SpuneDagr
Explorer
Hey y'all! Help a brother out here. I'm converting Planescape's mezzoloth to 3e (the one in MotP is pathetic). What kinda CR do you think this is? It has a lot of spell-like abilities.
Medium Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice: 10d8+20 (65 hp)
Initiative: +4
Speed: 40 ft.
Armor Class: 18 (+8 natural), touch 10, flat-footed 18
Base Attack/Grapple: +10/+13
Attack: Claw +13 melee (1d6+3); or longspear +13 melee (1d8+4)
Full Attack: 2 claws +13 melee (1d6+3); or longspear +13/+8 melee (1d8+4)
Space/Reach: 5 ft./5 ft. (10 ft. with longspear)
Special Attacks: Spell-like abilities, summon yugoloth
Special Qualities: Damage reduction 10/good or silver, darkvision 60 ft., immunity to acid, fire, paralysis, and poison, see invisibility, spell resistance 22, telepathy 100 ft.
Saves: Fort +9, Ref +7, Will +7
Abilities: Str 16, Dex 11, Con 15, Int 7, Wis 10, Cha 14
Skills: Concentration +15, Hide +13, Intimidate +15, Listen +13, Move Silently +13, Spot +13
Feats: Improved Initiative
Environment: Gehenna
Organization: Solitary, squad (4-8), or platoon (10-18 plus 1 nycaloth)
CR: 7
Treasure: Standard coins; standard goods; double items
Alignment: Always neutral evil
Advancement: 9-18 HD (Medium); 19-24 (Large)
A mezzoloth’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will—burning hands (DC 13), darkness, detect magic, hold person (DC 15), inflict serious wounds (DC 15), mirror image; 2/day—dispel magic; 1/day—cloudkill (DC 17). Caster level 10th. The save DCs are Charisma-based.
Racial Spell-Like Abilities: At will—alter self, animate dead, charm person (DC 13), contagion (DC 15), desecrate, greater teleport (self plus 50 pounds of obejcts only), produce flame, and silent image (DC 13). Caster level 10th. The save DCs are Charisma-based.
See Invisibility (Su): Mezzoloths continuously use see invisibiliy, as the spell (caster level 10th).
Summon Yugoloth (Sp): Once per day, a mezzoloth can attempt to summon another mezzoloth with a 40% chance of success. This ability is equivalent to a 4th-level spell.
Medium Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice: 10d8+20 (65 hp)
Initiative: +4
Speed: 40 ft.
Armor Class: 18 (+8 natural), touch 10, flat-footed 18
Base Attack/Grapple: +10/+13
Attack: Claw +13 melee (1d6+3); or longspear +13 melee (1d8+4)
Full Attack: 2 claws +13 melee (1d6+3); or longspear +13/+8 melee (1d8+4)
Space/Reach: 5 ft./5 ft. (10 ft. with longspear)
Special Attacks: Spell-like abilities, summon yugoloth
Special Qualities: Damage reduction 10/good or silver, darkvision 60 ft., immunity to acid, fire, paralysis, and poison, see invisibility, spell resistance 22, telepathy 100 ft.
Saves: Fort +9, Ref +7, Will +7
Abilities: Str 16, Dex 11, Con 15, Int 7, Wis 10, Cha 14
Skills: Concentration +15, Hide +13, Intimidate +15, Listen +13, Move Silently +13, Spot +13
Feats: Improved Initiative
Environment: Gehenna
Organization: Solitary, squad (4-8), or platoon (10-18 plus 1 nycaloth)
CR: 7
Treasure: Standard coins; standard goods; double items
Alignment: Always neutral evil
Advancement: 9-18 HD (Medium); 19-24 (Large)
A mezzoloth’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will—burning hands (DC 13), darkness, detect magic, hold person (DC 15), inflict serious wounds (DC 15), mirror image; 2/day—dispel magic; 1/day—cloudkill (DC 17). Caster level 10th. The save DCs are Charisma-based.
Racial Spell-Like Abilities: At will—alter self, animate dead, charm person (DC 13), contagion (DC 15), desecrate, greater teleport (self plus 50 pounds of obejcts only), produce flame, and silent image (DC 13). Caster level 10th. The save DCs are Charisma-based.
See Invisibility (Su): Mezzoloths continuously use see invisibiliy, as the spell (caster level 10th).
Summon Yugoloth (Sp): Once per day, a mezzoloth can attempt to summon another mezzoloth with a 40% chance of success. This ability is equivalent to a 4th-level spell.