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How Strong is this Demon I created? (Shetek the Claw)

Elric

First Post
Edit- This is in the rules forum. But let's pretend that if this contradicts any of the rules as written, that this is the rules as written.

I am going to be away from my regular D&D game for the next few months and as a result had the opportunity to stat out some of our major enemies in villainous DM style. These two demons, the Master of Beasts, Shetek the Claw, and the Mistress of Pain (still unnamed because the PCs don’t know her name), are going to appear soon in the storyline. The PCs are 17th level and may get to 18th relatively soon (not sure about this one)

My current dilemma is this: these demons are extremely powerful (clearly above CR 17). That’s fine because the party will have 5 (possibly 4 or 6) characters in a fight and it is supposed to be very tough. However, I’m a little worried that these creatures are too powerful and will just massacre the PCs.

The PCs are:
Human Fighter/Monk/Kensai, wields an Evil Outsider Bane Greatsword for a lot of damage. Very, very hard to hurt with reflex save damage spells.
Half Orc Barbarian/Druid/Lion of Talisid- not as effective as he was a few levels ago, but has the spell Brilliant Aura, a Blessed Bodyfeeding Greataxe, and Pounce
Elf Cleric (Wind and Water) 17, has armor with freedom of movement and can summon air elementals with a storm template (gives cone of cold, don’t remember the rest). Casts some Sanctified Spells from BoED, which increase her damage power.
Human Paladin/Cavalier- uses Sword and Shield or Lance and Shield charges from his Asperi. Highest AC in the group (low 40s).
Human Barbarian/Dervish- uses twin scimitars and rage/dance to do incredible amounts of damage in a round with her 7 attacks (NPC)
Human Sorceror/Exalted Arcanist/Contemplative (my character, could get played by someone else, especially if one of the other players with a cleric type misses a session). Has access to the Heal spell (used often in this game). Has a very high caster level for [good] spells, can do a lot of damage to evil outsiders with Purified spells. DM is particularly annoyed by his 8th level spell selection, Maze.

The PCs have a banesword for each of these demons. It functions as a +10 Holy, Blessed Weapon against its specific demon (the Paladin/Cavalier generally wields it) and can change its form to some extent to accommodate the wielder. In general these enemies will not take the PCs by surprise and the PCs tend to have 1-2 rounds to prepare for a fight against a demon of this magnitude (the baneswords warn of their presence). Here is Shetek the Claw as she stands right now.

Shetek the Claw
Medium Outsider(Evil)

Hit Dice: 20d8+280 (370 hp)
Initiative: +13
Speed: 130 ft. (26 squares)
Armor Class: 48 (+13 Dex, +10 natural, +14 monk, +1 Haste)
Base Attack/Grapple: +20/+32
Attacks: Claw +39/+39/+39/+39/+34/+29/+24 (2d10+12+2d6)(+20 base, +13 Str, +4 magic, +1 haste, +2 morale)
Special Attacks: Wis Bonus +4 to AC, Fast Movement (+60ft), Pounce, Roar
Special Qualities: Damage reduction 15/good and piercing, Darkvision 60 ft., Regeneration 5
Saves: Fort +30, Ref +31, Will +28 (+2 morale, +4 resistance)
Improved Evasion, Spell Resistance 35
Ability Scores: Str 34, Dex 36, Con 34, Int 16, Wis 30, Cha 20
Skills: Bluff +28, Climb +38, Handle Animal +28, Hide +36, Jump +74, Knowledge: History +26, Listen +33, Move Silently +36, Ride +38, Spot +33, Swim +38, Tumble +38
Feats (7 + 3 bonus): Stunning Fist (DC 34), Freezing the Lifeblood (no damage on hit, DC 34 save or paralysis for 3 rounds), Weakening Touch (no damage on hit, -6 Str, no save, not cumulative), Rapid Stunning (use 2 stun-type attacks a round), Combat Reflexes, Improved Trip, Blindfight, Power Attack, Cleave, Great Cleave

Master of Beasts(Ex): +10 Str, +10 Dex, +8 Con, +6 Wis, continuous Haste, Pounce, +4 resistance, +4 DC on her roar powers, Wild Empathy +30
Pounce (Ex): If Shetek leaps upon a foe, she can make a full attack even if she has already taken a move action.

