Correct CR?

daTim

First Post
I'm making a high level adventure for the first time for my players. We have never gone above 12th level. The last adventure I ran for 11th level PC's was in parts too easy due to large hoards of CR 5-7 monsters, but then impossible at one point due to a CR 12 Advanced Clay Golem that was only defeated by repeated Spirited Charge attacks combined with Ride by Attack. The other players were helpless. So, I ask your advice in looking over these monsters I have created. I am aiming for 3-4 15th level characters going through this.

Advanced Half-Fiend Unicorn Fallen Paladin 4 / Blackguard 3
Large Magical Beast

Str: 31 (+10)
Dex: 24 (+7)
Con: 28 (+9)
Int: 14 (+2)
Wis: 23 (+6)
Chr: 24 (+7)

Hit Points: 228 (15d10+135)
AC: 28 (10[base]+6[Dex]+7[Natural]-1[Size]+6[Armor])
Init: +7
Speed: 90ft., fly 90ft (average)
Saves: Fort: +28 (12[base]+9[Con]+7[Chr])
Refx: +22 (8[base]+7[Dex]+7[Chr])
Will: +17 (4[base]+6[Wis]+7[Chr])

BAB: +15
Attack: +27 Horn
+24 2 Hooves
Damage: 2d6+13 (20x2) Horn
1d6+6 (20x2) 2 Hooves

Skills: Jump +26, Hide +12, Knowledge (Religion) +6, Listen +23, Move Silently +11, Spot +23, Survival +16
Languages: Abyssal, Common, Celestial, Sylvan
Feats: Improve Natural Attack: Horn (1), Multiattack (3), Power Attack (6), Cleave (9), Improved Sunder (12), Improved Multiattack (15)

Special Attacks: Smite Good 3/day +7/+15 (Fudged a little here for ease of use, he had something like 3 seperate smites)
Special Qualities: Darkvision 60 ft., Magic Circle Against Good, Spell-like abilities, Immunity to Poison/Charm/Compulsion, Low-light vision, Scent, Acid/Cold/Wlectricity/Fire resistance 10, DR 10/magic, SR 25, Aura of Evil, Detect Good, Poison Use, Dark Blessing, Aura of Despair, Lay on Hands 105

Spell Like Abilities CL 15: Darkness 3/day, Desecrate, Unholy Blight (DC 21), Poision 3/day (DC 21), Cure Light Wounds 4/day, Cure Moderate Wounds 1/day, Contagion (DC 21), Blasphemy (DC 24), Unholy Aura 3/day, Unhallow, Horrid Wilting (DC 25)

Possessions: +2 Mithril Chain Barding, Horseshoes of Speed, other treasure

CR: 16

This evil Unicorn designed to be played with a few other low level monsters to keep other PC's busy. He has great saves, SR, is fast and can fly, and has a neat grouping of Spell like abilities so he should be able to adapt to most combats.


Advanced Fiendish Treant
Gargantuan Plant

Str: 42 (+16)
Dex: 14 (+2)
Con: 28 (+9)
Int: 12 (+1)
Wis: 14 (+2)
Chr: 15 (+2)

Hit Points: 287 (21d8+189)
AC: 27 (10[base]-4[size]+2[Dex]+19[natural])
Init: +2
Speed: 40ft, climb 40ft
Saves: Fort: +22 (13[base]+9[Con])
Refx: +10 (7[base]+1[Dex]+2[Lightning Reflexes])
Will: +11 (7[base]+2[Wis])

BAB/Grapple: +15/+47
Attack: +27/+27 Slam (15[BAB]-4[size]+16[Str])
Damage: 4d6+16 Slam

Skills: Hide -6(+10), Intimidate +26, Knowledge (nature) +26, Listen +10, Sense Motive +12, Spot +10, Survival +19 (+21 aboveground)
Languages: Common, Sylvan, Treant
Feats: Combat Reflexes, Improved Natural Armor x2, Improved Natural Attack: Slam, Improved Sunder, Lightning Reflexes, Power Attack, Stunning Fist (DC 22 5/day)

Special Qualities: Damage reduction 10/slashing, Damage reduction 10/magic, darkvision, low-light vision, plant traits, resistance to cold and fire 10, spell resistance 26, vulnerability to fire, 20ft reach
Special Attacks: Animate trees, double damage against objects, smite good 1/day +21 damage, trample 4d6+24 DC 36

CR: 15

A very powerful melee character with high HP, possibly difficult DR, decent AC, really big reach and hitting power combined with Combat Reflexes and Stunning Fist which I allowed since he had a slam attack anyway. This combat will take place in a dense forest so it will be hard to get away from him. I will throw in one or two normal animated trees to mix things up depending on how combat goes. Dont try to grapple this guy!


Gorilla Men
Large Magical Beast (Cold)

Str: 27 (+8)
Dex: 20 (+5)
Con: 18 (+4)
Int: 8 (-1)
Wis: 10 -
Chr: 9 (-1)

Hit Points: 143 (15d10+60)
AC: 22 (10[base]-1[size]+5[Dex]+8[natural])
Init: +5
Speed: 30ft, Climb 15ft
Saves: Fort: +13 (9[base]+4[Con])
Refx: +14 (9[base]+5[Dex])
Will: +7 (5[base]+2[Iron Will])

BAB/Grapple: +15/+27
Attack: +22/+22 Claws
+22 Bite
Damage: 1d8+8 Claw
1d8+4 Bite

Skills: Hide +11, Intimidate +5, Jump +14, Listen +6, Move Silently +15, Spot +6, Survival +6
Languages: Apemen?
Feats: Multiattack (1), Greater Multiattack (3), Improve Natural Attack: Claw (6), Iron Will (9), Improved Natural Armor (12), Improve Natural Armor (15)

Special Qualities: Immune to Cold, Low light vision, Scent, +4 on Hide and Move Silently checks
Special Attacks: Breath Weapon 6d8 Cone of Cold (DC 21) 1/1d4+1 rounds, Rend 2d8+12

Possessions:

CR: 9

I plan on having around 10 of these attack the group while they are defending a primative barbarian fortress. They have some big weaknesses in their poor will. Fireballs will eat these guys for lunch. I am considering making it a sort of snow storm to limit visibility so that they can exploit their advantate of close combat. I also may drop their armor to lower their AC slightly.

Edit: Removed MW Hide Armor from the Gorilla men. Aparently Magical Beasts gain no armor proficiencies.


Anyway, what do you think? Will these encounters eat up 4 15th level characters, or will it be right on target? Too easy perhaps? Tweaks and suggestions are most welcome!

Oh yes, what would be good treasure for these guys? I dont like giving savage gorilla men or treants too many if any wonderous items, but you need to reward the players. I suppose piles of gold or jewelery would suffice... but I hate to be boring.
 
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It would be hepful if you post a list of the 4 characters that are encountering this monsters. For some parties this could be a killer encounter and for others it will be a piece of cake. Put a little description of each, max attack bonus, max damage, level of spells, and so on...

Reading the monsters, I think that the CR is all right, perhaps 1 more for the treant.
 

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