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<blockquote data-quote="Knightfall" data-source="post: 3752795" data-attributes="member: 2012"><p><strong>Should the CR be higher for this one?</strong></p><p></p><p><span style="color: DarkOrange"><span style="font-size: 12px"><strong>Hell’s Legionnaires (CR 20)</strong></span></span></p><p><strong>hp</strong> 400 (20d8+80 plus 230); <strong>DR</strong> 5/magic; legion’s strength</p><p>--- (extra hit points granted by legion’s strength; ad hoc increase of challenge rating)</p><p>------------------------------------------ </p><p>Always LE Medium outsider (baatezu, evil, extraplanar, lawful) (unit of 15 legion devils plus 1 commander)</p><p><strong>Init</strong> +5; <strong>Senses</strong> See in darkness; Listen +2, Spot +2</p><p><strong>Languages</strong> Infernal; telepath 100 ft.</p><p>------------------------------------------ </p><p><strong>AC</strong> 24 (+5 Dex, +3 natural, +3 armor, +3 shield), touch 15, flat-footed 19; Mobility</p><p><strong>Immune</strong> Fire, poison, fear; critical hits and sneak attacks; cannot be bull rushed, grappled, or tripped</p><p><strong>Resist</strong> Acid 10, cold 10; evasion</p><p><strong>Fort</strong> +7, <strong>Ref</strong> +7, <strong>Will</strong> +6; legion’s defenses; legion’s mind</p><p>--- (roll 4 times for saves, use best result)</p><p><strong>Weakness</strong> Gains two negative levels for each individual incapacitated by spells or effects that target specific individuals; takes half again as much damage (+50%) from spells and effects that affect an area, such as splash weapons and evocations</p><p>------------------------------------------ </p><p><strong>Speed</strong> 20 feet (4 squares)</p><p><strong>Melee</strong> Mwk longsword +59 (4d8+20/19-20/x2) and</p><p>--- Shield arm bash +55 (4d6+10/x2)</p><p>--- (included size and two-weapon fighting penalties)</p><p><strong>Ranged</strong> Longbow +64 (4d8/x3, 150 ft.) or </p><p>--- Longbow +65 (4d8/x3, 150 ft.) within 30 feet</p><p>--- (included size penalty)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +3; <strong>Grp</strong> +20</p><p><strong>Atk Options</strong> Combat Reflexes, Far Shot, Hold the Line, Improved Sunder, Point Blank Shot, Power Attack, expert grappler, legion’s battle skills (+4 bonus on attack rolls for every other legion devil within 60 ft.; +60 for this unit), trample 2d6+7</p><p><strong>Special Actions</strong> Legion’s advance, <em>summon baatezu</em></p><p>------------------------------------------ </p><p><strong>Abilities</strong> Str 21 (+5), Dex 21 (+5), Con 19 (+4), Int 10 (+0), Wis 14 (+2), Cha 14 (+2)</p><p><strong>SA</strong> Expert grappler, legion’s battle skills, <em>summon baatezu</em>, trample</p><p><strong>SQ</strong> Bonus feats (x5), commander, resist area effects, unit anatomy, widen the gap</p><p><strong>Feats</strong> Combat Reflexes (B), Far Shot (B), Hold the Line (B) [sup]1[/sup], Improved Natural Armor (B), Improved Sunder (B), Iron Will, Mobility (B), Point Blank Shot (B), Power Attack (B), Weapon Focus (longsword)</p><p><strong>Skills</strong> Climb +10, Craft (weaponsmithing) +6, Heal +8, Intimidate +8, Jump +10, Ride +11</p><p><strong>Possessions</strong> 15 longbows w/20 arrows, 16 mwk longswords, 16 suits of studded leather armor</p><p>------------------------------------------ </p><p><strong>Note</strong> See pages 122 & 123 of Fiendish Codex II: Tyrants of the Nine Hells for more details on the abilities of a Legion Devil.</p><p>------------------------------------------ </p><p><strong>Expert Grappler (Ex)</strong> Hell’s Legionnaires can maintain a grapple without penalty and still make melee attacks against other targets (normally, attacking other targets while grappling imposes a -20 penalty on grapple checks). The unit is never considered flat-footed while grappling.</p><p>Hell’s Legionnaires can grapple individuals, but not other units. The unit’s legion devil commander is immune to this ability unless the unit turns on it.</p><p><strong>Trample (Ex)</strong> If Hell’s Legionnaires simply moves over a creature and doesn’t end its movement with that creature in one of its occupied squares then it can trample the creature. A trampled creature takes 2d6+7 point of damage. The victim can either make an attack of opportunity against the unit or make a Reflex save (DC 25) to take half damage.</p><p>Hell’s Legionnaires can trample individuals, as well as other units. The unit’s legion devil commander is immune to this ability unless the unit turns on it.