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In the interest of fairness.

zeo_evil

First Post
Hello. I have two creatures for you. I need help judging CRs (for these things do not judge themselves, you know). They are reworks of existing works. Much respect and admiration to Monte Cook for Vorm, and to a lesser degree, my divine rank 0 outsider version of his alter ego Tenebrous. So please take a look and help me to judge this one. My players are going up against these two next week and I want to know soon. Cut and paste to word for ease of viewing. One should keep in mind they are more 3.0 than not.
Tenebrous has a +5 Darksoul Protection Breastplate.
Tenebrous
Huge Undead Outsider (Chaotic, Evil) Necromancer 10
Divine Rank: 0.
Hit Dice: 20d12; 10d12 (360).
Initiative: +4 (+4 Dex).
Speed: 30 ft., fly 60 ft. (average).
AC: 42 (+10 Armor, +5 Deflection, +4 Dex, +15 Natural Armor, -2 Size) touch 17, flat-footed 38.
Base Attack/Grapple: +25/+42.
Attack: Bite +32 [2d6+9], or +4 unholy gargantuan greatclub +36 [2d8+17; 19-20/x2].
Full Attack: +4 unholy gargantuan greatclub +36/+31/+26/+21 [2d8+17; 19-20/x2], and 2 wings +27 [1d8+4], gore +27 [1d6+4], sting +27 [2d4+4 plus poison] or tail slap +27 [2d6+13], or bite +32 [2d6+9], 2 claws +27 [1d8+4], 2 wings +27 [1d8+4], gore +27 [1d6+4], sting +27 [2d4+4 plus poison] or tail slap +27 [2d6+13].
Face/Reach: 10 ft./15 ft.
Special Attacks: Body flames, frightful presence, poison, spells.
Special Qualities: Darksoul protection breastplate, damage reduction 35/+4, darkvision 60 ft., immunities, resistances, SR 32 (check twice), undead traits.
Saves: Fort +17, Ref +21, Will +23.
Abilities: Str 29 (+9), Dex 19 (+4), Con -, Int 29 (+9), Wis 22 (+6), Cha 21 (+5).
Skill: Alchemy +42, Bluff +25, Concentration +38, Diplomacy +29, Hide +13, Intimidate +27, Knowledge (arcana) +42, Knowledge (monsters) +42, Knowledge (races) +42, Knowledge (religion) +42, Knowledge (the planes) +42, Knowledge (undead) +42, Listen +26, Move Silently +21, Scry +42, Search +29, Sense Motive +26, Spellcraft +42, Spot +26.
Feats: Armor Skin, Blind-Fight, Cleave, Craft Rod, Great Cleave, Heighten Spell, Improved Critical (greatclub), Permanent Emenation (resonating resistance)e, Power Attack, Quicken Spell-Like Ability (greater dispelling), Scribe Scroll, Spell Focus (necromancy).
Body Flames (Su): Tenebrous can wreathe his body in flames as a free action. Anyone grappling with him takes 4d6 points of fire damage.
Frightful Presence (Ex): Tenebrous radiates a frightful presence in a 30 ft. radius that affects opponents with less than 20 Hit Dice and/or levels. Opponents must succeed at a Will save (DC 25) or be shaken for 5d6 rounds.
Immortality: Tenebrous is immortal. He can only be slain in his realm on the Elemental Plane of Fire.
