trentonjoe
Explorer
What I did:
Started with an Ogre Mage.
Added 1/2 Fire Elemental template from Manual of the PLanes.
Changed Cone of Cone spell like ability to Fireball
Changed Regeneration weakness from fire to cold.
Added ~75,000 GP worth of equiptment.
My problem:
This is supposed to be an CR 13 Monster. I think it a little weak. Any suggestions? Did I do something really wrong?
½ Fire Elemental OGRE MAGE 4th level HexBlade
Large Giant (Outsider)
Hit Dice: 5d8+4d10+36 (88 hp)
Initiative: +6
Speed: 40 ft. (8 squares), fly 40 ft. (good)
Armor Class: 30 (–1 size, +9 natural, +8 chain shirt +4, +2 dex, +2 ring of protection), touch 9, flat-footed 18
Base Attack/Grapple: +7/+16
Attack: MW Greatsword +13 melee (3d6+9/19–20) or longbow +8 ranged (2d6/x3)
Full Attack: MW Greatsword +13/+8 melee (3d6+9/19–20) or longbow +8/+3 ranged (2d6/x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, Curse,
Special Qualities: Darkvision 90 ft., low-light vision, regeneration 5, spell resistance 19, immune to disease and fire, Arcane Resistance, Mettle
Saves: Fort +11 Ref +7, Will +9
Abilities: Str 23, Dex 14, Con 18, Int 16, Wis 14, Cha 19
Skills: Concentration +16 Listen +10, Spellcraft +15, Spot +10, Knowledge (aracana) +15
Feats: Combat Expertise, Improved Initiative, Weapon Focus (Greatsword), Improved Familiar
Environment: Fire
Organization: Solitary, pair, or troupe (1–2 plus 2–4 ogres)
Challenge Rating: 13
Treasure: Double standard (armor, ring, cloak of protection +2, amulet of natural armor, Pale blue Ioun stone + potions)
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +7
The ogre mage is a more intelligent and dangerous variety of its mundane cousin.
An ogre mage stands about 10 feet tall and weighs up to 700 pounds. Its skin varies in color from light green to light blue, and its hair is black or very dark brown. Ogre mages favor loose, comfortable clothing and lightweight armor.
Ogre mages speak Giant and Common.
Combat
Ogre mages rely on their spell-like abilities, resorting to physical combat only when necessary. When faced with obviously superior forces, they prefer to retreat using gaseous form rather than fight a losing battle.
Hex Blade Curse (su): Once per day as a free action, a hexblade can unleash a curse upon a foe.The target must be visible to the hex bald eand within 60’. The target of the curse takes a -2 penalty on attacks, saves, ability checks, skill checks, a nd weapon damage rolls for 1 hour thereafter. A successful will save (DC 10+ ½ hexblade level+ Cha modifier 16) negates the effect.
Arcane Resistance(Su) : A hexblade gains his Cha bonus(+4) to saves vs. spells and spell like effects.
Mettle (Ex): If he makes a successful will save or fortitude save against an attack that normally would have a lesser effect on a successful save he instead completely ignores the effect.
Spell-Like Abilities: At will—darkness, invisibility; 1/day— charm person (DC 15), Fireball (DC 18), gaseous form, polymorph, sleep (DC 15), burning hands (DC 15), Entropic shield, Produce Flame, Flaming Sphere, Wall of Fire and Fire Shield. Caster level 9th. The save DCs are Charisma-based.
Flight (Su): An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuverability.
Regeneration (Ex): Acid and cold deals normal damage to an ogre mage.
An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts.
Potions on double sized MW potion belt:
Greater Magic Weapon +5 (x2)
Greater Magic Weapon +4 (x2)
Greater Magic Fang +4 (x3)
Protection form Arrows (x2)
Resist Energy (30) (x2)
Shield of Faith +5 (x3)
Haste (x2)
Cure Critical wounds (x4)
Started with an Ogre Mage.
Added 1/2 Fire Elemental template from Manual of the PLanes.
Changed Cone of Cone spell like ability to Fireball
Changed Regeneration weakness from fire to cold.
Added ~75,000 GP worth of equiptment.
My problem:
This is supposed to be an CR 13 Monster. I think it a little weak. Any suggestions? Did I do something really wrong?
½ Fire Elemental OGRE MAGE 4th level HexBlade
Large Giant (Outsider)
Hit Dice: 5d8+4d10+36 (88 hp)
Initiative: +6
Speed: 40 ft. (8 squares), fly 40 ft. (good)
Armor Class: 30 (–1 size, +9 natural, +8 chain shirt +4, +2 dex, +2 ring of protection), touch 9, flat-footed 18
Base Attack/Grapple: +7/+16
Attack: MW Greatsword +13 melee (3d6+9/19–20) or longbow +8 ranged (2d6/x3)
Full Attack: MW Greatsword +13/+8 melee (3d6+9/19–20) or longbow +8/+3 ranged (2d6/x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, Curse,
Special Qualities: Darkvision 90 ft., low-light vision, regeneration 5, spell resistance 19, immune to disease and fire, Arcane Resistance, Mettle
Saves: Fort +11 Ref +7, Will +9
Abilities: Str 23, Dex 14, Con 18, Int 16, Wis 14, Cha 19
Skills: Concentration +16 Listen +10, Spellcraft +15, Spot +10, Knowledge (aracana) +15
Feats: Combat Expertise, Improved Initiative, Weapon Focus (Greatsword), Improved Familiar
Environment: Fire
Organization: Solitary, pair, or troupe (1–2 plus 2–4 ogres)
Challenge Rating: 13
Treasure: Double standard (armor, ring, cloak of protection +2, amulet of natural armor, Pale blue Ioun stone + potions)
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +7
The ogre mage is a more intelligent and dangerous variety of its mundane cousin.
An ogre mage stands about 10 feet tall and weighs up to 700 pounds. Its skin varies in color from light green to light blue, and its hair is black or very dark brown. Ogre mages favor loose, comfortable clothing and lightweight armor.
Ogre mages speak Giant and Common.
Combat
Ogre mages rely on their spell-like abilities, resorting to physical combat only when necessary. When faced with obviously superior forces, they prefer to retreat using gaseous form rather than fight a losing battle.
Hex Blade Curse (su): Once per day as a free action, a hexblade can unleash a curse upon a foe.The target must be visible to the hex bald eand within 60’. The target of the curse takes a -2 penalty on attacks, saves, ability checks, skill checks, a nd weapon damage rolls for 1 hour thereafter. A successful will save (DC 10+ ½ hexblade level+ Cha modifier 16) negates the effect.
Arcane Resistance(Su) : A hexblade gains his Cha bonus(+4) to saves vs. spells and spell like effects.
Mettle (Ex): If he makes a successful will save or fortitude save against an attack that normally would have a lesser effect on a successful save he instead completely ignores the effect.
Spell-Like Abilities: At will—darkness, invisibility; 1/day— charm person (DC 15), Fireball (DC 18), gaseous form, polymorph, sleep (DC 15), burning hands (DC 15), Entropic shield, Produce Flame, Flaming Sphere, Wall of Fire and Fire Shield. Caster level 9th. The save DCs are Charisma-based.
Flight (Su): An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuverability.
Regeneration (Ex): Acid and cold deals normal damage to an ogre mage.
An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts.
Potions on double sized MW potion belt:
Greater Magic Weapon +5 (x2)
Greater Magic Weapon +4 (x2)
Greater Magic Fang +4 (x3)
Protection form Arrows (x2)
Resist Energy (30) (x2)
Shield of Faith +5 (x3)
Haste (x2)
Cure Critical wounds (x4)