Lizardfolk Coldblood: Difference between revisions
m (Text replacement - " <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | Role-Only--Replace-Sneak-Power--Concentration" to " <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or...) |
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<!-- Value: integer between 1 and 40. --> | <!-- Value: integer between 1 and 40. --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| Min-CR = 5 | |||
| Max-CR = 15 | |||
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}} | | MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}} | ||
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| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}} | | Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}} | ||
| Role | | | Role | | ||
<!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Tank, Threat, Villain, or leave blank --> | <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
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| Restrict-Role-Skirmisher = | | Restrict-Role-Skirmisher = | ||
| Restrict-Role-Sneak = | | Restrict-Role-Sneak = | ||
| Restrict-Role-Swarm = | |||
| Restrict-Role-Tank = | | Restrict-Role-Tank = | ||
| Restrict-Role-Threat = | | Restrict-Role-Threat = | ||
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| Description | Lizardfolk are one of the numerous humanoid races who do not have the spark of civility. They are of crocodilian ancestry, with strong, agile forms and barren hearts. They tend to like warmer, wetter climes, although that is certainly not a hard rule, and there are reputed to be tribes and even nations of Lizardfolk tucked away all over the world, in every clime, wherever they find a way to prosper. | | Description | Lizardfolk are one of the numerous humanoid races who do not have the spark of civility. They are of crocodilian ancestry, with strong, agile forms and barren hearts. They tend to like warmer, wetter climes, although that is certainly not a hard rule, and there are reputed to be tribes and even nations of Lizardfolk tucked away all over the world, in every clime, wherever they find a way to prosper. | ||
The Lizardfolk Coldbloods are a sacred order of assassins committed to the will of the sun gods. Where the Blood Savages are hunters and gatherers, and the Acolytes are leaders and politicians, the Coldbloods serve as a kind of murderous inquisition, seeking out corruption and weakness and excising it without qualm. The Coldbloods are not specifically above the Blood Acolytes, politically, but rather apart from them. They have their own leadership and their own laws which they enforce mercilessly. Given sufficient evidence, no member of the Lizardfolk society is safe from judgement; even the occasional high priest of the Blood Acolytes has been executed for corruption by the Coldbloods at various points in the Lizardfolk histories. | |||
}}</onlyinclude> | }}</onlyinclude> | ||
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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}} | | Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}} | ||
| Type | Humanoid | | Type | Humanoid | ||
<!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean | <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}} | | Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}} | ||
| Subtype | Lizardfolk | | Subtype | Lizardfolk | ||
<!-- If second monster type | <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin --> | ||
<!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall --> | <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall --> | ||
<!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water --> | <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water --> | ||
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<!-- Put any 'immunity' or 'hardened' values here; | <!-- Put any 'immunity' or 'hardened' values here; | ||
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 ( | '''''Hardened (1/2 damage):''''' | ||
'''''Immune (no effect):''''' --> | '''''Immune (no effect):''''' --> | ||
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| NudgeSpace = | | NudgeSpace = | ||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet. | <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet. | ||
NOTE: If role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde. | |||
NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) --> | |||
| NudgeReach = | | NudgeReach = | ||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet. | <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet. | ||
NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde. | |||
NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) --> | |||
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| PriAtkIsAuto-Hit = | | PriAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgePriToHit = | | NudgePriToHit = | ||
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| SecAtkIsAuto-Hit = | | SecAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeSecToHit = | | NudgeSecToHit = | ||
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| TerAtkIsAuto-Hit = | | TerAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeTerToHit = | | NudgeTerToHit = | ||
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| QuaAtkIsAuto-Hit = | | QuaAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeQuaToHit = | | NudgeQuaToHit = | ||
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| RangedAtkIsAuto-Hit = | | RangedAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeRangedToHit = | | NudgeRangedToHit = | ||
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<!-- SPECIAL ABILITIES --> | <!-- SPECIAL ABILITIES --> | ||
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<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | ||
| Ability-1-Action-Required = | | Ability-1-Action-Required = Automatic | ||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | ||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | ||
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<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-2-Action-Required = | | Ability-2-Action-Required = Automatic after successful attack, 1/Rnd | ||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | ||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | ||
