Gnoll War Fang: 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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| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}} | | CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}} | ||
| CR | | | CR | 11 | ||
<!-- Value: integer between 1 and 40. --> | <!-- Value: integer between 1 and 40. --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| Min-CR = 8 | |||
| Max-CR = 16 | |||
| 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=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}} | | Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}} | ||
| Description | Gnoll War Fangs are highly respected and maybe even a little revered in Gnoll society. | | Description | Gnoll War Fangs are highly respected and maybe even a little revered in Gnoll society. | ||
War Fangs are the most senior of the Gnoll front line fighters. They have seen it all and done it all and lived to tell the tale. They are massive, even bigger than most other gnolls, bulky with muscle and fur and hard, protective fat. They frequently wear bits of scavenged armor, and unlike their more agile and more excitable brethren, they can develop a stillness which is quite unnerving. | |||
War Fangs do not giggle or yip, like other Gnolls. War Fangs are silent, communicating a great deal with significant looks and a curled lip, to reveal massive teeth that could put a bear to shame. | |||
War Fangs are not brutes, however. They fight with weapons and are skillful combatants. War Fangs tend to form raiding parties among their own elite ilk, menacing trade caravans and other travelers. | |||
A raiding party of War Fangs is a serious threat, and will often provoke the organization of a heavily-armed posse from any civilized settlements nearby. | |||
}}</onlyinclude> | }}</onlyinclude> | ||
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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}} | | Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}} | ||
| Type | Monstrous Humanoid | | Type | Monstrous 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 | Gnoll | | Subtype | Gnoll | ||
<!-- 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 = +2 | | NudgePriToHit = +2 | ||
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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 while flanking | ||
<!-- 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 = Swift Action | ||
<!-- 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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| Ability-2-Description = Just because War Fangs do not yip and giggle does not mean they are completely silent. A War Fang can bare its massive teeth, curl its slavering lips, and unleash the hellish fury that dwells in their soul with their Ripping Snarl. | | Ability-2-Description = Just because War Fangs do not yip and giggle does not mean they are completely silent. A War Fang can bare its massive teeth, curl its slavering lips, and unleash the hellish fury that dwells in their soul with their Ripping Snarl. | ||
As a swift action, the gnoll makes a sonic-based attack that affects one target in a 3x3 square area adjacent to their space. This does {{Special-Standard-Dmg}} points of {{dmg|sonic}} damage. The target may make a Fort save, DC {{Save-DC}}, for half damage. | |||
If the primary target fails this saving throw, then the Gnoll may use their Cleave combat maneuver to roll the sonic damage again and apply it to a second creature who is adjacent to the first creature. | |||
This second target is also allowed a Fort saving throw for half damage, but even if they fail, the Ripping Snarl does not carry on. Note that the second target does NOT have to be within the original 3x3 square area of effect, they only have to be adjacent to the first victim, no matter how far away they are. | |||
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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 = Gnoll War Fangs fight like the dangerous professional killers that they are. Their silence is unnerving, until they unleash a barrage of Ripping Snarls against some hapless opponent, the damage bouncing and skipping around. Ripping Snarl in a crowded fight is a very effective tactic indeed. | | CombatTactics = Gnoll War Fangs fight like the dangerous professional killers that they are. Their silence is unnerving, until they unleash a barrage of Ripping Snarls against some hapless opponent, the damage bouncing and skipping around. Ripping Snarl in a crowded fight is a very effective tactic indeed. | ||
War Fangs will begin combat by hurling the Chakrams and moving to close into Ripping Snarl range. | |||
Once in melee, they will target melee opponents and seek flanks, so they can attempt to neutralize their threat by taking their weapon away. Whenever possible, they will try to maneuver so they may attack a more lightly armored foe first and then cleave into a tougher opponent. | |||
If they are having trouble disarming a foe, they will target them with Ripping Snarl while using five foot steps to maintain flanks and continue to use Disarming Flank. | |||
Once War Fangs have disarmed their melee opponents, they will savagely move to attack the weakest foes with their Gnollhammers and Ripping Snarl, ignoring the melee types until they get their weaponry back. | |||
<!-- OUT OF COMBAT --> | |||
| OutOfCombat = Gnolls live in large, loose, rambling encampments, in things sort of like yurts made of wood, bone, and raw, rotting skins. If they have been in one place for more than a few days, their burrowing instincts will prompt them to begin digging warrens under their yurts, and if they have been in place for a while the tunnels and chambers beneath are usually even larger than their territory above. Slaves are seen everywhere, miserable and bedraggled. | |||
They typically have a few large cooking pits where they char meat, and large open areas in which they circle and snarl, or preen. From these semi-nomadic camps, they strike out in loose bands, of varying composition and size, to prowl and hunt all their territory. Gnolls are strong and vicious, and if they were better organized could be a major threat, but as they are, even orcs can easily drive them away with numbers and tactics. Woe betide the weak and unwary when gnolls are around. | |||
Latest revision as of 21:42, 4 February 2023
Gnoll War Fang (CR 11)
Pure Evil - Medium - Monstrous Humanoid (Gnoll) |
---|
Lore: | Know (Nature) | ||
21 | 37 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
30 | +20 |
Passive | Active |
Ambush: |
9+ |
on a d20 |
Senses:
Movement Types:
- Walk 30 ft.
