I had an idea for a boss monster I really want to use for the fey forest campaign I'm planning, but it turned out to be rather tricky to make in practice due to the fact that there's really nothing like it in any of the books I've seen, and it's a somewhat complicated concept.
The short version: I'm not too certain of how difficult this encounter will be, so I'd like some feedback on the issue. Detailed critiques would be most helpful, but a simple estimation of CR is fine too.
The creature is an invisible, incorporeal air spirit that interacts with the material world through controlling air currents. She's the guardian of the fey princess of spring, who loves flowers, and thus has a floral association herself: Her main method of combat, rather than a touch attack as most incorporeal creatures have, is to create swarms from flower petals in the vicinity dancing on wind currents.
The tricky part here is that I want the fight to be able to proceed in one of two possible ways, depending on whether the PCs manage to figure out the true nature of this air spirit ahead of time. If they don't fully realize what's going on, the fight will essentially be against a swarm of flower petals that suddenly generates in front of them and appears to have wind-based abilities. I want them to be able to win the fight without ever even knowing that the air spirit exists, only realizing what was actually going on when the spirit briefly reveals itself just before dying. However, if they do know about the air spirit, they can attack it directly, (hopefully) making the fight easier.
So because of the complexity of the idea, and the fact that I'm using multiple elements (incorporeality, swarms) that tend to introduce some significant changes to how fights go, it's a bit difficult for me to gauge the expected difficulty of this encounter. Thus, I come to you for help. I was initially shooting for something that would be a challenging boss fight for a hypothetical party of around level 10, assuming a moderate level of optimization, but lately I've been rethinking how I want the campaign to be structured and I think this encounter is more likely to come up a bit later in the campaign, so I'll probably rework it to be more suitable for a party of around level 12 or so. But before I do that, I'd like to get a handle on where it stands as currently written, so I know just what to change.
I apologize for the lengthy background description; let's look at the statblocks, shall we?
The short version: I'm not too certain of how difficult this encounter will be, so I'd like some feedback on the issue. Detailed critiques would be most helpful, but a simple estimation of CR is fine too.
The creature is an invisible, incorporeal air spirit that interacts with the material world through controlling air currents. She's the guardian of the fey princess of spring, who loves flowers, and thus has a floral association herself: Her main method of combat, rather than a touch attack as most incorporeal creatures have, is to create swarms from flower petals in the vicinity dancing on wind currents.
The tricky part here is that I want the fight to be able to proceed in one of two possible ways, depending on whether the PCs manage to figure out the true nature of this air spirit ahead of time. If they don't fully realize what's going on, the fight will essentially be against a swarm of flower petals that suddenly generates in front of them and appears to have wind-based abilities. I want them to be able to win the fight without ever even knowing that the air spirit exists, only realizing what was actually going on when the spirit briefly reveals itself just before dying. However, if they do know about the air spirit, they can attack it directly, (hopefully) making the fight easier.
So because of the complexity of the idea, and the fact that I'm using multiple elements (incorporeality, swarms) that tend to introduce some significant changes to how fights go, it's a bit difficult for me to gauge the expected difficulty of this encounter. Thus, I come to you for help. I was initially shooting for something that would be a challenging boss fight for a hypothetical party of around level 10, assuming a moderate level of optimization, but lately I've been rethinking how I want the campaign to be structured and I think this encounter is more likely to come up a bit later in the campaign, so I'll probably rework it to be more suitable for a party of around level 12 or so. But before I do that, I'd like to get a handle on where it stands as currently written, so I know just what to change.
I apologize for the lengthy background description; let's look at the statblocks, shall we?