</p><p><strong>Resist Area Effects (Ex)</strong> Hell’s Legionnaires is trained to fight against spellcasters and manifesters that use area-based spells and powers on the battlefield. Whenever the unit is subject to an area-based spell or power, the unit’s members can make a second Reflex save (same DC, as normal for the spell or power) to resist some of the damage dealt to the unit. (The first save doesn’t have to have been successful.)</p><p>If the second Reflex save is successful then the unit only takes a quarter again as much damage (+25%), instead of half again as much damage (+50%) as noted under Unit Anatomy, from the area-based spell or power. (This ability can also be used to mitigate the damage done by splash weapons.)</p><p><strong>Unit Anatomy (Ex)</strong> Hell’s Legionnaires is immune to critical hits and sneak attacks, but can be flanked by other units and Gargantuan or larger sized creatures. The unit cannot be bull rushed, grappled, or tripped.</p><p>Hell’s Legionnaires gains two negative levels for each individual incapacitated by spells or effects that target specific individuals. If this unit gains negative levels equal to its Hit Dice then it breaks up, as if reduced to 0 hit points. Negative levels gained in this manner are not the result of negative energy (and thus cannot be blocked by death ward or removed by restoration), but never result in permanent level loss. The unit takes half again as much damage (+50%) from spells and effects that affect an area, such as splash weapons and evocations.</p><p>Hell’s Legionnaires is only affected by mass spells if the spell caster is high enough to target every member of the unit. Standard cure spells cannot restore Hit Points to the unit as such spells can only target individuals. This rule applies to other standard spells that have mass equivalents (i.e. bear’s endurance, bull’s strength, cat’s grace, etc).</p><p><strong>Widen the Gap (Ex)</strong> Hell’s Legionnaires can increase the distance between its individual members by taking a move action, which increase the unit’s overall Space by half (+50%), rounded down to the nearest 10 (60 feet for this unit).</p><p>When the unit is in this formation it (normally) takes a quarter again as much damage (+25%), instead of half again as much damage (+50%) as noted under Unit Anatomy, from the area-based spell or power. (This ability can also be used to mitigate the damage done by splash weapons.)</p><p>Since Hell’s Legionnaires has both Resist Area Effects and Widen the Gap, then the unit takes normal damage from area-based spells and powers (and splash weapons) when in a widened formation. If an enemy unit targets the unit with a Widened Spell, however, then the benefit of Widen the Gap doesn’t apply.</p><p>------------------------------------------ </p><p>[sup]1[/sup] D&D Complete Warrior</p></blockquote><p></p>
[QUOTE="Knightfall, post: 3752795, member: 2012"] [b]Should the CR be higher for this one?[/b] [COLOR=DarkOrange][SIZE=3][B]Hell’s Legionnaires (CR 20)[/B][/SIZE][/COLOR] [B]hp[/B] 400 (20d8+80 plus 230); [B]DR[/B] 5/magic; legion’s strength --- (extra hit points granted by legion’s strength; ad hoc increase of challenge rating) ------------------------------------------ Always LE Medium outsider (baatezu, evil, extraplanar, lawful) (unit of 15 legion devils plus 1 commander) [B]Init[/B] +5; [B]Senses[/B] See in darkness; Listen +2, Spot +2 [B]Languages[/B] Infernal; telepath 100 ft. ------------------------------------------ [B]AC[/B] 24 (+5 Dex, +3 natural, +3 armor, +3 shield), touch 15, flat-footed 19; Mobility [B]Immune[/B] Fire, poison, fear; critical hits and sneak attacks; cannot be bull rushed, grappled, or tripped [B]Resist[/B] Acid 10, cold 10; evasion [B]Fort[/B] +7, [B]Ref[/B] +7, [B]Will[/B] +6; legion’s defenses; legion’s mind --- (roll 4 times for saves, use best result) [B]Weakness[/B] Gains two negative levels for each individual incapacitated by spells or effects that target specific individuals; takes half again as much damage (+50%) from spells and effects that affect an area, such as splash weapons and evocations ------------------------------------------ [B]Speed[/B] 20 feet (4 squares) [B]Melee[/B] Mwk longsword +59 (4d8+20/19-20/x2) and --- Shield arm bash +55 (4d6+10/x2) --- (included size and two-weapon fighting penalties) [B]Ranged[/B] Longbow +64 (4d8/x3, 150 ft.) or --- Longbow +65 (4d8/x3, 150 ft.) within 30 feet --- (included size penalty) [B]Space[/B] 5 ft.; [B]Reach[/B] 5 ft. [B]Base Atk[/B] +3; [B]Grp[/B] +20 [B]Atk Options[/B] Combat Reflexes, Far Shot, Hold the Line, Improved Sunder, Point Blank Shot, Power Attack, expert grappler, legion’s battle skills (+4 bonus on attack rolls for every other legion devil within 60 ft.; +60 for this unit), trample 2d6+7 [B]Special Actions[/B] Legion’s advance, [I]summon