Defense
AC |
Man Def |
Monster Health | ||
242 | 121 | 19 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +13 |
Refl: | +8 |
Will: | +10 |
Strong Against:
Offense
- Maneuver Offense Notes: +4 on Cleaves and Disarms
Standard Attack (Melee):
- 1x Gnollhammer +20 (3d8+11/19-20 x2)
as bludgeoning (physical, common)
Full Attack (Melee):
- 3x Gnollhammer +20 (3d8+7/19-20 x2)
as bludgeoning (physical, common)
Standard Attack (Ranged):
- 1x Gnoll Chakram +18 (3d8+7/19-20 x2)
as slashing (physical, common)
(Increment: 30 ft.; Max Range: 150 ft.)
Full Attack (Ranged):
- 3x Gnoll Chakram +18 (3d8+7/19-20 x2)
as slashing (physical, common)
(Increment: 30 ft.; Max Range: 150 ft.)
Siege Damage: Not siege capable
Statistics
18 |
STR |
16 |
DEX |
15 |
CON |
12 |
INT |
14 |
WIS |
13 |
CHA |
Skills:
- Intimidate: 18
- Perception: 20
- Sense Motive: 18
- Stealth: 18
- Survival: 18
- All other skills: 13 (no ranks)
Languages: Gnoll, Common
Feats:
- Precise Shot (EFFECT: No penalty for shooting into melee at any range.)
Special Abilities
Disarming Flank (Ex) Automatic while flanking |
When they gain a flanking bonus, War Fangs may take advantage of their foe's divided attention and attempt to dash anything they hold out of their hands. Once per round, as part of an attack action, only while they are receiving flanking bonuses, the Gnoll War Fang may roll a Disarm Combat Maneuver (1d20 + 18 vs. target's Maneuver Defense). |
Ripping Snarl (Su) Swift Action |
Just because War Fangs do not yip and giggle does not mean they are completely silent. A War Fang can bare its massive teeth, curl its slavering lips, and unleash the hellish fury that dwells in their soul with their Ripping Snarl. As a swift action, the gnoll makes a sonic-based attack that affects one target in a 3x3 square area adjacent to their space. This does 3d8+7 points of sonic (energy, common) damage. The target may make a Fort save, DC 21, for half damage. If the primary target fails this saving throw, then the Gnoll may use their Cleave combat maneuver to roll the sonic damage again and apply it to a second creature who is adjacent to the first creature. This second target is also allowed a Fort saving throw for half damage, but even if they fail, the Ripping Snarl does not carry on. Note that the second target does NOT have to be within the original 3x3 square area of effect, they only have to be adjacent to the first victim, no matter how far away they are. |
Gnoll War Fang
Gnoll War Fangs are highly respected and maybe even a little revered in Gnoll society.
War Fangs are the most senior of the Gnoll front line fighters. They have seen it all and done it all and lived to tell the tale. They are massive, even bigger than most other gnolls, bulky with muscle and fur and hard, protective fat. They frequently wear bits of scavenged armor, and unlike their more agile and more excitable brethren, they can develop a stillness which is quite unnerving.
War Fangs do not giggle or yip, like other Gnolls. War Fangs are silent, communicating a great deal with significant looks and a curled lip, to reveal massive teeth that could put a bear to shame.
War Fangs are not brutes, however. They fight with weapons and are skillful combatants. War Fangs tend to form raiding parties among their own elite ilk, menacing trade caravans and other travelers.
A raiding party of War Fangs is a serious threat, and will often provoke the organization of a heavily-armed posse from any civilized settlements nearby.
Combat Tactics
Gnoll War Fangs fight like the dangerous professional killers that they are. Their silence is unnerving, until they unleash a barrage of Ripping Snarls against some hapless opponent, the damage bouncing and skipping around. Ripping Snarl in a crowded fight is a very effective tactic indeed.
War Fangs will begin combat by hurling the Chakrams and moving to close into Ripping Snarl range.
Once in melee, they will target melee opponents and seek flanks, so they can attempt to neutralize their threat by taking their weapon away. Whenever possible, they will try to maneuver so they may attack a more lightly armored foe first and then cleave into a tougher opponent.
If they are having trouble disarming a foe, they will target them with Ripping Snarl while using five foot steps to maintain flanks and continue to use Disarming Flank.
Once War Fangs have disarmed their melee opponents, they will savagely move to attack the weakest foes with their Gnollhammers and Ripping Snarl, ignoring the melee types until they get their weaponry back.
Out of Combat
Gnolls live in large, loose, rambling encampments, in things sort of like yurts made of wood, bone, and raw, rotting skins. If they have been in one place for more than a few days, their burrowing instincts will prompt them to begin digging warrens under their yurts, and if they have been in place for a while the tunnels and chambers beneath are usually even larger than their territory above. Slaves are seen everywhere, miserable and bedraggled.
They typically have a few large cooking pits where they char meat, and large open areas in which they circle and snarl, or preen. From these semi-nomadic camps, they strike out in loose bands, of varying composition and size, to prowl and hunt all their territory. Gnolls are strong and vicious, and if they were better organized could be a major threat, but as they are, even orcs can easily drive them away with numbers and tactics. Woe betide the weak and unwary when gnolls are around.
Rewards
XP: 12,800
Treasure: Sellable Goods worth 9,375 gp.
- Weight: 110 lbs. Volume: 4.4 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) |