Claws of Hell: Shetek’s natural weapons strike as +4 Unholy weapons. Her stunning fist type powers have their DCs increased by +4.
Rakshasa Warlord: All Rakshasa (and animal/beast/magical beast) allies within 250 feet of Shetek (herself included) gain +2 morale bonus on attack rolls, saves, and skill checks (bonuses reflected in stats above and below).

Roar (Su): Three times per hour Shetek can loose a mighty roar (as a standard action). The first time she does this, all [non-(evil outsider)] creatures within 1000 feet must succeed on a DC 29 Will save or be affected as though by a fear spell for 2d4 rounds (or 10 rounds if under 10 hit dice). If she roars a second time during the same encounter, all creatures within 250 feet must succeed on a DC 29 Fortitude save or be paralyzed for 1d4 rounds, and all those within 100 feet are deafened for 10 rounds (no save).

If she roars a third time during the same encounter, all those within 250 feet must succeed on a DC 29 Fortitude save or take 4 points of Strength damage for 5 rounds. All creatures within 250 feet take 50 damage (Reflex DC 29 for half); stone or crystalline objects take 100 damage instead. In addition, any Large or smaller creature within 100 feet must succeed on a DC 38 Fortitude save (Str based) or be thrown to the ground (and back 10 feet). A creature of size Large receives a +4 bonus on this save, as does a creature with more than 2 legs (these bonuses are cumulative). The save DCs are Charisma-based, except where noted.

Panicked: (Creatures affected by the Fear spell are panicked). Characters who are panicked are shaken (–2 penalty on attack rolls, saving throws, skill checks, and ability checks) and they run away from the source of their fear as quickly as they can. Other than running away from the source, their path is random. They flee from all other dangers that confront them rather than facing those dangers. Panicked characters cower if they are prevented from fleeing.

Summon Tiger (Sp): Shetek can summon 1 Legendary Tiger each day, for up to 20 minutes. This Tiger has +4 Str, +4 Con, and a +4 enhancement bonus to natural armor. This Tiger is treated as evil-aligned, but not an outsider. This is a 1 round action (and the equivalent of an 8th level spell, caster level 20).
Class Abilities: Shetek has most of class abilities of a Monk 20 with some druid abilities as well.
Trackless Step/Woodland Stride, Track/Swift Tracking, Improved Evasion, Slow Fall (any distance), Tongue of Sun and Moon, Greater Flurry of Blows, 2d10 unarmed damage, 20 stun attacks each day

Scent: Shetek can pinpoint the location of all creatures within 60 feet using scent. She tracks by scents within the past day automatically.
Regeneration: Her banesword deals normal damage to Shetek.

Legendary Tiger, Improved
Large Animal
Hit Dice: 26d8+240 (357 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 50 ft.
AC: 27 (–1 size, +4 Dex, +14 natural)
Base Attack/Grapple: +19/+36
Attack: Claw +33 (2d6+13) melee
Full Attack: 2 claws +33 (2d6+13) melee, bite +28 (2d8+6) melee
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, improved grab, rake 2d6+5
Special Qualities: Scent, Immune to Shetek’s Roar
Saves: Fort +26, Ref +21, Will +14
Abilities: Str 36, Dex 18, Con 28, Int 2, Wis 14, Cha 10
Skills: Climb +13, Hide +15, Jump +19, Listen +12, Move Silently +15, Spot +12, Swim +16
Feats: Alertness, Athletic, Endurance, Improved Initiative, Iron Will, Run, Power Attack, Cleave, Great Cleave
Pounce (Ex): If a legendary tiger leaps upon a foe, it can make a full attack even if it has already taken a move action.
Improved Grab (Ex): To use this ability, the legendary tiger must hit with a bite attack. If it gets a hold, it can rake.
Rake (Ex): A legendary tiger can make two attacks (+33 melee) against a held creature with its hind legs for 2d6+6 points of Damage each. If the legendary tiger pounces on an opponent, it can also rake.
 
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Elric

First Post
Here is her even stronger counterpart, the Mistress of Pain. I should mention that the PCs have well chosen equipment for their level, so their saves and ACs are relatively high.