Immunities (Ex): Tenebrous is immune to polymorphing, petrification, or any other attack that alters his form. He is immune to ability damage, ability drain, electricity, energy drain, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and poison.
Poison (Ex): Tenebrous delivers his poison (Fort DC 25) with each successful sting attack. The initial damage is 1d6 points of Strength damage; the secondary damage is 2d6 points of Strength damage.
Resistances (Ex): Tenebrous has acid, cold, and fire resistance 20.
See Invisibility (Su): Invisible creatures and objects are always visible to Tenebrous, as if he constantly had a see invisibility spell (caster level 20th) active.
Spell-Like Abilities: At will-animate dead, avoid planar effects (one mile), blasphemy, charm person, create undead, create greater undead, deeper darkness, desecrate, detect good, detect law, detect thoughts, fireball, fear, greater dispelling (quickened), read magic, suggestion, telekinesis, teleport without error, tongues (self only), unhallow, unholy aura, unholy blight, wall of fire; 1/day-feeblemind, prismatic sphere, symbol (any), shapechange, stop heart. Caster level 20th; save DC 15 + spell level.
Spells: Tenebrous is a 10th level wizard specializing in the Necromancy school. His prohibited school is Divination. Spells Prepared (5/8/7/6/6/5; DC 19 + spell level; Necromancy DC 21 + spell level): 0th-daze, disrupt undead (x2), ghost sound, mage hand. 1st-cause fear, change self, chill touch, magic missile, ray of enfeeblement, shield (x2), shocking grasp. 2nd-blur, bull’s strength, darkness, ghoul touch, invisibility, scare, spectral hand. 3rd-displacement, fireball, halt undead, haste, magic circle against good, vampiric touch. 4th-bestow curse, contagion, enervation, grim revenge, phantasmal killer, wrack. 5th-dominate person, hold monster, magic jar, nightmare, wall of iron.
Summon Tanar’ri (Sp): Once per day Tenebrous can automatically summon 1d4 vrocks, 1d3 hezrous, or 1 glabrezu, or he has a 60% chance to summon 1 nalfeshnee, 1 marilith, or 1 balor.
Summon Undead (Sp): Once per day Tenebrous can automatically summon 4d8 wights, 1d6 spectres, or 1d2 vampires or mohrgs.
Telepathy (Su): Tenebrous can communicate with any creature within 100 ft. that has a language.
Undead Traits: Tenebrous is immune to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, mind-influencing effects, and any effect requiring a Fortitude save unless it works on objects. He is not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Negative energy heals him. He is not at risk of death from massive damage but is destroyed at 0 hit points or less. He has darkvision 60 feet. He cannot be raised, and resurrection works only if he is willing.

