For those of you who have played Breath of Fire II, you will recall (with fear) the dreaded Barubary, easily one of the most difficult bosses in RPG history (under normal level progression). For the rest of you, just know that this is one bad mo-fo!
In my campaign, Barubary is a Demon Lord, one half of a Greater Fiend. His counterpart, Diablo, is the other half. Apart, they are both extremely powerful. Together as one being, they are nigh invincible. The story goes, in Greyhawk, the heroes must prevent the two from coming together.
My players are about to meet Barubary for the first time. Being a Level 3 party (once they get there), they will of course be smashed. After being saved by their Level 20 parents (who will subsequently fight Barubary and probably lose if I have calculated everything up correctly), their mission is to gain power and prevent Barubary and Diablo from coming together.
Without further ado, I present BARUBARY!
Barubary: CR 39; Gargantuan Outsider (Chaotic, Evil); HD 39d8+429; hp 666; Init -2; Spd 60 ft.; AC 55 (-4 size, -2 Dex, +13 insight, +38 natural) (touch 17, flat-footed 55); Atk +55/+55/+52/+52 melee (4d6+19/19-20/x2 crit, 2 claws; 2d8+9, bite; 2d8+28, tail slap); Face/Reach 20 ft. by 40 ft./15 ft.; SA Force claw, breath weapon (20d10, cone of fire 60 ft., DC 42; 20d10, cone of cold 60 ft., DC 42; 1d4 rounds recharge), spell-like abilities, frightful presence (DC 39); SQ Damage reduction 30/+7, regeneration 30, cold resistance 30, electricity resistance 30, fire resistance 30, true seeing; SR 50; AL CE; SV Fort +32, Ref +19, Will +28; Str 48, Dex 7, Con 33, Int 29, Wis 25, Cha 30.
Skills and Feats: Bluff +49, Concentration +50, Diplomacy +53, Gather Information +49, Hide +25, Intimidate +51, Innuendo +46, Intuit Direction +46, Knowledge (arcana) +48, Knowledge (religion) +48, Knowledge (planes) +48, Listen +46, Move Silently +37, Search +48, Sense Motive +46, Spellcraft +48, Spot +46; Multiattack, Ability Focus (breath weapon), Weapon Focus (claw), Power Attack (BAB 39), Cleave, Great Cleave, Improved Critical (claw), Quicken Spell-Like Ability.
Epic Feats: Overwhelming Critical (claw), Devastating Critical (claw).
Special Attacks: Force Claw: As a standard action, Barubary is able to create a powerful arc of force with a sweep of his claw that deals normal claw damage to all creatures in an area 20 ft. wide to a range of 200 ft. Spell-Like Abilities: At will---blasphemy, chain lightning, cloak of chaos, dictum, gate, greater dispelling, implosion, Mordenkainen’s disjunction, teleport without error, and unholy aura; 3/day---extreme fulguration; caster level 39th, save DC 20 + spell level.
Special Qualities: Regeneration: Takes normal damage from holy and blessed weapons. True Seeing: Continuously uses true seeing, caster level 39th.
EPIC SPELL
Extreme Fulguration
Evocation [Electricity]
Spellcraft DC: 101
Components: V, S
Casting Time: 1 action
Range: 300 ft.
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
To Develop: 909,000 gp; 19 days; 36,360 XP. Seed: energy (deals 10d6 points of electricity) (DC 19). Factors: increase damage to 20d6 (+20 DC), increase damage die four steps (d20) (+40 DC), change area from bolt to ball (+2 DC), 1-action casting time (+20 DC).
This spell creates massive bolts of lightning, dealing 20d20 points of electricity damage to all creatures within the area. Unattended objects also take this damage.
Anyway, there he is. Extreme Fulguration is one of Barubary's spell-like abilities, of course, and is an Epic Spell. That ability is used as "Bolt X" from Breath of Fire II. (When they are spell-like abilities, no Spellcraft check is needed. For proof, simply check the Infernal from the ELH, which can use Hellball despite having way too small a Spellcraft modifier.)
