Laghathti demon from WotC (CR 10?)

shilsen

Adventurer
I've been looking at the web enhancements for the Lords of the Abyss book and thinking some of the aspects are very (perhaps, too) tough for their CR. But the laghathti demon, which WotC released through a web enhancement here really takes the cake.

It gets seven attacks a round, five at +16 and two at +14. While the damage isn't too high, each attack also inflicts a negative level (Will DC 19 negates). And these negative levels are apparently not from negative energy, so protection like Death Ward doesn't help. Continuing the negative level theme, anyone within 60 ft viewing a laghathti takes 2d4 negative levels (Will DC 17 negates).

Anyone else think that seems a little too tough for the CR? Also, are there examples of this version of "negative levels but not negative energy" in other creatures?
 

log in or register to remove this ad

Negative levels represent memory loss somewhat well from the scientific view psionics approaches from.

Hard to say on the CR, though it should be higher, since it only has a speed of 20 and any party could flee from it. If something nails you with 8 negative levels from a distance, you run. What i will say is most CRs now assume the PC have most splat books available to them. It is why so much of the new monsters have "WTF!" abilities and lowish CRs. Wotc knows what players are capable of and is accounting for that.

Wow Ms. Frezied Beserker, that is a lot of damage you are going to do with that leap attack charge! BTW now that you are 55' from the monster ,Will save or say bye bye to 2d4 levels, and your Persistant Death Ward can go #### off!

Laghathti CR 10

Always CE Large outsider (aquatic, chaotic, evil, extraplanar, obyrith)
Init +5; Senses all-around vision, darkvision 60 ft., true seeing; Listen +2, Spot +21
Aura form of madness (60-ft. radius, DC 17)
Language Abyssal

AC 24, touch 10, flat-footed 23
(-1 size, +1 Dex, +14 natural)
hp 126 (12 HD); fast healing 5; DR 10/cold iron or lawful
Immune mind-affecting spells and effects, poison
Resist acid 10, cold 10, electricity 10, fire 10; SR 21
Fort +16, Ref +11, Will +10

Speed 20 ft. (4 squares), swim 50 ft.
Melee 5 tentacles +16 (1d6+5 plus mindwipe) and
2 bites +14 (1d8+2 plus mindwipe)
Space 10 ft.; Reach 5 ft.
Base Atk +12; Grp +21
Atk Options constrict 1d6+5, improved grab
Special Actions pounce
Spell-Like Abilities (CL 12th)
At will -- modify memory (DC 15)

Abilities Str 20, Dex 13, Con 22, Int 5, Wis 15, Cha 12
SQ all-around vision, amphibious, obyrith traits
Feats Ability Focus (mindwipe), Great Fortitude, Improved Initiative, Lightning Reflexes, Multiattack
Skills Climb +20, Escape Artist +16, Move Silently +16, Search +1, Spot +21, Swim +28
Advancement 13-18 HD (Large); 19-24 HD (Huge); 25-32 HD (Gargantuan)

All-Around Vision (Ex) Laghathti see through their skin and gain a +4 racial bonus on Search and Spot checks. They can't be flanked.

Amphibious (Ex) Although laghathti are aquatic, they can survive indefinitely on land.

Constrict (Ex) A laghathti deals 1d6+5 points of damage with a successful grapple check, in addition to damage from its tentacle attack.

Form of Madness (Su) A creature within 60 feet that observes a laghathti must make a DC 17 Will save. Failure indicates the creature suffers partial amnesia. The victim immediately gains 2d4 negative levels. These negative levels do not result from negative energy and never result in actual level loss, although they persist until cured by restoration or greater restoration. A creature that makes the save is immune to that particular laghathti's form of madness for 24 hours. This is a mind-affecting ability that does not affect chaotic evil outsiders. The save DC is Charisma-based.

Improved Grab (Ex) To use this ability, a laghathti must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Mindwipe (Su) Anyone that takes damage from a laghathti's tentacle or bite attack must make a DC 19 Will save or gain one negative level as the hundreds of tiny mouths that cover their writhing bodies siphon away memories. Negative levels gained from a laghathti's mindwipe do not result from negative energy, and although they persist until cured by restoration or greater restoration, never result in actual level loss. This is a mind-affecting ability. The save DC is Charisma-based and includes the +2 bonus from the laghathti's Ability Focus feat.

Pounce (Ex) If a laghathti charges a foe, it can make a full attack.
 
Last edited:

since it only has a speed of 20 and any party could flee from it

This is true. It also can't fly and it can't attack at all from a range beyond 60 feet. It is easily kited by a 10th level party. If you let it in melee range, though, it is bad news indeed!
 

frankthedm said:
Wow Ms. Frezied Beserker, that is a lot of damage you are going to do with that leap attack charge! BTW now that you are 55' from the monster ,Will save or say bye bye to 2d4 levels, and your Persistant Death Ward can go #### off!

Damn - now I want to have a Frenzied Berserker in my game just so I can say that :D!
 

Rystil Arden said:
This is true. It also can't fly and it can't attack at all from a range beyond 60 feet. It is easily kited by a 10th level party. If you let it in melee range, though, it is bad news indeed!


With the 50ft swim speed (and pounce!) its a very nasty aquatic encounter.
 


Pets & Sidekicks

Remove ads

Top