Vorm the Unspeakable (Tanar’ri)
Huge Outsider (Chaotic, Evil)
Hit Dice: 13d10+91 (221 hp)
Initiative: +4 (Improved Initiative)
Speed: 30 ft., climb 20 ft.
AC: 20 (–2 size,+12 natural) touch 10, flat-footed 20
Base Attack/Grapple: +13/+30
Attack: 2 slams +20 melee
Full Attack: Slam +20 melee
Damage: Slam 2d8+13 and 2d6 acid and poison
Face/Reach: 10 ft. by 10 ft./15 ft.
Special Attacks: Acid, acid belch, constrict 2d8+13 and 2d6 acid and poison, drown, improved grab, poison, spell-like abilities, split summon tanar’ri
Special Qualities: Amorphous, blindsight, damage reduction 30/+3, immunities, resistances, SR 28, trail
Saves: Fort +15, Ref +8,Will +11
Abilities: Str 28, Dex 10, Con 25, Int 16,Wis 16, Cha 18
Skills: Concentration +19, Hide +13, Knowledge (arcana) +15, Knowledge (religion) +13, Listen +17, Move Silently +13, Scry +15, Search +15, Sense Motive +15, Spellcraft +15, Spot +17
Feats: Alertness, Improved Initiative, Power Attack, Virulent Poison
Alignment: Always chaotic evil
Acid (Ex): Vorm secretes acid that dissolves organic material and metal quickly. Any melee hit deals acid damage. Vorm’s acidic touch deals 50 points of damage per round to wood or metal objects. The opponent’s armor and clothing dissolve and become useless immediately unless they succeed at Reflex saves (DC 19). The acid can dissolve stone, dealing 20 points of damage per round of contact. A metal or wooden weapon that strikes Vorm also dissolves immediately unless it succeeds at a Reflex save (DC 19).
Acid Belch (Ex): Vorm can belch forth a line of acid 100 feet long once every 1d4 rounds. The acid deals 8d4 ponts of damage. Each creature caught in the area of effect can attempt a Reflex save (DC 20) for half damage.
Amorphous (Ex): Blunt weapons and impact damage inflicts no harm upon Vorm. Because of its jelly-like anatomy, it can slip through any space that a creature of size Small could normally fit through.
Blindsight (Ex): Vorm’s entire gelatinous body is a sensory organ that can ascertain prey by scent and vibration within 60 feet.
Constrict (Ex): Vorm deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor suffer a –4 penalty to the Reflex saves against the acid.
Drown (Ex): Characters needing air to breathe who find themselves engulfed within Vorm’s horrible, acidic, semi-liquid form must make a Constitution check (DC 10) every round in order to hold their breaths. Each round, the DC increases by 1.When a character finally fails a check, she falls unconscious (0 hp). The next round, she drops to –1 hp and is dying. The round after that, she drowns and dies.
Engulf (Ex): Vorm can simply mow down Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. Vorm merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against Vorm, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed at a Reflex save (DC 18) or they will be engulfed; on a success, they are pushed back or aside (opponent’s choice) as Vorm moves forward. Engulfed creatures are subject to Vorm’s acid, drown, and poison attacks and are considered to be grappled and trapped within its body.
Immunities (Ex): Vorm is immune to poison and electricity because it is a tanar’ri. It is immune to paralysis, stunning, polymorph, and critical hits because it has no discernable anatomy.
Improved Grab (Ex): To use this ability, Vorm must hit with its slam attack. If it gets a hold, it can constrict.
Poison (Ex): Vorm delivers his poison (Fort DC 25) with each successful slam attack. The initial damage is 1d4 points of Dexterity damage; the secondary damage is 2d4 points of Dexterity damage.
Resistances (Ex): Vorm has cold, fire, and acid resistance 20.
Spell-Like Abilities: At will—contagion, deeper darkness, desecrate, detect good, detect law, dispel magic, fear, hold person, locate creature, poison, telekinesis, teleport without error (self plus 50 lbs. of objects only), unhallow, unholy aura, and unholy blight; 1/day—power word (stun) and blasphemy. Caster level 18th; DC 14 + spell level.
Split (Ex): Vorm can, as a full-round action, split into two identical forms, each with half the original’s hit points (round down). Vorm cannot split if he has only 1 hit point.
Summon Tanar’ri (Sp): Once per day Vorm can summon a hezrou (75% chance of success). Vorm rarely uses this ability, preferring to fight on its own.
Telepathy (Su): Vorm can communicate telepathically with any creature within 100 feet that has a language.
Trail (Ex): Vorm leaves a trail of slime that acts as a web spell, with a few exceptions. The webs are permanent, nonmagical, and cannot be dispelled. The DC for evading or breaking free of the webs is 20, and there is a 75% chance that the webbing won’t burn if any sort of fire is applied to it (check each round).
 
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Hrm, nasty critters.

I'd place Tenebrous at CR 23 -maybe 24- (Lesser amounts of spellcaster levels is not as useful as secondary HD) and Vorm at 16 (His defenses are nasty, Split would change the Encounter Level of a battle he's in I might imagine)

Rules questions-Tenebrous' wizard HD should be d12's as well I believe, like as if he was a vampire or lich, moving his hitpoints up to 360

Vorm only has a single slam attack, shouldn't it be two?
 

zeo_evil

First Post
Thanks. Surprised I didn't get more reaction. I like your Shadowlands avatar. We play Rokugan d20 as well. I had Tenebrous at 23 also. But I rated Vorm at 20. Hmm..have to think about that one. Thanks about the d12 thing. The things you forget are alwasys so obvious. I also forgot the size modifier in his attacks.
 

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