Elemental Weirds (MM2)

Ultrazen

First Post
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.
 
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Nail said:
I have the same issues. The only thing I could come up with was that they can't leave thier area.
I think its the area thing. I used the elemental weirds for a neat trick though--in my post-Arthurian campaign, I advanced a trio of them and made them the Fates: Clotho, Lachesis, and Atropos. :D

The party found them in Pictland (Scotland) mucking around by prophesying that a particular thane would become king :)
 


Nail said:
Named Mac-something-or-other, I hope. :)
Yup, anachronism and all :). The players were searching for these so-called "Wyrd Sisters" because they heard that they could answer any question about past, present, or future, so they were dining at a castle in Pictland when suddenly this ghost came to the table. Then these people dressed up like trees attacked the castle, and all the guards deserted. Then the queen committed suicide, and the king was beheaded, so the PCs grabbed the crown off his head and ran :D
 




Would you believe I was looking over a bit of Shakespeare to get the plot points for the weirds?

Anyway, movement definitely helps (or hurts) a creature, but when you are able to conjure up a few elementals and then lob spells of 7th, 8th and 9th level at 12th level characters, I think the only thing that saves the party is your lack of ability to chase them as they run away. That isn't quite my idea of 'balanced.'
 


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