Shrieking Terror - CR too low?

Last night, I threw a ten-headed Shrieking Terror, from MMIII, up against the party, and it was almost too powerful for them.

A shrieking terror is CR 13.

The party included:
A 17th level half-orc gestalt Ranger/Fighter
A 15th level wild-elf gestalt Druid/Ranger
A 12th level warforged Druid with a bunch of UA customizations.

I understand that this party may not be very well rounded, but the key here is this:
The shreiking terror's "shriek" attack paralyzes the PC's with fear unless they succeed at a DC 34 Fortitude save (I know, wierd, huh: Fort for fear).

All three characters have good fortitude saves, and naturally, all three failed, leaving them helpless to the monster's attacks. It nearly killed one PC and nearly transformed another while all three were paralyzed. The transformation-inducing kiss is resolved with a melee touch attack (+20 attack bonus)
 

log in or register to remove this ad



Hyp' - Yes, with a +1 racial bonus per head (the CR 13 one has 20 HD, 19 Con, and 10 heads).
 

Darkness said:
Hyp' - Yes, with a +1 racial bonus per head (the CR 13 one has 20 HD, 19 Con, and 10 heads).
Yeah, what Darkness said.

As tough as the 10 headed one is, I fear that the regular old 5 headed shrieking terror would be almost as bad at CR 10.

EDIT: and shriek DC 24
 

Arbiter of Wyrms said:
Last night, I threw a ten-headed Shrieking Terror, from MMIII, up against the party, and it was almost too powerful for them.

A shrieking terror is CR 13.

The party included:
A 17th level half-orc gestalt Ranger/Fighter
A 15th level wild-elf gestalt Druid/Ranger
A 12th level warforged Druid with a bunch of UA customizations.

I understand that this party may not be very well rounded, but the key here is this:
The shreiking terror's "shriek" attack paralyzes the PC's with fear unless they succeed at a DC 34 Fortitude save (I know, wierd, huh: Fort for fear).
Definately not well rounded; a Wizard, Cleric, or Bard could very easily have just the right spell, if it is a fear effect:
Remove Fear (Bard 1, Cleric 1 - cast from outside the range of the shriek just after the rest of the party is affected - suppresses the fear effect for the duration of Remove Fear, multiple targets)
Greater Heroism (makes single target immune to fear for duration, Bard 5 Sor/Wiz 6).
Hero's Feast (Breakfast of Champions! - Extend when possible, or use two a day - renders those partaking immune to fear for duration; multiple targets; Bard 6 Cleric 6)

... any of which would have easily been in range of characters of that level, had they simply taken a route which granted it.
 


Jack Simth said:
Definately not well rounded; a Wizard, Cleric, or Bard could very easily have just the right spell, if it is a fear effect:
Remove Fear (Bard 1, Cleric 1 - cast from outside the range of the shriek just after the rest of the party is affected - suppresses the fear effect for the duration of Remove Fear, multiple targets)
Greater Heroism (makes single target immune to fear for duration, Bard 5 Sor/Wiz 6).
Hero's Feast (Breakfast of Champions! - Extend when possible, or use two a day - renders those partaking immune to fear for duration; multiple targets; Bard 6 Cleric 6)

... any of which would have easily been in range of characters of that level, had they simply taken a route which granted it.
The problem, though, is that the shriek attack hit the whole party at once, and nobody expected anything like it.

They were running to get out of a thunderstorm and saw a wyrmling blue dragon pop up out of a cave they hadn't noticed. They were just going to put it down when the 10-H ST showed up, explaining why the wyrmling was fleeing for its life. Not knowing what to expect, they put a half-dozen arrows in it and then it shrieked, catching the whole party, including the advanced scout (the warforged). The shriek has a 60' radius.

If there were any save this party should have made, it should have been Fortitude. They can go get themselves a spellcaster (actually, they already do, though maybe not what they need), but unless they walk around in strategic array, at least 120' apart from now on, I don't see a way that a party of this level can expect to consistently beat 10-H STs.

I don't see how any party of 13th level which is not specifically hunting these super-rare monsters can even hope to consistently get away alive and with their heads still attached.

13th level parties should be able to take on CR 13 monsters dependably.

I argue that the CR 13 for the 10-headed shrieking terror is just too low.
 

Arbiter of Wyrms said:
I don't see how any party of 13th level which is not specifically hunting these super-rare monsters can even hope to consistently get away alive and with their heads still attached.

Hero's Feast is not exactly a super-specialised niche spell for a 13th level party.

I've seen numerous references on here to parties who won't set foot out the door of their Magnificent Mansion in the morning without their Hero's Feast!

-Hyp.
 

My Clr 15 has been using 1 6th level slot for Hero's Feast ever since 11th level. It's just that good.

No fear, no poison, +1 Atk, +1 will saves, 1d8 + 5(at least!) temp hp. No party with a high level cleric should be without it!
 

Pets & Sidekicks

Remove ads

Top