Ghoul: 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...) |
No edit summary |
||
(19 intermediate revisions by 2 users not shown) | |||
Line 6: | Line 6: | ||
<!-- Value: integer between 1 and 40. --> | <!-- Value: integer between 1 and 40. --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| Min-CR = 2 | |||
| Max-CR = 10 | |||
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}} | | MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}} | ||
Line 12: | Line 15: | ||
| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}} | | Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}} | ||
| Image | Ghoul. | | Image | Ghoul-3.png | ||
<!-- Value: file name and extension only --> | <!-- Value: file name and extension only --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
Line 23: | Line 26: | ||
| 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> | ||
Line 37: | Line 40: | ||
| 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 = | ||
Line 56: | Line 60: | ||
| Description | Ghouls are emaciated and pale humanoids, their skin stretched taut over their skeletal frames. Their eyes appear larger than normal, and their hair is wispy and thin. Unlike magically reanimated undead such as skeletons and zombies, ghouls are not able to reintegrate themselves after being slain. However, ghouls do not age, and will live forever if they manage to avoid being hacked to bits by some overzealous barbarian with a great axe. Curiously, ghouls can completely regenerate all injuries after a full night's rest, even regrowing lost limbs. This odd power of regeneration requires sleep, however, and gives them no advantage in combat. | | Description | Ghouls are emaciated and pale humanoids, their skin stretched taut over their skeletal frames. Their eyes appear larger than normal, and their hair is wispy and thin. Unlike magically reanimated undead such as skeletons and zombies, ghouls are not able to reintegrate themselves after being slain. However, ghouls do not age, and will live forever if they manage to avoid being hacked to bits by some overzealous barbarian with a great axe. Curiously, ghouls can completely regenerate all injuries after a full night's rest, even regrowing lost limbs. This odd power of regeneration requires sleep, however, and gives them no advantage in combat. | ||
Ghouls are spawned from the corpses of living humanoids slain by other ghouls, which raises the question of where the first ghoul came from, and if it is still around. The ghoul race's requirement of living humanoid victims to "reproduce" doesn't appear to have hampered their growth as a species. | |||
The most defining characteristic of ghouls is their hunger. They are constantly and unendingly hungry for meat of any kind. Ghouls will also eat vegetables, plants, rocks, or anything else that they can fit into their mouths, but vastly prefer meat, whether fresh or not-so-fresh, over anything else. Sadly, no amount of eating will ever satiate them, and they can quite literally eat forever, always yearning for more. In fact, watching a ghoul eat, you can actually see their frustration at not being able to eat faster. | |||
Another interesting fact about ghouls is they are very intelligent. They live in communities, cooperate with one another, and will even, at times, interact (relatively) peacefully with other races (although their aching hunger often makes this very uncomfortable for them). Vampires and Liches in particular find ghouls useful neighbors. | |||
Ghouls who live more than a decade or two tend to pick up several languages, and retain any languages they knew when they were alive. Many ghouls also share a secret sign language, which is unique to each ghoul community, but allows the ghouls to communicate while preparing to ambush prey. Ghouls also use the sign language as a way to hide their own intellect from the living races, preferring that they be forever underestimated by the day-dwellers. | |||
}}</onlyinclude> | }}</onlyinclude> | ||
Line 77: | Line 81: | ||
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}} | | Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}} | ||
| Type | Undead | | Type | Undead | ||
<!-- 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 | | | Subtype | | ||
<!-- 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 --> | ||
Line 188: | Line 192: | ||
<!-- 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):''''' --> | ||
Line 246: | Line 250: | ||
| 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) --> | |||
Line 293: | Line 297: | ||
| 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 = | ||
Line 336: | Line 340: | ||
| 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 = | ||
Line 379: | Line 383: | ||
| 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 = | ||
Line 422: | Line 426: | ||
| 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 = | ||
Line 474: | Line 478: | ||
| 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 = | ||
