Brother Tor Tor Huo- Fist of Flame, Order of the Red Robe

 

Brother Tor Tor Huo- Fist of Flame, Order of the Red Robe

 STR         DEX        CON       INT         WIS        CHA

+4           +5           +1           +1           +2           +0          

SAVES               +10         +6                           +7          

 

AC 20

HP 188

DR 17

Move 40’ ground, 40’ leap (perfect), Spiderclimb

Immunities: Fire, Stunned, Paralyzed

Resistances: Cold

 XP 28,000

 Hypereactive x9 (nine reactions)  You did not read that wrong.

 

Reaction: Ki Block- when an attack hits, block ANY attack +5 AC and disengage 10’

Reaction: Re-direct flow, when an attack hits, the damage is halved

Reaction: Dao Strike- when attacked and the attack misses- make an attack

Reaction: Whirlwind- when attacked and the attack misses- move

Reaction: re-direct energy, when targeted by a spell, the spell gets a new target  This is as powerful as it sounds.

Bonus action: step of the wind, teleport 80’ (line of effect)

Bonus action: Fireburst, 10’ radius 6d6 fire damage DEX 17 for half (60’ range)

Bonus action: Potions of Immolation OOO- All enemies within 10’ radius take 6d6 fire damage DEX 17 for half, Heal 50HP

Bonus Action: Necklace of Fireballs- OOO OOO OOO 8d6 DEX 17 for half

 

Action: fists of fury eight unarmed attacks +10, 2d8 + 4 damage, target is staggered* (no save) +1d8 fire

Action: shuriken make eight ranged +10, 2d8 + 4, target loses 10’ movement and is staggered (CON 17) +1d8 fire

Action: Five Point Heartburster, one attack at +15, deals no damage, if the target moves or is moved it takes 6d20 psychic damage.  The target knows this.

Action: Three Point Organ Strike, one attack at +15, deals no damage, Paralyzed (it takes ten minutes and a Medicine check DC 17, or Lesser Restoration

 *Staggered is a condition.  Cannot take more than one action during a turn (regular, bonus, or reaction; only one).  It automatically ends at the end of your turn (it only lasts for one round).

White Ring of Celerity Haste 12 charges ever, no after-effects, extra action to activate, duration 3 rounds

White Belt of Acumen You can take a bonus action using a regular action

Amulet of the White Serpent As a bonus action you gain Freedom of Movement (as per the spell) for one full round.

Token of the Sea Hydra- symbol of the sea raiders.

4x cloak pins set with a scaled wolf head

Four scrollcases with maps and notes on underground route from Suzail to Halls of the Fire Giants (or as suitable for your campaign).

 

Manual of the Temple of Ra Mun

Each time you take a level in monk, you get two powers from the following list.

·         One extra reaction each round (hyper-reactive)  (you can take this multiple times)

·         Reaction: Ki Block- when an attack hits, block ANY attack +5 and disengage 10’

·         Reaction: Re-direct flow, when an attack hits, the damage is halved

·         Reaction: Dao Strike- when attacked and the attack misses- make an attack

·         Reaction: Whirlwind Step- when attacked and the attack misses- move

·         Reaction: re-direct energy, when targeted specifically by a spell where you are the only target, the spell gets a new target on a roll of 16+

·         Your unarmed attacks do +1d8 damage and your unarmed damage is increased to d8

·         Your unarmed attacks do +1d8 fire damage

·         You cannot be surprised

·         Fire Resistance

·         Stun Immunity

·         Your actions and reactions fill up at the top of the round on the first round

Training at the Temples of Ra Mun  Monk attacks get +1d8.  Base damage of weapon and unarmed attacks is increased to 1d8.  Actions and re-actions fill up at the top of the round even if surprised (opponents are aware of this).  Cannot be surprised.  All attacks do +1d8 fire damage

 

Monks of the White Robe- as per Coatl their spells are psionic in nature and require no components.  Their Cure Wounds is a bonus action and heals 20HP.  The bite attack is switched for a dagger attack with the same effect.

 It's important to not that they are not Coatls!  They are medium-sized neutral evil humanoids with the powers and stats of a Coatl as noted.  Not good celestials.

 Tactics
By the time the party finally confronts Tor, they should have already been bloodied a bit by wading through various guards and minions.  They will have almost certainly encountered the white-robe monks who are on standing orders to detect and analyze threats, then report back.  Tor will already know their abilities.  A few rounds of minions will be thrown at the party to determine their abilities.
 
Tor should be able to drop a party of fifth level characters pretty quick, and he and the white-robe monks will be a very tough boss encounter.  At up to ninth level, you'll need to construct a whole lair around him. He is an intelligent foe and is on his guard for intruders, and is unlikely to be caught unawares.  The white monks are usually floating around the periphery in pairs.  While on patrol, they do not engage to the death.  They use disengage and their 90' flight move to outdistance intruders, then re-approach under a different guise using their shapechange abilities; prisoners, guards, allies, or even a stray dog.  The ultimate thing is to embed themselves with the party and with unlimited detect thoughts they will know a lot about the party fast.  They will also do this from hiding, in a crowded street, for example.  Consider also that they have likely been around in a society for many weeks, using detect thoughts to get the locals on their side, possibly blackmailing those in power for their dark secrets.

They also use Detect Magic to determine if any party members lack magical attacks (to which they are immune). By the time a party is of a level to deal with Tor, they probably have magic weapons all around, but you never know.

Scrying!  Between the four of them, they have four shots for scrying every day.  They will have at least met the party.  They attempt to get the blood of the party, which they scrape into a little notebook after a battle, making notes as well on names and power disposition.  They each do this, so there are four notebooks with updated blood/hair samples, making the save at a whopping -10.  If the target makes the save, the limit of not being able to scry that target again in 24 hours is irrelevant since it's only for that particular "coatl" and the other three can make attempts as well, or choose a different party member.
 
