Norker: Difference between revisions

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| Min-CR = 2
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   <!-- Put any 'immunity' or 'hardened' values here;
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         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (1/2 damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
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         is given the "Swarm" role. It replaces the default "Personal Space Issues" power  
         is given the "Swarm" role. It replaces the default "Personal Space Issues" power  
         (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
         (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
         the Distracted conditon when they damage a foe (or it grants an area of affect  
         the Distracted condition when they damage a foe (or it grants an area of affect  
         ranged attack if it is a troop). Leave this blank if you want the "Personal Space
         ranged attack if it is a troop). Leave this blank if you want the "Personal Space
         Issues" or "Darken the Sky" power to appear when this monster is designated as a  
         Issues" or "Darken the Sky" power to appear when this monster is designated as a  

Latest revision as of 22:31, 7 January 2023

Norker (CR 4)

Chaotic Evil - Small - Humanoid (Norker)
Lore: Know (Local)
8 23
Basic DC Full DC
Initiative
Initiative Icon 2.png
7
Perception:
17 +7
Passive Active
Ambush:
10+
on a d20

Movement Types:

Defense

AC
Shield Icon 3.png
20
Man Def
Shield Icon 3.png
19
Monster Health
63 31 6
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +7
Refl: +3
Will: +1

Strong Against:

Weak Against:

Offense

Size: Small
5 ft. 5 ft.
Space Reach
To-Hit
+7
Sword Icon 3.png
Man Off
+8
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Gnarly Club +7 (1d8+3/19-20 x2)
    as Bludgeoning (physical, common)

Full Attack (Melee):

  • 3x Gnarly Club +7 (1d8+3/19-20 x2)
    as Bludgeoning (physical, common)

Standard Attack (Ranged):

  • 1x Rocks! +7 (1d8+3/19-20 x2)
    as Bludgeoning (physical, common)
    (Increment: 10 ft.; Max Range: 50 ft.)

Full Attack (Ranged):

  • 3x Rocks! +7 (1d8+3/19-20 x2)
    as Bludgeoning (physical, common)
    (Increment: 10 ft.; Max Range: 50 ft.)

Siege Damage: Not siege capable

Statistics

15
STR
12
DEX
17
CON
6
INT
11
WIS
7
CHA

Skills:

Languages: Orcish

Feats:

  • Mobility (EFFECT: +4 AC against attacks of opportunity from movement)

Special Abilities

Snapping Riposte (Ex) Immediate Action, 1/Rnd after attacked

Once per round, after being attacked (hit or miss) by a melee attack, the norker may make an immediate bite attack against the foe which attacked them. The foe must be within reach to use this ability.

Bite +7 (1d8+3/x2), as crushing (physical, common) damage
Norker

Norker

Norkers are a degenerative subspecies of orc. They are fierce and cruel, but not as organized. They generally travel in packs, dominated by a single strong leader. The packs are rife with internal power struggles and petty bickering, but when confronted with a common foe, they all fall into enough order to make a reasonable nuisance of themselves.

They frequently travel with any orcs willing to take them in, and will eagerly follow orcs around like mean, feral puppies. Orcs tolerate norkers because they're so easily dominated, useful in a fight, and are easily overruled when it comes time to divvy up loot.

Combat Tactics

Norkers are feral and heedless of danger. They will charge into fights and aggressively provoke attacks of opportunity, making use of their mobility. They will use their snapping riposte as often as possible. Other than that, they just want to club stuff until it's dead.

Out of Combat

Norkers are miserable, low, and vile creatures, even for monsters. They have degenerated in intelligence, but far more critically, they have degenerated in their moral and societal character, to the point that they are in danger of slipping into the satus of mindless beasts, or even vermin. Some sages are studying this decline with keen interest, as a means of determining how this process proceeds, or perhaps, how it could be induced, or reversed, or even, inculcated in reverse among the beasts to raise them up. This study is of no matter to the norkers, who cannot even begin to understand what it means, but this area of study is viewed with suspicion among most 'reputable' sages, mages, and cyphers, as meddling in this process seems uncomfortably hubristic...which often leads to deific interference.

Nobody wants deific interference.

Rewards

XP: 1,200

Treasure: Sellable Goods worth 1,188 gp.

Weight: 40 lbs.     Volume: 1.6 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)