Over/Under CRed?

Remorhaz get my vote for overpowered, even in 3.5. Played according to its "standard" tactics, you will likely lose a PC or two, up to about Party Average Level 9.
 

log in or register to remove this ad

Over CRed:
Most of the Fiends from 3.0, ESPECIALLY the Ultroloth in the MotP
Deathbringer (MMII) - CR 17, no DR, no SR, and crappy hp. The only thing this has going for it is its somewhat high AC.
Fiendwurm (MMII) - Totally agree with Demiurge.
Hellfire Wyrm (MMII) - See above.
Greater Fihyr (sp?) (MMII) - CR 15, horrible AC, 88 hp, crappy SR, and sucky abilities. CR 7 maybe.
Famine Spirit (MMII) - CR 19, crappy AC, no SR, and nothing really to warrant its high CR
Mountain Giant (MMII) - See Shade's comments
Flesh Ooze (MMII) - CR 19, no DR or SR, bad AC, and cruddy HP.
Orcwort (MMII) - CR 20, lotsa HP, no SR, low AC, and pretty cruddy DR.
Pheonix (MMII) - Low HP and AC, and kinda cruddy DR. The only thing this has going for it is its Immolation and its very large array of spell-like abilities.
Grimweird (MMIII) - See Shade's comments.
Klurichir (FF), Maurezhi (FF), and Myrmixicus (FF) - Just all around bad.
Century Worm (FF) - No SR and no DR and no way to attack flying creatures = dead CR 19 creature.

Under CRed -
Drowned (MMIII) - See Demiurge's comments.
Boneclaw (MMIII) - see Demiurge's comments.
Arrow Demon (MMIII) - Can shoot two large composite bows as a single attack, and has 135 hp for a CR 7. Yikes.
Cadaver Collector (MMIII) - Ouch, is all I can say.
Storm Elemental (MMIII) - Look at how much damage the Storm and Lightning deals at Huge and up!
Malebranche (MMII) - Yowzers, see Demiurge's comments.
Bronze Serpent (MMII) - CR 10, fair SR and DR, but has a fairly high AC and has a bite attack that deals 1d6+10 plus 1d8+16 electricity. Ouch.
Elemental Weirds (MMII) - CR 12, can cast spells as 18th level Sorcerers.
Thunder Worm (FF) - CR 21, 696 hp, a somewhat okay AC, an attack that can deal 24d8 sonic damage at will, and it's incorporeal. Nasty, nasty.

Just Generally F**ked up CRs:
Adamantine Horror (MMII) - Too low HP to be really tough with high level adventurers, but REALLY nasty abilities that only high level adventurers can adequately deal with!
Juggernaut (MMII) - Has the potential to be really nasty. CR 11, SR 36, 6 attacks that deal buttloads of damage, a squash attack that deals 10d10+20 points of damage (!), and some really good Spell-like abilities, including At will - Forcecage, grease, hold monster, magic missile, slow, wall of force, and web. Only bad thing? Low hp and slow speed. A fighter could potentially cut it to pieces... if he survived its attacks
 

kenobi65 said:
Sounds like howlers...which are only CR3!

The Reflex save to avoid those spines is DC16...for 15th level characters to be consistently missing those saves, they must have really been rolling lousy. (At which point, it's not the CR that's broken, it's the dice... ;) )

Thats them. They were failing saves all day it was sad. I mean fighter, Druid and Cleric. The fighter had the best dex at like 14. That was one of the few combats I felt that I won in that campaign.
 

Hydras are too low of a CR imho. Fast Healing and a difficult kill procedere that neccesitates alot of time be spent. Any creature that screwing around with it will make it stronger is a possible CR buster.
 

Pants said:
Just Generally F**ked up CRs:
Adamantine Horror (MMII) - Too low HP to be really tough with high level adventurers, but REALLY nasty abilities that only high level adventurers can adequately deal with!

Oh god, yes! Disintegrate, Implosion & Mordenkainen's Disjunction at will, for an awe-imposing CR9 :confused:
 

If you think a Boneclaw is bad, throw the Spellstiched template and some melee touch spells on it. If you're really mean, add some HD and give it the Standstill feat.

Edit: Actually, I'll just go ahead and post it to the monster area, since the Boneclaw is up on the WotC site.
 
Last edited:

kenobi65 said:
Sounds like howlers...which are only CR3!

The Reflex save to avoid those spines is DC16...for 15th level characters to be consistently missing those saves, they must have really been rolling lousy. (At which point, it's not the CR that's broken, it's the dice... ;) )

Lets see...

15th level characters WEAK saves are +5, with a +3 cloak of resistance at least, and a +1 Dex, say, so that's +9 versus DC 16... so that's a 35% chance of failure for a weak save and a really cheap and basic protective item.
 

Enchanted Trinkets Complete

Recent & Upcoming Releases

Remove ads

Top