Fleur, Retainer of Dana
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Small Elemental (Air, Incorporeal)
HD: 12d8
Initiative: +10
Speed: Fly 100 ft (perfect)
AC: 22 (+1 size, +6 Dex, +5 deflection); 22 touch; 16 flat-footed
BAB/Grapple: +8/--
Attacks: None
Space/Reach: 5'/5'
Special Attacks: Spell-like abilities, generate petal swarm
Special Qualities: Elemental traits, darkvision 60', control petal swarm, petal swarm link, invisibility, air mastery, improved evasion
Saves: Fort +5, Ref +14, Will +6
Abilities: Str --, Dex 22, Con 12, Int 12, Wis 14, Cha 20
Skills: Concentration +16, Listen +17, Spot +17
Feats: Improved Initiative, Flyby Attack, Final Strike [SS], Skill Focus (Concentration), Extraordinary Concentration [CAd]
Spell-like abilities: At will -- Ghost Sound, Whispering Wind, Gust of Wind, Wind Wall, Binding Winds [SC], Downdraft [SC], Greater Mage Hand [SC], Defenestrating Sphere [SC]; 3/day -- Cyclonic Blast [SC]. CL 12; Save DC 10 + Cha + spell level.
Generate petal swarm (Sp): As long as Fleur is not currently controlling a petal swarm, she can create one provided there are enough flowers or loose petals within 40 ft to create a swarm. The swarm is created with Fleur at the center, and is under Fleur's direct control. Three times per day, Fleur can create an additional petal swarm while still maintaining control over the first swarm; however, she cannot create more than three swarms at once. All petal swarms created in this way must remain contiguous. A swarm created by this ability dissipates if Fleur leaves its space or the space of a connected swarm. If Fleur willingly leaves the space of a petal swarm, causing it to disperse, she loses the ability to generate swarms for 24 hours. This is in addition to the consequences for swarm destruction noted under petal swarm link, below. Fleur does not lose the ability to generate petal swarms if she leaves the area of the swarm involuntarily, though the swarm still disperses. Fleur prefers to form the petal swarm into the shape of a large, serpentine dragon, but like any swarm its form is mutable.
Control petal swarm (Su): Fleur possesses a mental link to the petal swarms she creates. She can mentally control the movements of swarms she's created; the effort necessary to do this is dependent on the number of created petal swarms concurrently in existence. If there is only one swarm, Fleur can control it with a swift action; otherwise, controlling any number of swarms (even just one) takes a move action.
Petal swarm link (Su): Fleur's link to the petal swarms she creates goes both ways. Whenever a petal swarm under Fleur's control takes damage, Fleur takes damage equal to half the amount suffered by the swarm. Whenever a swarm under Fleur's control dissipates (including by Fleur leaving the swarm's area), Fleur takes 3d6 damage (in addition to the damage that destroyed the swarm, if any).
Invisibility (Su): Fleur's body is completely transparent; she couldn't become visible even if she wanted to. However, See Invisibility or True Seeing will reveal her true form: a translucent green humanoid figure resembling a young girl. Her true form also becomes visible in an antimagic field and just before she dies.
Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against Fleur.
Petal Swarm
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Fine Plant (Swarm)
HD: 8d8
Initiative:
Speed: Fly 60 ft (perfect)
AC: (+8 size, +X Dex)
BAB/Grapple: +3/4 HD/--
Attack: Swarm 2d6
Full Attack: Swarm 2d6
Space/Reach: 15'/0'
Special Attacks: Distraction
Special Qualities: Plant traits, swarm traits, immunity to weapon damage, immunity to nonlethal damage, vulnerability to fire, immunity to sonic, wind tolerance
Saves: Fort +7, Ref +11, Will +4
Abilities: Str 1, Dex 20, Con 12, Int --, Wis 10, Cha 3
Skills: --
Feats: --
Distraction (Ex): Any living creature vulnerable to the swarm's damage that begins its turn with a swarm in its square is nauseated for 1 rd; a Fort save (DC 15) negates the effect. Spellcasting or concentrating on spells within the area of the swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.
Daze (Ex): The petal swarm exudes an intoxicating aroma that muddles the senses of those that breathe it. Any creature in the swarm's space at the end of the swarm's turn must make a Fort save (DC 15) or be dazed for one round.
Wind tolerance (Ex): Because the petal swarm is animated by air currents controlled by Fleur, it is not harmed by any wind effects that Fleur produces. Furthermore, the swarm takes half damage from any wind effect not produced by Fleur.