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<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | ||
| Ability-2-Description = The first time a Lizardfolk Coldblood successfully strikes an enemy with | | Ability-2-Description = The first time each round a Lizardfolk Coldblood successfully strikes an enemy with its terbutje, the enemy creature is afflicted with Blue Darter Poison. This ability may only be used once per round and only on the first successful attack. | ||
{{Malady | {{Malady | ||
| Name = Blue Darter Poison | | Name = Blue Darter Poison | ||
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| Frequency = | | Frequency = | ||
| Effect = {{Ability-Dmg}} [[Ability Damage|DEX damage]] and {{Special-Standard-Dmg}} points of {{dmg|poison}} damage per interval, and target is [[Flat-Footed]] | | Effect = {{Ability-Dmg}} [[Ability Damage|DEX damage]] and {{Special-Standard-Dmg}} points of {{dmg|poison}} damage per interval, and target is [[Flat-Footed]] | ||
| Fruition = Victim becomes [[Wobbly]]; this cannot be cured normally. | | Fruition = Victim becomes [[Wobbly]]; this cannot be cured by spending actions or making an Escape Artist check. Neutralize Poison affects this normally, or it expires at the end of a full night's rest. | ||
| F-Duration = 1 day (full-night's rest). | | F-Duration = 1 day (full-night's rest). | ||
}} | }} | ||
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| Role-Only--Replace-Sneak-Power--Description = | | Role-Only--Replace-Sneak-Power--Description = | ||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER | |||
SWARM ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
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 | |||
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 | |||
Issues" or "Darken the Sky" power to appear when this monster is designated as a | |||
"Swarm" role. --> | |||
| Role-Only--Replace-Swarm-Power--Name = | |||
| Role-Only--Replace-Swarm-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Swarm-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, | |||
Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At | |||
Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Swarm-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Swarm-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | ||
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| CombatTactics = Unlike their Blood Savage cousins, the Coldbloods have a different code of honor which is perfectly comfortable with surprise attacks, ruthless murder and even torture (when the victim has information that might help root out more important corruption; curiously, torture is considered dishonorable among the Lizardfolk and is used even by the Coldbloods only when necessary). | | CombatTactics = Unlike their Blood Savage cousins, the Coldbloods have a different code of honor which is perfectly comfortable with surprise attacks, ruthless murder and even torture (when the victim has information that might help root out more important corruption; curiously, torture is considered dishonorable among the Lizardfolk and is used even by the Coldbloods only when necessary). | ||
In combat, the Coldbloods will close to melee quickly, using their Mobility to avoid attacks of opportunity. They will use their blue darter poison early and often to render an opponent flat-footed and make as much use of their bonus sneak attack damage as they can manage. A pair of Coldbloods will almost always attempt to flank tough opponents, to activate the sneak attack damage even on foes that resist their poison. | |||
Another common tactic of the Coldbloods is to hold half their forces in reserve. This allows them to take advantage of flanking maneuvers, and to spread out the poison applications across more of the fight. By entering on the second round, the second team can provide flanks for the first, allowing them additional uses of sneak attack, while simultaneously trying to re-apply poison to those who have already shaken off the effects of the first team's poison attacks. | |||
Coldbloods are merciless, relentless, and will never run away from a fight (doing so would almost certainly mean they themselves would be killed for having weak blood that would corrupt the tribe.) | |||
<!-- OUT OF COMBAT --> | |||
| OutOfCombat = Lizardfolk gather in large tribal communities and even raise up minor nation states, most commonly building cities in deep jungle where a good fresh water source is available. These cities can grow quite massive, and always feature one or more prominent ziggurats, similar to the stepped-pyramids of the Aztecs. These huge temples are occupied by the Blood Acolytes, who perform daily sacrifices to purchase another day from the gods of darkness. | |||
Lizardfolk cities are often surrounded by many acres of farmland, where crops and livestock are tended to provide food for the tribe. Fresh game animals are also brought in by the Blood Savages to supplement the food supplies, and to provide leather and bone for tools and clothing. | |||
All Lizardfolk feel an affinity with Drakes and Wyverns, and will often have them around as guard animals or huge scary 'pets'. | |||
Latest revision as of 01:33, 28 June 2023
Lizardfolk Coldblood (CR 8)
Lawful Evil - Medium - Humanoid (Lizardfolk) |
---|
Lore: | Know (Local) | ||
16 | 31 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
23 | +13 |
Passive | Active |
Ambush: |
8+ |
on a d20 |
Senses:
- Standard Senses
- Darkvision 60 ft.
Movement Types:
- Walk 30 ft.
- Lesser Climb 20 ft.
- Lesser Swim 20 ft.
Defense
AC |
Man Def |
Monster Health | ||
146 | 73 | 13 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +6 |
Refl: | +11 |
Will: | +5 |
Strong Against:
- +4 to saves vs. Poisons
Offense
Standard Attack (Melee):
- 1x Terbutje +13 (2d8+6/19-20 x2)
as hacking (physical, uncommon)
plus Sneak Attack
Full Attack (Melee):
- 3x Terbutje +13 (2d8+6/19-20 x2)
as hacking (physical, uncommon)
plus Sneak Attack
Standard Attack (Ranged):
- 1x Hurled Spear +13 (2d8+6/19-20 x2)
as piercing (physical, common)
(Increment: 40 ft.; Max Range: 200 ft.)
