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.
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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