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<blockquote data-quote="Jefe Bergenstein" data-source="post: 3013088" data-attributes="member: 31506"><p>Will-o-wisp - for when you want to reboot your campaign with a CR 6 monster. Touch AC of 29 (30 against their dodge target), +16 melee touch for 2d8 damage, +13 to initiative, 50' perfect fly speed, naturally invisible, and get this... immune to magic except magic missile and maze (which we all know 6th level parties are packing). So, the mage tries to pop off the 2-3 magic missiles he has memorized (assuming he can see it) before it ravages him while the rest of the party runs. Stop your grinnin', drop your linen and bend over when this behemoth comes knocking. If you pull out the win, pat yourself on the back, cus thats all you're getting from this guy... his treasure is much less than other CR 6's.</p><p></p><p>Remorhaz might deserve another look, since they arent well designed. So let me get this straight... this critter is SO friggin hot touching it deals *4 TIMES* more damage (8d6)than sticking your hand in lava, but its bite attack doesnt deal any heat damage and it doesnt have any fire immunity? And it lives in cold areas? What happens when a remorhaz gets pissy on a glacier? Cuz I wanna know how deep it sinks per round. Lets not forget the DC 18 save to avoid destruction on any weapon hitting it. Pretty harsh for a CR 7 beast. The entire thing just seems like something that was randomly concocted one night after too much beer and not enough pretzels.</p><p></p><p>Undead as a type get my vote as well. Bad BAB, no Con bonus causes them to have super high HD for their CR. Making turn undead more and more useless as you go up in level. Granting a better attack bonus and giving corporeal undead HP bonus similar to constructs, and incorporeal undead HP based on Cha might fix this.</p></blockquote><p></p>
[QUOTE="Jefe Bergenstein, post: 3013088, member: 31506"] Will-o-wisp - for when you want to reboot your campaign with a CR 6 monster. Touch AC of 29 (30 against their dodge target), +16 melee touch for 2d8 damage, +13 to initiative, 50' perfect fly speed, naturally invisible, and get this... immune to magic except magic missile and maze (which we all know 6th level parties are packing). So, the mage tries to pop off the 2-3 magic missiles he has memorized (assuming he can see it) before it ravages him while the rest of the party runs. Stop your grinnin', drop your linen and bend over when this behemoth comes knocking. If you pull out the win, pat yourself on the back, cus thats all you're getting from this guy... his treasure is much less than other CR 6's. Remorhaz might deserve another look, since they arent well designed. So let me get this straight... this critter is SO friggin hot touching it deals *4 TIMES* more damage (8d6)than sticking your hand in lava, but its bite attack doesnt deal any heat damage and it doesnt have any fire immunity? And it lives in cold areas? What happens when a remorhaz gets pissy on a glacier? Cuz I wanna know how deep it sinks per round. Lets not forget the DC 18 save to avoid destruction on any weapon hitting it. Pretty harsh for a CR 7 beast. The entire thing just seems like something that was randomly concocted one night after too much beer and not enough pretzels. Undead as a type get my vote as well. Bad BAB, no Con bonus causes them to have super high HD for their CR. Making turn undead more and more useless as you go up in level. Granting a better attack bonus and giving corporeal undead HP bonus similar to constructs, and incorporeal undead HP based on Cha might fix this. [/QUOTE]
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