D&D Wargaming *ARMIES OF EVIL*

herðtoð - Translated (Old English) Heartfang

Large Town: Population 4,282
Racial Mix (Isolated)
Humans: 4,111
Kobolds: 85
Other: 86

Fortress: A monstrosity of stone covered with carved faces and demonic statues. Situated above a deep, dark pit that is rumored to be a gate to the abyss itself, this fortress floats, stationary, above the darkness (foundation of immovable rods). It has room for your army inside, but not for the town's population. The drawbridge is created from a magical object which casts a wall of force to connect the gate to the ground, at an angle.

Town: This is an oppressed town, forced to grow food... a terribly trying task with rains of ash comming from the sky, and rarely any sunlight that filters through... and the best of it is always taxed away. In addition, spices and herbs and richer plants, including rather intricate poisons, are grown... these are ALL taken. The population is barely surviving, and they tend to live more of mushrooms growing on the sides of their wooden homes then on the food that they grow.

Located: On the Shadowed Moor, about 80 miles west and 60 miles south of the center of said moor, where the capital is located.
 

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Hmm... Seems I'll have to loose the Unholy Aura and some other stuff... Might drop Ghalarasser a CR, possibly allowing me to change my dire rats to barbarians.
 

Could I get a statblock for the shadowlord, not just the cr mitigating factors, so I can accurately test it against some simulated PCs?
 

Shadowlord, CR 15.

HD: 10 Outsider, 2 Blackguard; 12d10+24 (96hp)

Str: 11/0(11)
Dex:12/+1(12)
Con:14/+2(12+2)
Int: 22/+6(14+8)
Wis:14/+2(10+4)
Cha:36/+13(14+16+6)

Init: +5
Speed: land 20ft, air 40ft.
Age: 56021 years
Height: 8'3"
Weight: --

AC: 21 (10+1(dex)+10(Admamantine Full Plate +2 of Heavy Fortification)), DR: 3/--
BaB: 12
Attack +12
Full attack +13/+8/+3 (Masterwork Longsword)
Damage: 1d8 (Masterwork Longsword)
Fort: 27 (10+2+10+5)
Ref: 23 (7+1+10+5)
Will: 24 (7+2+10+5)
Feats: 5: Power Attack, Cleave, Improved Sunder, Spell Thematics (shadow and darkness), Improved Initiative.

Skill points: 198.
Bluff: 27 (15+10+2), Concentration: 17 (15+2), Diplomacy: 27 (15+10+2), Hide: 18 (15+1+2), Move silently: 18 (17+1+2), Intimidate: 25 (15+10), Knowledge (Religion): 21 (15+6), Kn (Arcana): 21 (17+6), Kn (History): 21 (17+6), Kn (the Planes): 21 (17+6), Listen: 17 (17+2), Sence Motive: 8 (6+2), Spot: 17 (17+2)

Languages: All (Tongues), Common, Celestial, Abyssal, Draconic, Shadow, Infernal, Terran.

Spell Like Abilities: Cl 15: Always active: Antilife Shell, Detect Thoughts, Death Ward, Death Watch, Greater Invisibility, True Seeing, Fly, Tongues.
At will: Command Undead, Dominate Person, Plane Shift, Shadow Evocation, Greater Teleport, Greater Shadow Conjuration.
1/Day: Mind Blank, Nightmare, Simulacrum, Greater Shadow Evocation, Unholy Aura.

Special Abilities: Darkvision, Telepathy, Regeneration 1/Good, Fast Healing 5, Spell resistance 25.

Blackguard Abilities:
Smite Good (Su): Once a day, a blackguard of 2nd level or higher may attempt to smite good with one normal melee attack.
He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. If a blackguard accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.
Aura of Evil (Ex): The power of a blackguard’s aura of evil (see the detect evil spell) is equal to his class level plus his cleric level, if any.
Detect Good (Sp): At will, a blackguard can use detect good as a spell-like ability, duplicating the effect of the detect good spell.
Poison Use: Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Dark Blessing (Su): A blackguard applies his Charisma modifier (if positive) as a bonus on all saving throws.

Spells:
1: 2, Corrupt Weapon, Cause Fear.

