Sliver Overlord (Need input)

OK.

Looking at the Defences they seem a bit high to me. From your stats I would have expected:-

AC: 49
Fortitude: 51; Reflex: 45; Will: 46

The HPs look right (MMII standards)

The damage expressions seem to be in the right area. I am slightly concerned about Overlords Frenzy, but its max damage is less than 2 Claw attacks (of which it can make 4 with the same standard action) so in that way it is balanced.

I am concerned about the amount of actions and therefore damage output the overlord has. 4 turns a round and able to make 5 attack rolls a turn is 20 attack rolls which is sort of the equivalent of 20 standard creatures. The problem I have with this is that I have no experience as to if this is massively overpowered or just tough as my PCs are only level 20. I will have a better grasp of the situation in a couple of months when my group have spent a few levels in Epic tier play.

Like I have already said a big factor is the make up of your group, and their paragon and epic destinies. The bump in power and the actual abilities can have a massive impact on the design of the creatures they face. (especially solo encounters). One thing I have my eye on at the moment is the Epic Destiny powers that rely on you dying, or another member of the group dying. Does that mean that I should be designing encounters where PCs are being killed once every three adventuring days or so, just so that they can use those powers? - only experience from Epic Tier play will guide me.

As another personal example to stress my point, at the end of the Heroic Tier I designed what I thought was an inceadibly tough opponant that stood a real chance of killing a couple of PCs and would at least force them to radically adapt their standard tactics. They faced the creature in the first session when they had reached Paragon Tier, and the Paladin had gained Certain Justice, that single power was so good (and unlike anything they had had before) that it took me completely by surprise and made the encounter increadably easy and almost trivial for them.
 

log in or register to remove this ad

I'm surprised Quadrual Action has not been mentioned. That is insanely overpowered. This monster is only going to anger your PCs, not challenge them in a fun way.
 

I'm surprised Quadrual Action has not been mentioned. That is insanely overpowered. This monster is only going to anger your PCs, not challenge them in a fun way.

It has been mentioned.

I am concerned about the amount of actions and therefore damage output the overlord has. 4 turns a round and able to make 5 attack rolls a turn is 20 attack rolls which is sort of the equivalent of 20 standard creatures.

It is worth remembering that high level solos can be designed to act multiple times in a turn. There is always a question of balance with it though. Tiamat (level 35 solo brute) has 5 actions (each standard and minor) a turn, this is probably the power that the designer used.
 

Thanks, I missed the reference :)

As for Tiamat- the difference is that she is acting all in one turn on the initiative order. Acting 5 separate times in a dynamic round? That's overpowered in my humble opinion.

Perhaps it should work more like Tiamat's?
 

As for Tiamat- the difference is that she is acting all in one turn on the initiative order. Acting 5 separate times in a dynamic round? That's overpowered in my humble opinion.

Perhaps it should work more like Tiamat's?

This creature is acting exactly like Tiamat. He has lifted Quadruple Action and Quadruple brain directly from the Tiamat stat block, only changing the wording very slightly.
 


Thing is, it has to use those limited standard actions as it's move actions too. That may only use up one, maybe two in rare occasions, but it does reduce the amount of attacks.

The damage on the claws could stand to be reduced a bit so I don't end up throwing a wall of dice at someone. I'll change those as soon as possible.
 


Pets & Sidekicks

Remove ads

Top