Help me determine the CR and EL (my players stay out)

Sammael

Adventurer
I need some opinions on the CR of the following creature, and the EL for the encounter I plan to use it in.

First, ze creature. Don't bother reverse engineering to check the stats, as it has numerous custom bonuses factored in and it doesn't follow the rules to the letter (although an analysis of what can be improved is more than welcome):

AT’AR THE MERCILESS
Customized Advanced Dreadnought Dire Hyena of Legend (Divine Rank 0)
N Large Outsider (Augmented Animal, Native)
Init +6; Senses scent 60 ft (pinpoint 20 ft); Listen +25, Spot +25
Aura frightful presence (all who hear At'ar's cackle become shaken; DC 21 negates)
________________________________________
AC 28 (+2 deflection, +5 Dex, +12 natural, -1 size), touch 16, flat-footed 23
SD reflective hide (Su; as spell turning, 1d4+6 levels per round)
hp 342 (18d8+198 HD); DR 10/epic
Immune ability damage, ability drain, abilities that rely on sight, energy drain, mind-affecting, petrification, polymorph, poison
Resist fire 5; SR 34
Fort +26, Ref +16, Will +17
Weakness blind
________________________________________
Fast Healing 5
Speed 80 ft
Melee Wounding bite +31/+26/+21 (2d6+19, 18-20/x3 plus 1 Con plus trip +17)
BAB +18; Grapple +35
Space 10 ft; Reach 5 ft
SA Brilliant Beam of the Midday Sun
________________________________________
Str 36, Dex 21, Con 30, Int 4, Wis 15, Cha 14
SQ Augmented damage and critical, Immortal
Skills Intimidate +23, Jump +34, Survival +23 (+27 when tracking by scent)
Feats Alertness, Endurance(B), Improved Initiative(B), Improved Rapidstrike(B), Improved Scent, Improved Toughness, Improved Trip, Rapidstrike(B), Track(B), Uncanny Scent, Weapon Focus (bite)

Brilliant Beam of the Midday Sun (Su): As a full round action, At’ar can burst into a ray of light and then assume his normal shape at the ray’s terminus. The initial burst is an effect similar to the sunburst spell which causes all creatures in a 20 ft radius to take 6d6 points of damage and become blinded (Ref DC 21 for half damage and to negate blindness). The ray is similar to the sunbeam spell, up to 60 ft long, deals 4d6 points of damage and causes blindness to all creatures on the ray’s path (Ref DC 21 for half damage and to negate blindness). Both effects are more harmful to undead (as the respective spells indicate). At’ar uses this ability to reposition himself tactically and to deprive his opponents of their senses.

That's it. Now for the encounter level: the creature will be encountered in a cavern which is near the surface and sunlight illuminates it through numerous openings on the ceiling. Furthermore, the whole cavern is covered with mirror shards (treat as caltrops) which reflect the sunlight and amplify it; because of this, there are no shadows in the cavern whatsoever. Both the entrance and the exit to the cavern will be sealed for the duration of the encounter. The Astral and Ethereal planes are currently inaccessible (thus, spells that rely on one or the other, such as teleport or all summoning spells, do not function). The cavern is large enough to fly in, but there are no positions in the cavern which At'ar cannot reach by jumping (and he will try to drag any airborn characters down with his trip attack. Assume the party is ECL 19, and the party spellcasters will not use the shapechange spell. What is the EL?
 

log in or register to remove this ad

Remove ads

Top