Equipment:
Masterwork Longsword: 350 gp
Adamantine Full Plate+2 of Heavy Fortification: 66'500 gp
Cloak of Resistance +5: 25'000gp
Amulet of Charisma +6: +36'000gp

Regeneration (Ex): Only good aligned weapons and spells deal lethal damage to the shadowlord.
If the shadowlord loses a limb or body part, the lost portion regrows in 1d6
minutes (the detached piece dies and decays normally). The creature can
reattach the severed member instantly by holding it to the stump.

Telepathy (Su): Shadowlords can communicate telepathically with creatures
within 100 feet that speak any language spoken by the shadowlord.
 
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Serp, are you figuring for Golden & Silver rules before after adding the 1.6 CR for the two Assassin levels or after?

I'm not quite clear how you got to your final CR.

I think you still have too many SP's

Regeneration 1 + Fast Heal 5 is straight-up better than having either at rating 6. You should really pick one and go with it.
 

I added up the value of everything (except equipment, which I bought for the 250'000 we got for our state budget,) then I multiplied it with 0,85 and rounded the result down to 15.
I suppose I shouldn't have done that, the reduction of the CR was already included in the levels for not having any equipment and that wouldn't stack with the Silver Rule (?). It seems I'm going to have to make another change, reallocate the CR-points, and face your review again (probably to make further changes). I am getting sick and tired of this, but thanks for your suggestions.
 
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Corrected Version

Code:
Shawdowlord

Outsider (includes darkvision and nonraiseability): +0
10 Outsider Racial HDs, +0,7/HD: +7

Telepathy: +0,2
Regeneration 1/good : +0,1
Fast Healing 5: +0,375

Ability scores: +2,8
Con +2, Int +8, Wis +2, Cha +16

Spell resistance 25: +1,5 (0,1/point over 10) 

---

Spell-like Abilities

At will: 0,005xclxsl
Command Undead (cl 15) +0,15
Dominate Person (cl 15) +0,375
Plane Shift (cl 15) +0,375
Shadow Evocation (cl 15) +0,375
Greater Teleport (cl 15) +0,525
Greater Shadow Conjuration (cl 15) +0,525

sum: 2,325

Always Active:
Detect Thoughts (cl 15) +0,15
Death Ward (cl 15) +0,3
Death Watch (cl 15) +0,075
Greater Invisibility (cl 15) +0,3
True Seeing (cl 15) +0,375
Tongues (cl 15) +0,225

Sum: 1,425

1/day:
Mind Blank (cl 15) +0,136
Nightmare (cl 15) +0,085
Simulacrum (cl 15) +0,119
Greater Shadow Evocation (cl 15) +0,136
Unholy Aura (cl 15) +0,136

sum: 0,612
sum of Spell-like abilities: +4,737 

2nd level Blackguard: +1,6 (prerequisites will be met) (-added after the application of the Silver Rule.)

Sum of everything (except BG): CR 16,337,  silver rule: CR 13,8 +BG : CR15

..
Regeneration (Ex): Only good aligned weapons and spells deal lethal damage to the shadowlord.
If the shadowlord loses a limb or body part, the lost portion regrows in 1d6 
minutes (the detached piece dies and decays normally). The creature can 
reattach the severed member instantly by holding it to the stump.

Telepathy (Su): Shadowlords can communicate telepathically with creatures 
within 100 feet that speak any language spoken by the shadowlord.
 
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Don't hate me Serp, but after typing my math there I realized that one of my assumptions about your general was wrong.

Most of my comments above assume you were trying to build a CR 15 demon.

Problem is, you're not. You're building a CR 13.4 demon so that you can add 2 Blackguard levels.

If your demon is only CR 13.4, his SR should be 23 and he should only have 13x CL-13 SP's (and therefore the 7th lvl abilities would be bumped down to 1/day).
 

Pyrex said:
Don't hate me Serp, but after typing my math there I realized that one of my assumptions about your general was wrong.

Most of my comments above assume you were trying to build a CR 15 demon.

Problem is, you're not. You're building a CR 13.4 demon so that you can add 2 Blackguard levels.

If your demon is only CR 13.4, his SR should be 23 and he should only have 13x CL-13 SP's (and therefore the 7th lvl abilities would be bumped down to 1/day).

The Blackguard abilities are a part of the base creature. They are not technically levels at all, so the HDs and the CR add up to make a CR 15 creature. In other words, I'm going to disregard your recommendation. I would really appreciate if you stopped trying to sabotage my efforts, I don't hate you but I'm beginning to become annoyed.

--
15,9 is rounded down to 15. (just like the Dwarf's 0,51 is rounded down to 0.)
 
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