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<blockquote data-quote="Uder" data-source="post: 2862065" data-attributes="member: 11949"><p>Overall good analysis... for some reason I just blanked out on the fire storm, which does give the Balor an impressive "opening move". Big J has a fair chance of stopping implosion by readying to counterspell, but that assumes Juiblex has initiative and is willing to forego dispelling summons.</p><p></p><p>Juiblex could suffocate a Balor faster than it could burn him up, but only if the Balor was foolish enough not to use hit-and-run grapples. BTW, it looks like Juiblex's grapple check is off by 4, unless for some bizarre reason he doesn't qualify for a stability bonus? EDIT: Whoops, no, Juiblex can't engulf the Balor, too big.</p><p></p><p>The Balor can hurt Juiblex in melee, thanks to the fire damage. Until he fails to roll a 13 or better on a Ref save and loses his weapons that is. He'd be a fool to get into melee though, those Improved Critical slams could be unpredictable.</p><p></p><p>Grasping at straws... since the engulf smothers creatures, would it damp the Balor's fiery aura enough for the green slime spew to take hold? EDIT: Whoops, no, Juiblex can't engulf the Balor, too big.</p><p></p><p>It looks like fire is Big J's weakness, with only 10 points of resistance... if I were him (ick) I'd make sure to spend most, no all, of my time mostly submerged in acid where all lines of sight were likewise submerged. I'd say he should stay underwater (underacid?), but for some reason he still needs to breathe.</p><p></p><p>So yeah, one-on-one suicidal death match it looks like the balor can win.</p><p></p><p>As for the retriever and marilith mentioned in your other post? No. They've got to do way too much damage (or hope for Jubes to roll 1's in the case of the retriever) while J is whomping on them *and* spewing green slime as a free action every other round (2d6/round damage per patch. Marilith takes that *and* 1d6 Con each round per patch, no save. Both are large enough to sport several patches). Marilith needs Reflex saves of 18 to save her blades each time she wants to do a full attack - her slams are better choices, but still she's going to be dissolving away. Blade Barrier isn't too handy against a critter with greater teleport and greater dispel, although it could be used to root him out for someone else to attack if he was phase doored.</p></blockquote><p></p>
[QUOTE="Uder, post: 2862065, member: 11949"] Overall good analysis... for some reason I just blanked out on the fire storm, which does give the Balor an impressive "opening move". Big J has a fair chance of stopping implosion by readying to counterspell, but that assumes Juiblex has initiative and is willing to forego dispelling summons. Juiblex could suffocate a Balor faster than it could burn him up, but only if the Balor was foolish enough not to use hit-and-run grapples. BTW, it looks like Juiblex's grapple check is off by 4, unless for some bizarre reason he doesn't qualify for a stability bonus? EDIT: Whoops, no, Juiblex can't engulf the Balor, too big. The Balor can hurt Juiblex in melee, thanks to the fire damage. Until he fails to roll a 13 or better on a Ref save and loses his weapons that is. He'd be a fool to get into melee though, those Improved Critical slams could be unpredictable. Grasping at straws... since the engulf smothers creatures, would it damp the Balor's fiery aura enough for the green slime spew to take hold? EDIT: Whoops, no, Juiblex can't engulf the Balor, too big. It looks like fire is Big J's weakness, with only 10 points of resistance... if I were him (ick) I'd make sure to spend most, no all, of my time mostly submerged in acid where all lines of sight were likewise submerged. I'd say he should stay underwater (underacid?), but for some reason he still needs to breathe. So yeah, one-on-one suicidal death match it looks like the balor can win. As for the retriever and marilith mentioned in your other post? No. They've got to do way too much damage (or hope for Jubes to roll 1's in the case of the retriever) while J is whomping on them *and* spewing green slime as a free action every other round (2d6/round damage per patch. Marilith takes that *and* 1d6 Con each round per patch, no save. Both are large enough to sport several patches). Marilith needs Reflex saves of 18 to save her blades each time she wants to do a full attack - her slams are better choices, but still she's going to be dissolving away. Blade Barrier isn't too handy against a critter with greater teleport and greater dispel, although it could be used to root him out for someone else to attack if he was phase doored. [/QUOTE]
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