[Rules Exercise/Fight Club/Goofing Off] He just won't go down!!

Jeremy

Explorer
Having fun at work again. Check this guy out. This is a great 17-19th level party challenge encounter that as opposed to the usual 4 round combat, could go on and on and on. I maxed his hit points for just that reason. This is a good old fashioned knock-down drag out butt kicking battle that is guaranteed to last at least a little while even against 300 damage spirited charges, targeted meteor swarms, and 4 attacks of 10d6 sneak attack damage.

I love 3e.

Nendagan, Male Glabrezu Barbarian5 Frenzied Berserker5 CR 25; Size:H Type Outsider; HD (10d8)+(5d12)+(5d12)+220; hp 420; Init +1 (+1 Dex); Spd Walk 50'; AC 40 (flatfooted 35, touch 13), Bite +31 (1d4+7) and 2 Claws +31/+31 (1d3+7) and 2 Pincers +33/+33 (2d6+15); SA: Summon Tanar'ri (Sp), Spell-like Abilities (Sp), Improved Grab (Ex), Detect Magic (Su), True Seeing (Su), Rage 2/day, Uncanny Dodge (Dex bonus to AC), Uncanny Dodge (can't be flanked), Supreme Cleave, Deathless frenzy, Frenzy 3/day, Improved power attack, Poison/Electricity Immunity (Ex), Cold/Fire/Acid Resistance 20 (Ex), Telepathy(Su); Vision: Darkvision (60') AL: CE; Sv: Fort +26, Ref +10, Will +16; Str 35 (41), Dex 12, Con 32, Int 20, Wis 24, Cha 22

Skills and Feats: Bluff +29, Climb +20, Concentration +34, Hide +16, Intimidate +31, Jump +20, Knowledge (Religion) +8, Knowledge (The Planes) +16, Listen +38, Move Silently +24, Scry +28, Search +28, Sense Motive +30, Spellcraft +28, Spot +38, Swim +21, Wilderness Lore +30; Cleave, Destructive Rage, Intimidating Rage, Multiattack, Power Attack, Remain Conscious

Possessions: Bracers of Armor +8, Ring of Nine Lives*, Belt of Giant Strength +6, Amulet of Health +6, Ring of Speed**

Telepathy (Su): A glabrezu can communicate telepathically with any creature within 100 feet that has a language.

Spell-Like Abilities: At will-burning hands, chaos hammer, charm person, confusion, death knell, deeper darkness, desecrate, detect good, dispel magic, enlarge, mirror image, reverse gravity, shatter, and unholy blight. These abilities are as the spells cast by a 10th-level sorcerer (save DC 16 + spell level).

A glabrezu also can teleport without error (self plus 50 pounds of objects only) at will as the spell cast by a 12th-level sorcerer. Seven times per day it can cast power word, stun as a 15th-level sorcerer.

Improved Grab (Ex): To use this ability, the glabrezu must hit a Medium-size or smaller opponent with a pincer attack. If it gets a hold, it deals automatic pincer damage each round the hold is maintained.

Summon Tanar’ri (Sp): Once per day a glabrezu can attempt to summon 4d10 dretches or 1d2 vrocks with a 50% chance of success, or another glabrezu with a 20% chance of success.

Detect Magic (Su): Glabrezu continuously detect magic as the spell cast by a 12th-level sorcerer.

True Seeing (Su): Glabrezu continuously use true seeing as the spell cast by a 12th-level cleric.

Skills: Glabrezu receive a +8 racial bonus to Listen and Spot checks.

Strategy and Combat: You just been Planar Binded to the Prime Material and assigned to kill an enemy mage. But your wizard would-be master didn't word the agreement very well and you twisted it. You'll kill the enemy mage eventually, but for now you've got 72 hours in which to spill as much blood, bring as much terror, and reven in as much carnage as is demonically possible. The ring of nine lives you received as payment for your task is the best part.

Everytime you are brought to 0 hp or less the ring casts heal on you. If you fail a saving throw to a spell (and with +28 to spell craft you'll know exactly when to use this) you can expend a charge and automatically pass the save. This ring has 9 charges in it currently.

Have fun!

*Ring of Nine Lives can be found in Magic of Faerun.

**Ring of Speed can be found on the Wizards of the Coast Official Website. (It grants permanent, always-on haste.)
 

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Ring of Nine Lives... nice idea! :) But, if he goes from a positive amount to -10 or lower immediately, he's dead, right? Could happen easily, yaknow.

But the auto-saves are a real live saver!

This guy could at least give the party a little headache, hehe.