Full Attack (Ranged):
- 2x Hurled Spear +13 (2d8+6/19-20 x2)
as piercing (physical, common)
(Increment: 40 ft.; Max Range: 200 ft.)
Siege Damage: Not siege capable
Statistics
16 |
STR |
18 |
DEX |
16 |
CON |
12 |
INT |
11 |
WIS |
9 |
CHA |
Skills:
- Acrobatics: 13
- Escape Artist: 13
- Perception: 13
- Stealth: 13
- All other skills: 8 (no ranks)
Languages: Myerl
Feats:
- Mobility (EFFECT: +4 AC against attacks of opportunity from movement)
Special Abilities
Sneak Attack (Ex) Automatic |
Any time the Coldblood attacks an opponent who is either flat-footed or flanked, either from melee or ranged, he may apply +2d6+4 sneak attack damage to the target, of the same damage type as the attack which delivers it (probably the Terbutje, which does hacking (physical, uncommon) damage). |
Poison (Ex) Automatic after successful attack, 1/Rnd |
The first time each round a Lizardfolk Coldblood successfully strikes an enemy with its terbutje, the enemy creature is afflicted with Blue Darter Poison. This ability may only be used once per round and only on the first successful attack.
|
Lizardfolk Coldblood
Lizardfolk are one of the numerous humanoid races who do not have the spark of civility. They are of crocodilian ancestry, with strong, agile forms and barren hearts. They tend to like warmer, wetter climes, although that is certainly not a hard rule, and there are reputed to be tribes and even nations of Lizardfolk tucked away all over the world, in every clime, wherever they find a way to prosper.
The Lizardfolk Coldbloods are a sacred order of assassins committed to the will of the sun gods. Where the Blood Savages are hunters and gatherers, and the Acolytes are leaders and politicians, the Coldbloods serve as a kind of murderous inquisition, seeking out corruption and weakness and excising it without qualm. The Coldbloods are not specifically above the Blood Acolytes, politically, but rather apart from them. They have their own leadership and their own laws which they enforce mercilessly. Given sufficient evidence, no member of the Lizardfolk society is safe from judgement; even the occasional high priest of the Blood Acolytes has been executed for corruption by the Coldbloods at various points in the Lizardfolk histories.
Combat Tactics
Unlike their Blood Savage cousins, the Coldbloods have a different code of honor which is perfectly comfortable with surprise attacks, ruthless murder and even torture (when the victim has information that might help root out more important corruption; curiously, torture is considered dishonorable among the Lizardfolk and is used even by the Coldbloods only when necessary).
In combat, the Coldbloods will close to melee quickly, using their Mobility to avoid attacks of opportunity. They will use their blue darter poison early and often to render an opponent flat-footed and make as much use of their bonus sneak attack damage as they can manage. A pair of Coldbloods will almost always attempt to flank tough opponents, to activate the sneak attack damage even on foes that resist their poison.
Another common tactic of the Coldbloods is to hold half their forces in reserve. This allows them to take advantage of flanking maneuvers, and to spread out the poison applications across more of the fight. By entering on the second round, the second team can provide flanks for the first, allowing them additional uses of sneak attack, while simultaneously trying to re-apply poison to those who have already shaken off the effects of the first team's poison attacks.
Coldbloods are merciless, relentless, and will never run away from a fight (doing so would almost certainly mean they themselves would be killed for having weak blood that would corrupt the tribe.)
Out of Combat
Lizardfolk gather in large tribal communities and even raise up minor nation states, most commonly building cities in deep jungle where a good fresh water source is available. These cities can grow quite massive, and always feature one or more prominent ziggurats, similar to the stepped-pyramids of the Aztecs. These huge temples are occupied by the Blood Acolytes, who perform daily sacrifices to purchase another day from the gods of darkness.
Lizardfolk cities are often surrounded by many acres of farmland, where crops and livestock are tended to provide food for the tribe. Fresh game animals are also brought in by the Blood Savages to supplement the food supplies, and to provide leather and bone for tools and clothing.
All Lizardfolk feel an affinity with Drakes and Wyverns, and will often have them around as guard animals or huge scary 'pets'.
Rewards
XP: 4,800
Treasure: Sellable Goods worth 3,875 gp.
- Weight: 80 lbs. Volume: 3.2 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) |