Line 579: | Line 583: | ||
<!-- SPECIAL ABILITIES --> | <!-- SPECIAL ABILITIES --> | ||
Line 603: | Line 593: | ||
<!-- 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 = Auto after successful attack | ||
<!-- 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. --> | ||
Line 648: | Line 638: | ||
<!--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 = Auto after successful attack | ||
<!-- 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. --> | ||
Line 667: | Line 657: | ||
}} | }} | ||
A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | ||
Line 1,372: | Line 1,362: | ||
| 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 | ||
Line 1,405: | Line 1,449: | ||
| CombatTactics = Given the choice, ghouls will eat carrion rather than tackling live prey, but since they are always insatiably hungry, ghouls are also very proficient (and prolific) hunters. They will set ambushes, even making odd sounds to attract the curious. They prefer to hunt along the outskirts of villages and towns to try to draw out farmers, children or even small parties of town defenders. | | CombatTactics = Given the choice, ghouls will eat carrion rather than tackling live prey, but since they are always insatiably hungry, ghouls are also very proficient (and prolific) hunters. They will set ambushes, even making odd sounds to attract the curious. They prefer to hunt along the outskirts of villages and towns to try to draw out farmers, children or even small parties of town defenders. | ||
Ghouls will seek to paralyze all their intended prey and then begin feasting on their flesh (it is irrelevant that the prey might still be alive). They will utilize their numbers to good advantage, ganging up on foes who are particularly resistant to the paralysis until they are subdued, seeking out flanks, etc. | |||
Ghouls are very driven by their hunger, but also consider their unlife something worth preserving, so they will retreat from losing fights if it seems practical. However, ghouls defending their community from intruders will always fight to the death. | |||
<!-- OUT OF COMBAT | <!-- OUT OF COMBAT --> | ||
| OutOfCombat = '''Immortality:''' | | OutOfCombat = '''Immortality:''' | ||
While ghouls will never die naturally due to aging, starvation or other humanoid infirmities, they are susceptible to permanent death through trauma. If a ghoul is reduced to 0 or fewer hit points, it dies. Injured ghouls will heal over time much like a humanoid, and negative energy will magically repair injuries the way a healing spell would regenerate a humanoid. [[Resurrection (Cleric Spell)]] will bring the person who once lived in the body of the ghoul back to life, destroying the necromantic bond on its corpse. However, the resurrected human will have ghoul fever when it comes back to life, with the possibility of dying and becoming a ghoul again if the disease is left to run its course. | |||
Latest revision as of 07:54, 13 January 2023
Ghoul (CR 5)
Chaotic Evil - Medium - Undead |
---|
Lore: | Know (Religion) | ||
10 | 25 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
21 | +11 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
- Standard Senses
- Darkvision 60 ft.
Movement Types:
- Walk 30 ft.
Defense
AC |
Man Def |
Monster Health | ||
71 | 35 | 7 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +3 |
Refl: | +3 |
Will: | +8 |
Strong Against:
- ER 7/positive (energy, uncommon)
- (Undead 1) Immune (no effect): diseases (infected, diseased, blighted), poisons (tainted, poisoned, blighted), ability damage (dilution, damage, drain), and essence damage (suppression, omission, destruction)
- (Undead 2) Immune (no effect): bleeds (bruised, bleed, ruptured), fatigued, exhausted
- (Undead 3) Immune (no effect): magical sleep (drowsy, sluggish, asleep), paralyzed, stunned
- (Undead 4) Immune (no effect): any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
Offense
Standard Attack (Melee):
- 1x Salivating Bite +8 (1d10+6/x2)
as crushing (physical, common)
plus Paralysis and Disease
Full Attack (Melee):
Standard Attack (Ranged):
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
13 |
STR |
15 |
DEX |
— |
CON |
15 |
INT |
14 |
WIS |
14 |
CHA |
Skills:
- Perception: 11
- Stealth: 8
- All other skills: 3 (no ranks)
Languages: Onundur, Thanic, Necril, Common
Special Abilities
Paralysis (Su) Auto after successful attack |
Creatures damaged by a ghoul's natural attacks must make a successful DC 17 Fortitude save or be immobilized (cannot leave current space except by teleport or forced movement). A creature cannot be affected by a paralysis effect more than once per round (i.e. they do not stack). At the end of each of their turns thereafter, they must make another Fortitude save. If a second DC 17 save is unsuccessful, the condition worsens to paralyzed. The affected creature gets a new save at the end of each of their turns. A save after paralysis reverts to immobilized; another save after that reverts to the slowed condition.