Anyway, for Breath of Fire II fans, how do you think I did? For those of you with rules knowledge, how is my estimation of the CR (NOT by the "UK System", but rather by the normal system)? Overall, how does everybody like it?
In my campaign, Barubary is a Demon Lord, one half of a Greater Fiend. His counterpart, Diablo, is the other half. Apart, they are both extremely powerful. Together as one being, they are nigh invincible. The story goes, in Greyhawk, the heroes must prevent the two from coming together.
My players are about to meet Barubary for the first time. Being a Level 3 party (once they get there), they will of course be smashed. After being saved by their Level 20 parents (who will subsequently fight Barubary and probably lose if I have calculated everything up correctly), their mission is to gain power and prevent Barubary and Diablo from coming together.
Without further ado, I present BARUBARY!
Barubary: CR 39; Gargantuan Outsider (Chaotic, Evil); HD 39d8+429; hp 666; Init -2; Spd 60 ft.; AC 55 (-4 size, -2 Dex, +13 insight, +38 natural) (touch 17, flat-footed 55); Atk +55/+55/+52/+52 melee (4d6+19/19-20/x2 crit, 2 claws; 2d8+9, bite; 2d8+28, tail slap); Face/Reach 20 ft. by 40 ft./15 ft.; SA Force claw, breath weapon (20d10, cone of fire 60 ft., DC 42; 20d10, cone of cold 60 ft., DC 42; 1d4 rounds recharge), spell-like abilities, frightful presence (DC 39); SQ Damage reduction 30/+7, regeneration 30, cold resistance 30, electricity resistance 30, fire resistance 30, true seeing; SR 50; AL CE; SV Fort +32, Ref +19, Will +28; Str 48, Dex 7, Con 33, Int 29, Wis 25, Cha 30.
Skills and Feats: Bluff +49, Concentration +50, Diplomacy +53, Gather Information +49, Hide +25, Intimidate +51, Innuendo +46, Intuit Direction +46, Knowledge (arcana) +48, Knowledge (religion) +48, Knowledge (planes) +48, Listen +46, Move Silently +37, Search +48, Sense Motive +46, Spellcraft +48, Spot +46; Multiattack, Ability Focus (breath weapon), Weapon Focus (claw), Power Attack (BAB 39), Cleave, Great Cleave, Improved Critical (claw), Quicken Spell-Like Ability.
Epic Feats: Overwhelming Critical (claw), Devastating Critical (claw).
Special Attacks: Force Claw: As a standard action, Barubary is able to create a powerful arc of force with a sweep of his claw that deals normal claw damage to all creatures in an area 20 ft. wide to a range of 200 ft. Spell-Like Abilities: At will---blasphemy, chain lightning, cloak of chaos, dictum, gate, greater dispelling, implosion, Mordenkainen’s disjunction, teleport without error, and unholy aura; 3/day---extreme fulguration; caster level 39th, save DC 20 + spell level.
Special Qualities: Regeneration: Takes normal damage from holy and blessed weapons. True Seeing: Continuously uses true seeing, caster level 39th.
EPIC SPELL
Extreme Fulguration
Evocation [Electricity]
Spellcraft DC: 101
Components: V, S
Casting Time: 1 action
Range: 300 ft.
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
To Develop: 909,000 gp; 19 days; 36,360 XP. Seed: energy (deals 10d6 points of electricity) (DC 19). Factors: increase damage to 20d6 (+20 DC), increase damage die four steps (d20) (+40 DC), change area from bolt to ball (+2 DC), 1-action casting time (+20 DC).
This spell creates massive bolts of lightning, dealing 20d20 points of electricity damage to all creatures within the area. Unattended objects also take this damage.
Anyway, there he is. Extreme Fulguration is one of Barubary's spell-like abilities, of course, and is an Epic Spell. That ability is used as "Bolt X" from Breath of Fire II. (When they are spell-like abilities, no Spellcraft check is needed. For proof, simply check the Infernal from the ELH, which can use Hellball despite having way too small a Spellcraft modifier.)
Anyway, for Breath of Fire II fans, how do you think I did? For those of you with rules knowledge, how is my estimation of the CR (NOT by the "UK System", but rather by the normal system)? Overall, how does everybody like it?
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