Their constrict ability takes the form of their robes and sashes.  They will move, constrict with an auto-grapple, then fly upwards.  Higher and higher.  Restrained.
 
In combat, Tor uses his superior speed and perfect leaping ability to get into position, using bonus actions to hurl fireball spheres (from his nine-charge necklace of fireballs) and shurikens.  He does not throw his life away.  He makes an estimate of how much damage the party can do in a round, and uses his potions of Immolation to be sure he doesn't go below that amount.  He always has a tree, or hole in a roof nearby so he can use whirlwind (as a reaction to move, Leap 40' vertical and stick with spiderclimb) to escape.  His lair is designed with this in mind, he doesn't let himself get trapped in a corner.  He is highly intelligent and concentrates attacks on the greatest threat.  He knows he is weak with Charisma saves and tries to avoid a Banishment by keeping a few Redirect Energy reactions to deflect off critical spells.
 
After softening up the party with ranged attacks, he wades into close combat.  This is a weakness.  He's a showoff and if he thinks he has the upper hand, will get into close combat.  If things go wrong, he uses the belt of Acumen (using a regular action to do a bonus action) to double gulp two potions of Immolation, putting him up 100HP and dealing a total of 12d6 fire damage, then leaps out of combat, deflecting attacks of opportunity with his reaction powers.

Early on, he identifies melee-only tanks and when he moves into melee he targets these first with a Five-Point Heartburster to keep them from engaging.  This is taking advantage of a weakness in that build (weak or non-existent ranged ability).

Tor's weakness is anger.  If an opponent vexes or taunts him, he might drain out all his reactions, leaving him vulnerable (going low in HP, or moving away from his escape routes).  If your players are used to charging in and winning with brute optimization force, they are going to be perplexed by this encounter.  A high level of play, with scouting, roleplay, and cultivating allies will alone with the day.

The white monks do not have very much damage output compared to Tor, so the heroes will be wise to not focus on them too much.  A big mistake is to let themselves get pummeled by Tor while they try and take them out.  If it's the heroes' first time encountering him, and without (gasp) reconnaissance, they won't know that is damage output is off the charts.
 
After a retreat, Tor will swing by his desk to gulp down the Umber Flask for full healing.  He will be more cautious after a defeat.
 
Remember: the White Monks will Bless each other and Tor before a combat if possible. They will use Dream between encounters to harass the party and be sure they don't get long rests.  As the DM you watch with  amusement the players' dismay as one or two party members do not get benefit from a long rest.  Other minions will be directed to the party's location to further harry them.

Useful forms for Change Shape:
  • Gith (for psionic abilities, plane shift, telekinesis, see invisibility)
  • Weretiger (for immunity to non-silver weapons)
  • Incubus (for charm ability)
  • Yuan Ti (for suggestion)
  • Blink Dog (for short range teleportation)
  • Giant Crab (for ability to breath water)
  • Mastiff (for keen smell)
If the party looks like it is going down, they switch to non-lethal attacks and attempt to capture them. The white-robe monks use their daggers on helpless opponents to put them in a catatonic state. They are then placed in a dungeon where they are scried (using other devices from wealthy patron buddies of Tor) for entertainment (see dungeon Module A4).

 Other Minions in the Lair

  • 4x Assassins
  • 48x Cultists
  • 12x Cult Fanatics
  • 18x Spies (these are dispersed into local populations)
  • 9x Veterans

Tor’s Desk

Various quills, ink, parchments.

4x small vials with fluorescent green oil (one inch tall)

6x Tea Candles of Meditation (when burned during a long rest, it gives a divine spell-caster one extra Level 3 spell)

Urn of Clearwater (produces daily amount of good water for eight creatures)

8x tubes of knockout powder in blowpipes (green plant material with black wax plugs) Ranged attack.  Range 10’ one target makes CON 18 or falls into a catatonic state (cannot be roused except with thirty minutes of care and Medicine 18).

 

This table has seven ball-bottomed flasks made of varying shades of clay: brown, black, ivory and white.  There is a small urn, the size of a human head, carved from petrified wood.  There is an inkwell full of green ink.  There is a book with covers of stained wood, and a loose leaf booklet open in the middle.  Many notes are made therein with green lettering.  Next to the desk is a metal wastebasket.

The urn of petrified wood contains three doses of Oil of Stone to Flesh.

It requires a DC 18 Arcana check to identify any of these potions.

1.       Flask of Umber Clay: It takes four full round action to drink.  heal to full.

2.       Flask of Eggshell Clay: Potion of Ruby Skin (Fire Resistance 10 for one hour).

3.       Flask of Bark-shade Clay: Potion of Amphibiousness (breathe air or water for one hour plus webs)

4.       Flask of Paper Clay: Potion of Agility (+4 to DEX for one hour) actually a cursed potion of Baleful Polymorph (changes into a dog for one hour, Con DC 12 to resist) OR one potion at random has this curse.

5.       Flask of blackmud Clay: Potion of Ghostliness (gain incorporeal subtype for one minute)

6.       Flask of leafy green Clay: Potion of Greenskin (gain plant immunities for one minute, but cannot cast spells)

7.       Flask of birchbark Clay: Potion of Protection from Evil (one minute)

The inkwell of green ink is magical.  It never runs out or dries up.  Abjuration spells scribed to scrolls (or enhance scrolls) using this ink are at +1 DC.

The Monks scry and Dream the party the night they retreat, then again the following day start scrying at noon.  They have collected blood from party members. 

 Additional Maps and Resources

 






 
 


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