|
Disease (Su) Auto after successful attack |
Any time a creature is bitten by a ghoul, they must make a Fort save, DC 17, or contract the Ghoul Fever disease:
A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. |
Ghoul
Ghouls are emaciated and pale humanoids, their skin stretched taut over their skeletal frames. Their eyes appear larger than normal, and their hair is wispy and thin. Unlike magically reanimated undead such as skeletons and zombies, ghouls are not able to reintegrate themselves after being slain. However, ghouls do not age, and will live forever if they manage to avoid being hacked to bits by some overzealous barbarian with a great axe. Curiously, ghouls can completely regenerate all injuries after a full night's rest, even regrowing lost limbs. This odd power of regeneration requires sleep, however, and gives them no advantage in combat.
Ghouls are spawned from the corpses of living humanoids slain by other ghouls, which raises the question of where the first ghoul came from, and if it is still around. The ghoul race's requirement of living humanoid victims to "reproduce" doesn't appear to have hampered their growth as a species.
The most defining characteristic of ghouls is their hunger. They are constantly and unendingly hungry for meat of any kind. Ghouls will also eat vegetables, plants, rocks, or anything else that they can fit into their mouths, but vastly prefer meat, whether fresh or not-so-fresh, over anything else. Sadly, no amount of eating will ever satiate them, and they can quite literally eat forever, always yearning for more. In fact, watching a ghoul eat, you can actually see their frustration at not being able to eat faster.
Another interesting fact about ghouls is they are very intelligent. They live in communities, cooperate with one another, and will even, at times, interact (relatively) peacefully with other races (although their aching hunger often makes this very uncomfortable for them). Vampires and Liches in particular find ghouls useful neighbors.
Ghouls who live more than a decade or two tend to pick up several languages, and retain any languages they knew when they were alive. Many ghouls also share a secret sign language, which is unique to each ghoul community, but allows the ghouls to communicate while preparing to ambush prey. Ghouls also use the sign language as a way to hide their own intellect from the living races, preferring that they be forever underestimated by the day-dwellers.
Combat Tactics
Given the choice, ghouls will eat carrion rather than tackling live prey, but since they are always insatiably hungry, ghouls are also very proficient (and prolific) hunters. They will set ambushes, even making odd sounds to attract the curious. They prefer to hunt along the outskirts of villages and towns to try to draw out farmers, children or even small parties of town defenders.
Ghouls will seek to paralyze all their intended prey and then begin feasting on their flesh (it is irrelevant that the prey might still be alive). They will utilize their numbers to good advantage, ganging up on foes who are particularly resistant to the paralysis until they are subdued, seeking out flanks, etc.
Ghouls are very driven by their hunger, but also consider their unlife something worth preserving, so they will retreat from losing fights if it seems practical. However, ghouls defending their community from intruders will always fight to the death.
Out of Combat
Immortality: While ghouls will never die naturally due to aging, starvation or other humanoid infirmities, they are susceptible to permanent death through trauma. If a ghoul is reduced to 0 or fewer hit points, it dies. Injured ghouls will heal over time much like a humanoid, and negative energy will magically repair injuries the way a healing spell would regenerate a humanoid. Resurrection (Cleric Spell) will bring the person who once lived in the body of the ghoul back to life, destroying the necromantic bond on its corpse. However, the resurrected human will have ghoul fever when it comes back to life, with the possibility of dying and becoming a ghoul again if the disease is left to run its course.
Rewards
XP: 1,600
Treasure: Sellable Goods worth 1,625 gp.
- Weight: 50 lbs. Volume: 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) |