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Demon dying to fast
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<blockquote data-quote="Psion" data-source="post: 131819" data-attributes="member: 172"><p>I have has similar problems in the recenet past, so I consider this a learning experience as well. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Similar to you, I have a fairly high level party. short recap of some recent adventures, the party snuck into an enemy base camp in disguise and heard talk of a "blessed one." The blessed one turned out to Ashmede, a devil from Legions of Hell with some nasty spell like abilities and a vorpal scythe. As scary as it sounds, they got the drop on it and killed it in short order.</p><p></p><p>Later in the same adventure, they triggered a trap that summoned a nalfeshnee. They aced this supposedly frightening demon in one round.</p><p></p><p>The thing to remember is that fiends have a lot of their CR wrapped up into their magical abilities. If they never get a chance to use them, they are going to seem much weaker than the CR indicates.</p><p></p><p>So, to make a fiend live up to its CR, you should give it a chance to use its abilities. You can do this by making sure that the fiend knows the players are coming. This can esily be accomplished by judicious use of underlings such as imp/quasit spies. Then, allow the fiend to use its abilities intelligently. You may want to look at the fiend you plan to use and consider the most effective way to use them. Don't have the fiend engage in hand-to-hand combat until it has already used its magic to optimize the situation.</p><p></p><p>Fiends have low HP for their CR. However, most powerful fiends have teleport without error, and many have fast healing or regeneration. A fiend would logically teleport out at the first sign of trouble and get hp back and return to the fray before their enemy can recover.</p><p></p><p>In the above example, the party took off on an airship, leaving behind the corpse of the Ashmede. A cleric cast <em>revive outsider</em> on it. This time it was aware of the party and set out for vengeance. It approached with its improved invisibility on and launched effects like chain lightning and horrid wilting before it closed. That encounter was quite a bit more challenging for the party.</p><p></p><p>As others have said, adding class levels and HD are also ways to make the creature a little more challenging. But that should be your second step. The first step is using what you already have.</p></blockquote><p></p>
[QUOTE="Psion, post: 131819, member: 172"] I have has similar problems in the recenet past, so I consider this a learning experience as well. :) Similar to you, I have a fairly high level party. short recap of some recent adventures, the party snuck into an enemy base camp in disguise and heard talk of a "blessed one." The blessed one turned out to Ashmede, a devil from Legions of Hell with some nasty spell like abilities and a vorpal scythe. As scary as it sounds, they got the drop on it and killed it in short order. Later in the same adventure, they triggered a trap that summoned a nalfeshnee. They aced this supposedly frightening demon in one round. The thing to remember is that fiends have a lot of their CR wrapped up into their magical abilities. If they never get a chance to use them, they are going to seem much weaker than the CR indicates. So, to make a fiend live up to its CR, you should give it a chance to use its abilities. You can do this by making sure that the fiend knows the players are coming. This can esily be accomplished by judicious use of underlings such as imp/quasit spies. Then, allow the fiend to use its abilities intelligently. You may want to look at the fiend you plan to use and consider the most effective way to use them. Don't have the fiend engage in hand-to-hand combat until it has already used its magic to optimize the situation. Fiends have low HP for their CR. However, most powerful fiends have teleport without error, and many have fast healing or regeneration. A fiend would logically teleport out at the first sign of trouble and get hp back and return to the fray before their enemy can recover. In the above example, the party took off on an airship, leaving behind the corpse of the Ashmede. A cleric cast [i]revive outsider[/i] on it. This time it was aware of the party and set out for vengeance. It approached with its improved invisibility on and launched effects like chain lightning and horrid wilting before it closed. That encounter was quite a bit more challenging for the party. As others have said, adding class levels and HD are also ways to make the creature a little more challenging. But that should be your second step. The first step is using what you already have. [/QUOTE]
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