Bye
Thanee
 

I don't know. :) The ring says "0 hit points or below" and -11 is below 0, so poof, insta-heal. :) Dunno how it works, it's magic. :D

Expensive mojo though. Wonder why?
 

Well, I'd hit him with Holy Word to take away 24 of his 72 hours! Then I'd flee to a very safe place before he could come back :)

I'm pretty sure that Glabrezu demons have Power Word Stun, 7/day. Instead of giving him max HP, you could give him 10 extra Outsider Hit Dice and raise his CR by 2. This could be offset by reducing his levels of Barbarian, unless you really want his second rage/day and the unflankable Uncanny Dodge ability. Isn't his healing at 0 HP ability kind of worthless because of Deathless Frenzy? 20 extra outsider hit dice, 1 level of Barbarian (instead of 5) and a Cloak of Protection +5 would probably let him pass most saves (Fort +40, Reflex +25, Will +30) and would let you lose the Ring of Nine Lives (probably worth much more than 25000 gp). In that case, you'd probably want to give him an item of heal 1/day so that he can recover from -1000 HP before his frenzy wears off :D
 

Hey Jeremy nice creation. I was wondering if you could e-mail me the information on that item from magic of Faerun you used. I don't have that book.
If your willign to send the info, my e-mail is

Bahamutx5@hotmail.com

If your send it, thank you for taking some time our of your scheduale for me.
 

Elric said:
Well, I'd hit him with Holy Word to take away 24 of his 72 hours! Then I'd flee to a very safe place before he could come back :)

I'm pretty sure that Glabrezu demons have Power Word Stun, 7/day. Instead of giving him max HP, you could give him 10 extra Outsider Hit Dice and raise his CR by 2. This could be offset by reducing his levels of Barbarian, unless you really want his second rage/day and the unflankable Uncanny Dodge ability. Isn't his healing at 0 HP ability kind of worthless because of Deathless Frenzy? 20 extra outsider hit dice, 1 level of Barbarian (instead of 5) and a Cloak of Protection +5 would probably let him pass most saves (Fort +40, Reflex +25, Will +30) and would let you lose the Ring of Nine Lives (probably worth much more than 25000 gp). In that case, you'd probably want to give him an item of heal 1/day so that he can recover from -1000 HP before his frenzy wears off :D

You evil monkey you! :)

Yup. They do, and it's longer range than your bad holy words too.

Nah, giving him that many more hit dice will advance him a size category and he won't look like just any other glabrezu. :) You want him to be underestimated at first.

I really want that second rage because he might actually need to rage twice in this one encounter. :)

Yes, as long as he is frenzied he is not going to die anyways, but the thing that makes the combat memorable is how much punishment he can take, and the fact that everytime you have him on the ropes, all his wounds seal up.

I just love the mental image of a demon with a day pass foaming at the mouth frenzied and ripping through stuff. The best part is, he doesn't have to have ANYTHING to do with the party.

A mage they know summoned him to deal with a rival mage of his the party doesn't know (that way they can complain to him later about the trouble he caused). The demon starts living it up, the PC's hear about the terrible slaughter as a call for help goes out to the 17th level party in the area, and the encounter is on. :) No strings attached.
 

Valicor said:
Hey Jeremy nice creation. I was wondering if you could e-mail me the information on that item from magic of Faerun you used. I don't have that book.

Why don't you have that book? It's wonderful! :) It really is a great one. Check it out some time.
 

Actually, he won't look that much bigger than other Glabrezu as long as he doesn't have Enlarge active at the time. You see, since Glabrezu have Enlarge at will, there's no reason for them ever to not have it active given its relatively long duration. What will be scary for your party is when they see him cast enlarge, realize that he was 30 feet tall without it and then see him become 50 feet tall! With a Constitution of 36 or so, Rage lasts a really long time. You could keep the extra hit dice instead of the Barbarian levels just to make him even tougher (plus, he'd be able to take over 5000 damage before his ring ran out of charges). Quicken Spell-Like Ability for Power Word Stuns would also be a good idea.
 

I really want that second rage because he might actually need to rage twice in this one encounter.

Barbarian's can't rage more than once per encounter. Is this a Frenzied Berserker ability? I'm at work without my books (as most of us are ;) If this is true, then find some other levels of cool stuff to add in there to make him worse ;) Rogue levels, etc. Ooooooooooh...
 

Jeremy said:
I don't know. :) The ring says "0 hit points or below" and -11 is below 0, so poof, insta-heal. :) Dunno how it works, it's magic. :D
Just remember that if you (at any point) find yourself at -10 or lower you are dead. Heal can't raise the dead. Who (except looting adventurers :)) cares if the spell is cast or not...
 

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