The Monster Manual II states that Elemental Weirds are 15 hit die creatures, know and cast spells as 18th level sorcerers (choose from arcane spells and two divine domains), have SR 25, damage reduction 10/-, regeneration 10, plus a few other goodies. All this for CR 12.
Just from the stats and abilities I'm thinking CR 18 or so, with CR 12 only if spellcasting is lowered to something like a 10th level sorcerer. I'm not aware of any errata, and the 3.5 update did not modify their CR.
Am I missing something? Is there a weakness I'm overlooking that makes up for the spellcasting and special qualities? Has anyone had any experience with these that indicate an adjustment to their CR is warranted?
I have a few decent ideas for using elemental weirds, but their CR just seems totally off if things ever turned violent. Any suggestions would be welcomed.
edit: Attack forms that deal normal damage to them aren't listed either.
Just from the stats and abilities I'm thinking CR 18 or so, with CR 12 only if spellcasting is lowered to something like a 10th level sorcerer. I'm not aware of any errata, and the 3.5 update did not modify their CR.
Am I missing something? Is there a weakness I'm overlooking that makes up for the spellcasting and special qualities? Has anyone had any experience with these that indicate an adjustment to their CR is warranted?
I have a few decent ideas for using elemental weirds, but their CR just seems totally off if things ever turned violent. Any suggestions would be welcomed.
edit: Attack forms that deal normal damage to them aren't listed either.
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