The party will most likley know what they are facing, and the rouge will just hide and Worm won't be able to detect him with Tremor Sense. * NOTE, that I am not sure that for Purple Worm it is even possible without metagaming to just Swollow the rouge or sting for massive Poison damage. So far I haven't found a reasonable template that can help with that. It seems that big beasts need ability dmg immunity more than anything else as mind effecting stuff can be quelled with Endurance + Steadfast Determination. So a psychic rouge player can pretty much solo the entire cave systems with just control light+ darkstalker + mindcripple combo. His Tremor Sense is easily foiled by Darkstalker, and his other senses suck. Perhaps this should be in a different thread, but it seems that its way to easy to sneak attack a Purple Worm. I also found a lvl3 cleric spell with mins/lvl that stops any and all ability drain/dmg and etc.
I think I found few ways to counter serious issues like ray of stupidity. If someone will decide to help, use Purple Worm at first as a "control beast" and use either Pandemonium or Earth Plane for Worm's Residence. Need help here guys, never played a Beast Tamer = ] Should they hire a ranger? or a lot of rangers? I would Imagine taming such a beast like Purple Worm isn't easy? Maybe a "brain-box-like" device that is massed produced? So yeah. Issue TWO=> How can one tame such beasts? Party is a Marshal Ur-Priest, a Psychic Rouge Factotum, a Dungeon Crusher Fighter, A Soul eater Pal of Tyranny very young green Dragon and Ranged Psychic Warrior. but dread Ray of Stupidity spam is a HUGE concern. How do I protect these beat's fragile Mind? Maybe a template? Will save can be obtained thru Steadfast determination and huge con. Its pointless to sent players on a 1 session long quest that results in getting things that will be ray'ed of stupidity to DEATH by imperial Wizards in few turns. The BIGGEST is Will saves & dreaded Int score. The issue I currently have is that a lot of cool juicy Targets, Remorhaz and others] have some gazing weak spots that make them useless. Issue ONE=> I've gotten pretty good at making scary beasties of low enough CRs so they can be thrown in numbers at players and NPC alike. Now while the formula is fine and dandy, I need help with 2 issues. =>Players travel to location X and fight 2-3 small beasts X and than fight a Big beast X and do something to swade the beast to "work" for them aka be a tamed warbeast. =>NPC X subtly drops a hint that he/she had this cool project that he/she worked on on getting a Beast X to be part of a growing warmahine of players.
The idea is to make few short quests using this formula=> I am planning to drop some plot hooks to my players that will let them, upon completion of these side quests, acquire big scary "magical beasts" in some significant numbers. Hit: 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.Hello Playgrounders! I have an interesting question. Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. The worm makes two attacks: one with its bite and one with its stinger.īite.