=25407446&postcount=39)
NE Half-Fiend Changeling
"Half-Elf Paragon 1/Erudite 7/Human Paragon 2/Cabinet Trickster 5/Zhentarim Spy 1
"
Doctor Despair
19.00
19.00
2nd
Silver


Dox (https://forums.giantitp.com/showsinglepost.php?p=25407449&postcount=40)
NE Half-Fiend Changeling
Half-Elf Paragon 1/Human Paragon 2/Fighter 2/Erudite 1/Psychic Warrior 2/Barbarian 1/Assassin 1/Marshal 1/Zhentarim Spy 5
Doctor Despair
18.20
18.20
5th


MOMM (https://forums.giantitp.com/showsinglepost.php?p=25407452&postcount=41)
LE Vecna-blooded Greater Barghest
Predator (Ranger) 5/Master of Many Forms 3/Combat Wizard 1/Abjurant Champion 5
Ciopo
18.90
18.90
3rd
Bronze


Traldugal (https://forums.giantitp.com/showsinglepost.php?p=25407454&postcount=42)
NE Unseelie Fey Ulitharid
Illithid Savant 8
AvatarVecna
19.25
19.25
1st
Gold


Wild Bender (https://forums.giantitp.com/showsinglepost.php?p=25407456&postcount=43)
CE Mob of Advanced Paragon Bacchae

loky1109
18.45
18.45
4th


Naasar (https://forums.giantitp.com/showsinglepost.php?p=25407460&postcount=45)
CE Green Slaad
Battle Dancer1/Slaad Brooder 10
loky1109
N/A
N/A
N/A




Congratulations, participants! And especially to AvatarVecna, Doctor Despair, and Ciopo!
Great round, in my opinion (even if my personal favorite entry didn't get a medal). Thanks again for judging, InvisibleBison!

Next round will be up in around 12 hours.

loky1109
2022-04-08, 02:01 PM
Thanks to the our chair!


Great round, in my opinion
Agree, theme was very rich.

InvisibleBison, thanks for your judging, while I didn't like your judging method and strongly disagree with some of your points.

H_H_F_F
2022-04-09, 06:04 AM
New round is up (https://forums.giantitp.com/showthread.php?644622-Villainous-Competition-XLVI-Nemesis!).

loky1109
2022-04-09, 02:47 PM
I was very frustrated yesterday. So strongly disagree with our judge... When I saw all entries first time - I saw gold for Wild Bender (and I still think it should be, no disrespect to medalists).
I probably shall not discuss all my disagreements, it are about my entries' judging and about other participants' entries', but one point I touch. Always all FoM-on.
Oh yes, 20th PC can do it relatively easily. Can't argue with that. But. Can isn't equal to do. Having always-on FoM on all PC whatever levels is harmful for game as like as harmful for VC (for other competitions, too, but VC especially) judging with having in mind concept of "Always all FoM-on". What I'll do if I know you, InvisibleBison, will judge next round? I'll just drop all possible grapple using in my build. Doesn't matter how cool it can be, grapple will be totally ban. Will it be good for VC? I don't think so, but your judging pattern doesn't give me any alternatives. You gave -1 penalty for this! For monster who is almost unkillable (well, it's sorta hyperbole, but Wild Bender really hard to defeat, even if ignore individual bacchae after dispersing mob). You gave penalty four times more than gave Little Girl for breaking round limitations (it should be disqualification, I think, or at least straight 1 in Elegance or Memorable Villainy)! In context of your super small penalties for all others mistakes and issues, nobody can afford to make grappler. It will be auto lose. Now look at Monster Manuals an count portion grapple-monsters in them. It looks like impoverish for VC.
Don't misunderstand me, grapple is weakness and it should be punished, but punish should be commensurate with fault.

Sorry for that unpleasant speech, but I just can't be silence about this. Literally.

ben-zayb
2022-04-09, 05:52 PM
Great round, in my opinion (even if my personal favorite entry didn't get a medal).IIRC the Chair/Chancellor can award an Honorable Mention at their discretion if no other HM nominations were made.