baatezu[/I] ------------------------------------------ [B]Abilities[/B] Str 21 (+5), Dex 21 (+5), Con 19 (+4), Int 10 (+0), Wis 14 (+2), Cha 14 (+2) [B]SA[/B] Expert grappler, legion’s battle skills, [I]summon baatezu[/I], trample [B]SQ[/B] Bonus feats (x5), commander, resist area effects, unit anatomy, widen the gap [B]Feats[/B] Combat Reflexes (B), Far Shot (B), Hold the Line (B) [sup]1[/sup], Improved Natural Armor (B), Improved Sunder (B), Iron Will, Mobility (B), Point Blank Shot (B), Power Attack (B), Weapon Focus (longsword) [B]Skills[/B] Climb +10, Craft (weaponsmithing) +6, Heal +8, Intimidate +8, Jump +10, Ride +11 [B]Possessions[/B] 15 longbows w/20 arrows, 16 mwk longswords, 16 suits of studded leather armor ------------------------------------------ [B]Note[/B] See pages 122 & 123 of Fiendish Codex II: Tyrants of the Nine Hells for more details on the abilities of a Legion Devil. ------------------------------------------ [B]Expert Grappler (Ex)[/B] Hell’s Legionnaires can maintain a grapple without penalty and still make melee attacks against other targets (normally, attacking other targets while grappling imposes a -20 penalty on grapple checks). The unit is never considered flat-footed while grappling. Hell’s Legionnaires can grapple individuals, but not other units. The unit’s legion devil commander is immune to this ability unless the unit turns on it. [B]Trample (Ex)[/B] If Hell’s Legionnaires simply moves over a creature and doesn’t end its movement with that creature in one of its occupied squares then it can trample the creature. A trampled creature takes 2d6+7 point of damage. The victim can either make an attack of opportunity against the unit or make a Reflex save (DC 25) to take half damage. Hell’s Legionnaires can trample individuals, as well as other units. The unit’s legion devil commander is immune to this ability unless the unit turns on it. [B]Resist Area Effects (Ex)[/B] Hell’s Legionnaires is trained to fight against spellcasters and manifesters that use area-based spells and powers on the battlefield. Whenever the unit is subject to an area-based spell or power, the unit’s members can make a second Reflex save (same DC, as normal for the spell or power) to resist some of the damage dealt to the unit. (The first save doesn’t have to have been successful.) If the second Reflex save is successful then the unit only takes a quarter again as much damage (+25%), instead of half again as much damage (+50%) as noted under Unit Anatomy, from the area-based spell or power. (This ability can also be used to mitigate the damage done by splash weapons.) [B]Unit Anatomy (Ex)[/B] Hell’s Legionnaires is immune to critical hits and sneak attacks, but can be flanked by other units and Gargantuan or larger sized creatures. The unit cannot be bull rushed, grappled, or tripped. Hell’s Legionnaires gains two negative levels for each individual incapacitated by spells or effects that target specific individuals. If this unit gains negative levels equal to its Hit Dice then it breaks up, as if reduced to 0 hit points. Negative levels gained in this manner are not the result of negative energy (and thus cannot be blocked by death ward or removed by restoration), but never result in permanent level loss. The unit takes half again as much damage (+50%) from spells and effects that affect an area, such as splash weapons and evocations. Hell’s Legionnaires is only affected by mass spells if the spell caster is high enough to target every member of the unit. Standard cure spells cannot restore Hit Points to the unit as such spells can only target individuals. This rule applies to other standard spells that have mass equivalents (i.e. bear’s endurance, bull’s strength, cat’s grace, etc). [B]Widen the Gap (Ex)[/B] Hell’s Legionnaires can increase the distance between its individual members by taking a move action, which increase the unit’s overall Space by half (+50%), rounded down to the nearest 10 (60 feet for this unit). When the unit is in this formation it (normally) takes a quarter again as much damage (+25%), instead of half again as much damage (+50%) as noted under Unit Anatomy, from the area-based spell or power. (This ability can also be used to mitigate the damage done by splash weapons.) Since Hell’s Legionnaires has both Resist Area Effects and Widen the Gap, then the unit takes normal damage from area-based spells and powers (and splash weapons) when in a widened formation. If an enemy unit targets the unit with a Widened Spell, however, then the benefit of Widen the Gap doesn’t apply. ------------------------------------------ [sup]1[/sup] D&D Complete Warrior [/QUOTE]
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