Mistress of Pain
Medium Outsider (Chaotic, Extraplanar, Evil)

Hit Dice: 22d8+ 22*15 (440 hp)
Initiative: +7
Speed: 70 ft. (14 squares), Fly 90 ft (good)
Armor Class: 52 (+8 Abyssal Armor, +8 Dex, +20 natural, +5 Deflection from Unholy Aura), touch 22, flat-footed 43
Unholy Aura (DC 30 Fort negates)- 1d6 Str damage on melee hit against her (banesword negates, caster level 20), 50% chance to avoid critical hits (except from banesword)

Base Attack/Grapple: +22/+38
Attack: Slam +40 melee (+22 base, +16 Str, +2 enhancement) (1d8+18/15–20) or tail slap +40 melee (4d6+10)
Full Attack: Slam +40/+35/+30/+25 melee (1d8+18/15–20) and tail slap +40 melee (4d6+10); (criticals auto-confirm, infernal wound on slams, additional effects on a slam critical)
Space/Reach: 5 ft./5 ft. (10 ft w/ Tail Slap)
Special Attacks: Constrict 4d6+27, improved grab, spell-like abilities, Augmented Criticals, Aura of Despair, Symbol of Pain
Special Qualities: DR 10/good and cold iron, Darkvision 60 ft., immunity to electricity and poison, resistance to acid 15, cold 15, and fire 15, spell resistance 28 (+4 vs. good spells), telepathy 1000 ft., Regeneration 20, Mettle

Saves: Fort +33, Ref +26, Will +26 (counts +5 Resistance from Unholy Aura), Mettle (when allowed a Fortitude or Will save for partial effect, suffers no effect on a made save)
Abilities: Str 43, Dex 27, Con 40, Int 24, Wis 18, Cha 34
Skills: Bluff +37, Concentration +40, Diplomacy +39, Disguise +37, Gather Information +39, Heal +29, Hide +33, Intimidate +39, Listen +29, Move Silently +32, Search +32, Sense Motive +29, Spellcraft +32, Spot +29, Use Magic Device +37,

Feats: Combat Reflexes, Multiattack, Multiweapon Fighting, Improved Critical: Slam, Quicken Spell-Like Ability (Tortuous Storm, 3/day), Vile Spell Resistance (+4 vs. good spells, or spells/spell-like abilities of good outsiders), Practiced Spellcaster, Servant of Hell (reroll a roll 1/day, after seeing result), Pain Focus (+2 DC on abilities related to pain, Sword of Agony, Symbol of Pain, Gaze of the Abyss, Tortuous Storm, Sublime Sorrow)

Items: Abyssal Armor +3 (Chain Mail, Max Dex bonus +8, Fly 3/day for 5 minutes each),

Blessing of Pain and Darkness: Str +4, Dex +4, Con +4, Int +2, Cha +4, +1 Natural Armor, +4 profane bonus on will saves, +2 enhancement bonus on all attacks, criticals auto-confirm, 50% chance to avoid critical hits (except from her banesword), Mettle

Aura of Despair (Ex): All enemies within 30 feet of her receive no morale bonuses to anything (this includes the Ki Warlord ability of the Kensai class and a Paladin’s Aura of Courage, for example)

Augmented Criticals (Ex): Her slam attacks threaten a critical on an 18-20, (which becomes 15-20 due to improved critical and auto-confirms due to blessing of pain and darkness). Any creature hit by a critical from one of her slam attacks must make a Fort save (DC 37, Str based) or be staggered (move or standard action, but not both; no full round actions) for 1 round. Creatures that miss this save against DC 32 are nauseated for 1 round (only a single move action) and then staggered for 1 round.

Infernal Wound (Su): The damage she deals with a slam attack causes a persistent wound. An injured creature loses 2 additional hit points each round (per wound). The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 33 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by her slam attack must succeed on a DC 27 caster level check, or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points.

Symbol of Pain (Su): Constantly surrounded by Symbol of Pain spell (60 foot radius, caster level 20, DC 29 Fort save or -4 attack rolls/skill checks/ability checks for 1 hour, successful save negates for 1 day). If dispelled, returns in 2d4 rounds (no new saves required if creatures have made them, another save allowed if creature failed before).

Sublime Sorrow (Sp), 3/day, DC 33 Will save negates for 1 day. All good creatures within 30 feet take a -4 penalty on all saves, casting spells requires DC 15+Level concentration check, creatures take double damage from melee and ranged attacks. Duration: 1 hour. This ability requires a 1 round action to use.