InvisibleBison
2022-04-09, 06:52 PM
Sorry for that unpleasant speech, but I just can't be silence about this. Literally.

I'm sorry to have upset you so strongly. Wild Bender was my favorite entry this round, and I regret that I didn't feel I could give it a better score. I'm going to significantly revise my judging method before I judge again, and I think it would be both fair and possible to make a separate question about how vulnerable an entry is to hard-countering mechanics, rather than rely on a catch-all "how powerful is it" question.

AvatarVecna
2022-04-09, 11:21 PM
I didn't really look at judgements besides my own. I couldn't really bring myself to mention it in a dispute, but...


Does the entry avoid commonly known/overused optimization suggestions, within reason? +1
Yes.

...this absolutely baffled me.

H_H_F_F
2022-04-10, 04:44 AM
I'm always happy to see discussion of a competition, its entries and its judgement, as long as it doesn't cross the line. It hasn't so far - everyone has been respectful and argued in good faith. let's just make sure we keep it that way!

Remember, at the end of the day judgement is very subjective. We judge originality by what we personally have and haven't seen before, we judge power by what tends to work at the tables we've seen or heard of, we judge elegance by what seems mechanically pretty to us, and we judge memorable villainy by how engaging we find the entry to be.

Reminder that the new round is up, for anyone who might have missed the announcement in the discussion.

daremetoidareyo
2022-04-10, 09:32 AM
My idea for this round was a weredog. Because they can impersonate dogs. But then I didn’t want to do all of the work associated with that

Doctor Despair
2022-04-10, 03:27 PM
I didn't want to include it in the dispute, as I felt it was more related to my competitors' entries than mine, but I was a little disappointed that this clause seems like it basically went ignored:


Must appear as a medium-sized humanoid. The more the disguise can stand to scrutiny, the better. The more physical qualities and capabilities are maintained even while disguised, the better.

Relying on alternate form or illusion instead of disguise or something similar seems like it ought to have been penalized (or at least not rewarded as much as entries that didn't) -- but ultimately that's a judge's call, and not something explicitly wrong with Bison's judging. Different judges will value things differently. It would have been normalized a little with 2 or 3 judges, but sadly we don't have a lot volunteers for that lately. On that note: thank you for judging, Bison. I appreciate the time, effort, and consideration that went into your verdicts. I realized I forgot to say thank you in my dispute and felt like a heel, so I wanted to be sure to do so here, haha.

To speak to the concern wrt grappling a little: there are ways to bypass FoM with a dedicated grappler. Mimic Adhesive, the "crush" feat, arguably Ranged Pin, getting them to grapple you, having an AMF or mechanism to dispel... There's ways to get around it. Orson, a previous entry of mine, used Crush to bypass FoM as a fairly optimized grappler and took gold. Even if you assume constant FoM, you can still make effective grapple entries.

I do think that a moderately optimized level 20 party will probably have either constant FoM or at least at-will FoM, but even if they didn't, anklets of translocation are super, super cheap. You have to face that reality if you want to make a dedicated grappler (for this competition or otherwise). I don't think it's wrong to penalize an entry a little bit for having no plan B if they don't answer the common pitfalls of grappling to a sufficient extent. I'm not sure if that applies to Wild Bender or not, as I haven't read it in detail, but I wanted to weigh in on the topic.

remetagross
2022-04-11, 05:58 AM
I'm currently in a 20th level game, where two of the PCs have always-on FoM while the third can have it as a spell. That only leaves 1 PC devoid of that kind of protection. This is why I estimate the supposition of grappling being less and less effective against the PCs as times goes on to be rather reasonable.

loky1109
2022-04-11, 10:23 AM
I'm currently in a 20th level game, where two of the PCs have always-on FoM while the third can have it as a spell. That only leaves 1 PC devoid of that kind of protection.
It differs from all-always and it's an example, not rule itself.
I agree, grapple is weak strategy, but not so weak. Plus, enemies aren't make for always win, they make for challenge.