Lord Zardoz
Explorer
I put my players against a pretty harsh fight today. Basically, the fight was in a room with 2 traps and a nasty Half Fiend Bugbear.
The players, all human. A 3rd level fighter, 2 3rd level clerics, and a 3rd level Sorcerer. The fighter and one cleric each had a +1 weapon. The other cleric has 8 Str and acts mostly as support. They knew the room they were entering had a dangerous guardian and buffed in advance.
The opposition:
Half-Fiend Bugbear: Goblinoid Outsider; PG 29/148; HD 3d8+6; HP: 23; Init +3(Dex);
Spd 30ft, Fly 30; AC 18 touch 13, Flatfooted 15 (+3 Dex ,+3 Std. Leather, +2 Natural);
Bab/Gpl +2/+6; Atk: +6 Claws 1d4+4; +6 Bite 1d6+4; +7 Falchion 2d4+6, Tht 18, (S);
Full Atk: +7 Falchion, +1 Bite; SU Smite Good 1 / day; Darkness 3/day;
SQ Resist Cold / Fire / Electricity / Acid 10, Dmg Reduction 5 / Magic, Spell Resist 12, Dark Vision 60ft; Scent; AL CE, Saves Fort +2, Ref +4, Will +1; Str 19, Dex 16, Con 15, Int 14, Wis 10, Cha 11;
Skills: Hide 8, Listen 6, Move Silently 8, Spot 6; Bluff 6, Intimidate 6, Use Magic Device 6,
Knowedge(Arcana) 4.0, Knowledge(Planes) 4.0, Knowledge(Religion) 4.0;
Feats: Wpn Focus (Falchion), Alertness; Eqp: Falchion, Std Leather Armour;
Description: Before you stands an angry 7 foot tall creature with Wings, Fangs, Claws, And Rams horns on its head. It reeks of old blood and sulfur, and its eyes glow green.
Tactics: Spell Resist: Caster check of 1d20 + Caster Level, if greater than SR, Spell works.
Smite Good: +Cha to Attack, +Lvl to Dmg, Wasted if Align not right.
And a CR 2 pit trap from Traps and Treachery (Blackstone's Confining Conundrum), which has a DC 15 reflex save on the trap door and a DC 11 save to avoid the reduce spell. (This trap will shrink you if you fall in, letting you slide down a narrow chute that you would grow too large to crawl back out of).
And a summary of how it turned out.
The fighter managed to find the trap the hard way when he charged at the Half Fiend, and fell into the hole, but managed to make the fort save to avoid shrinking and taking himself out of the fight. The Half fiend scored a critical hit on his first attack, and dropped the Combat Cleric in one hit. A hold person from the support cleric was met with a successful save by the half fiend. The sorcerer started summoning celestial badgers one after another while the fighter got out of the hole and started to trade shots with the Half Fiend.
The support cleric healed the Combat cleric, who then healed himself some more. He then took a flanking position on the Half fiend, and scored a good hit. The half fiend yelled "Didn't I kill you once already to day", attacked him again, scored a critical hit again, dropping him once more.
Half Fiend was using bite attacks on the badgers, who were not doing much to it, but managing to score some damage with their smite good attacks. Fighter was kept in the fight by the support cleric. A badger got the last shot in.
It was a close fight. One that could have gone very badly if the fighter got stuck in the pit trap.
END COMMUNICATION
The players, all human. A 3rd level fighter, 2 3rd level clerics, and a 3rd level Sorcerer. The fighter and one cleric each had a +1 weapon. The other cleric has 8 Str and acts mostly as support. They knew the room they were entering had a dangerous guardian and buffed in advance.
The opposition:
Half-Fiend Bugbear: Goblinoid Outsider; PG 29/148; HD 3d8+6; HP: 23; Init +3(Dex);
Spd 30ft, Fly 30; AC 18 touch 13, Flatfooted 15 (+3 Dex ,+3 Std. Leather, +2 Natural);
Bab/Gpl +2/+6; Atk: +6 Claws 1d4+4; +6 Bite 1d6+4; +7 Falchion 2d4+6, Tht 18, (S);
Full Atk: +7 Falchion, +1 Bite; SU Smite Good 1 / day; Darkness 3/day;
SQ Resist Cold / Fire / Electricity / Acid 10, Dmg Reduction 5 / Magic, Spell Resist 12, Dark Vision 60ft; Scent; AL CE, Saves Fort +2, Ref +4, Will +1; Str 19, Dex 16, Con 15, Int 14, Wis 10, Cha 11;
Skills: Hide 8, Listen 6, Move Silently 8, Spot 6; Bluff 6, Intimidate 6, Use Magic Device 6,
Knowedge(Arcana) 4.0, Knowledge(Planes) 4.0, Knowledge(Religion) 4.0;
Feats: Wpn Focus (Falchion), Alertness; Eqp: Falchion, Std Leather Armour;
Description: Before you stands an angry 7 foot tall creature with Wings, Fangs, Claws, And Rams horns on its head. It reeks of old blood and sulfur, and its eyes glow green.
Tactics: Spell Resist: Caster check of 1d20 + Caster Level, if greater than SR, Spell works.
Smite Good: +Cha to Attack, +Lvl to Dmg, Wasted if Align not right.
And a CR 2 pit trap from Traps and Treachery (Blackstone's Confining Conundrum), which has a DC 15 reflex save on the trap door and a DC 11 save to avoid the reduce spell. (This trap will shrink you if you fall in, letting you slide down a narrow chute that you would grow too large to crawl back out of).
And a summary of how it turned out.
The fighter managed to find the trap the hard way when he charged at the Half Fiend, and fell into the hole, but managed to make the fort save to avoid shrinking and taking himself out of the fight. The Half fiend scored a critical hit on his first attack, and dropped the Combat Cleric in one hit. A hold person from the support cleric was met with a successful save by the half fiend. The sorcerer started summoning celestial badgers one after another while the fighter got out of the hole and started to trade shots with the Half Fiend.
The support cleric healed the Combat cleric, who then healed himself some more. He then took a flanking position on the Half fiend, and scored a good hit. The half fiend yelled "Didn't I kill you once already to day", attacked him again, scored a critical hit again, dropping him once more.
Half Fiend was using bite attacks on the badgers, who were not doing much to it, but managing to score some damage with their smite good attacks. Fighter was kept in the fight by the support cleric. A badger got the last shot in.
It was a close fight. One that could have gone very badly if the fighter got stuck in the pit trap.
END COMMUNICATION