Sword of Agony, (Su), 1/day: Up to 10 good creatures (within 75 feet) feel her malice, which is proportional to each creatures’ goodness. Will save negates, DC 35 (Charisma based). If it fails the save, the creature takes 1d8 Wisdom or Charisma damage (whichever is higher takes the damage). If it is exalted, a good cleric, or a good outsider, it instead takes 2d8 points of damage to the higher ability score and 1d8 to the lower one. This ability requires a 1 round action to use.

Gaze of the Abyss (Sp), at will, 3 times/day can use as a swift action: 1 target within 30 feet, DC 28 Will save negates (unaffected by Gaze for 1 day). Effect as Fear spell (mind-affecting), or kills outright if creature has less than 10 HD.

Tortuous Storm (Sp), 7/day: 50 damage to all good targets within a 30 foot radius, Range 1200 feet. Reflex save DC 29 for half damage.

Other spell-like abilities (caster level 20): Greater Teleport (Self only, plus 100 pounds of objects) at will, Unholy Aura at will (+5 bonuses instead of +4), Greater Dispel Magic at Will

Regeneration (Ex): Her banesword deals normal damage to her.

True Seeing (Su): She continuously uses this ability, as the spell (caster level 20th).

Improved Grab (Ex): To use this ability, she must hit with its tail slap attack against a creature of size Large or smaller. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she succeeds on the grapple check, she can constrict.

Constrict (Ex): She deals 4d8+26 points of damage with a successful grapple check. The constricted creature must succeed on a DC 37 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based.

Feats: In combination with her natural abilities, her Multiweapon Fighting feat allows her to attack with her tail at no penalty. Her natural weapons, as well as any weapons she wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
 
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Brain

First Post
You may want to try the homebrew section of the creature catalog forum for feedback on monsters.

Since you put it in the rules section, I'd like to ask about the following two characters.
Elric said:
Human Barbarian/Dervish- uses twin scimitars and rage/dance to do incredible amounts of damage in a round with her 7 attacks (NPC)
Human Sorceror/Exalted Arcanist/Contemplative
You know that the dervish can't dance and rage at the same time, right?

Also, how did the exalted arcanist qualify for contemplative?
 

DM_Matt

First Post
Brain said:
You may want to try the homebrew section of the creature catalog forum for feedback on monsters.

Since you put it in the rules section, I'd like to ask about the following two characters.

You know that the dervish can't dance and rage at the same time, right?

Also, how did the exalted arcanist qualify for contemplative?

I (the DM) made an exception for the EA to qualify for Contemplative since it fit the flavor of the character. Exalted Arcanists are more divine-flavored that arcane flavored, and the domains are really weak anyway for sorcs. He still needed arcane disciple to get heal.

Also, the dervish only has one level of barb, so I let that one unupgraded rage slide...besides, its weakened by the fact that it adds fatigue when she has tireless dance.

Those are pretty much the only house rules going in PC creation there.
 

Elric

First Post
Actually, when I made the character I was working with 3.0 Contemplative because I didn't have Complete Divine, and that didn't have any requirements for Contemplative that the character didn't meet.

The demons are based on the Rakshasa and the Marilith, respectively, but I've taken plenty of liberties in creating them.

Thanks for the link to the creature catalog. Somehow I entirely missed that forum when looking where to post this thing.
 


Elric

First Post
Hmm... let me repeat my edit from above, "This is in the rules forum. But let's pretend that if this contradicts any of the rules as written, that this is the rules as written."

In fact, I don't think I intended for Shetek to be treated as an animal and that was just an early draft. There isn't any particular reason why Shetek should be counted as an animal in the character, but I don't think it would be that hard to conceive of.
 


RigaMortus

Explorer
It is hard to give feedback on the creatures when they weren't created using the RAW though...

Likewise, it's hard to tell you how the PCs will stack up against them because, they too weren't created using RAW.
 

DM_Matt

First Post
RigaMortus said:
It is hard to give feedback on the creatures when they weren't created using the RAW though...

Likewise, it's hard to tell you how the PCs will stack up against them because, they too weren't created using RAW.

Beucase very few campaigns have handful of reletively-insignificant house rules.... :confused:
 
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