What should the EL for this encounter be?

trentonjoe

Explorer
THe party will be attacked at night by a savant hydra, from the sword and sorcery creature collection.

The savant hydra is basically a demonic creature with a humansized torso but with six heads instead of a humanoid head.

The creature will move silently (opposed listen roll; the hydra is at +6) in the the dark to 50 feet. Round one will be to cast pyrotechnics on the campfire. Subsequent round actions are listed at the end of the creature.

I hope I am not breaking any copyright rules by posting the stats for the creature but I did modify it a little bit.

I think the EL should be about a 10. Any opinions?

Savant Hydra

Medium sized Outsider (evil)

Hit dice: 10d8 +50 = 95
Initiative: +5
Speed: 30
AC: 22 (+5 dex, +7 natural)
Attacks: 6 bites +13, 2 claws +8
Damage: bite 1d4 +3, 2 claws 1d6 + 1
Special attacks: poison, spells as per 7th level sorcerer
Special Qualities: SR 18, DR 10/+1, vigilance, immunities, darkvision 60ft
Saves: Fort +12, Will +10, Reflex, +12
Abilities: Str 16, Dex 20, Con 20, Int 18, Wis 16, Chr 14
Skills: Concentration +15, Move silently +6; others per page 164 of CC
Feats: Combat reflexes, Silent Spell, Spell Penetration
CR: 9?
Alignment: LE

Poison: One time fortitude save of 15 for 1d12 poison damage

Vigilance: doesn’t need sleep, can see in all directions at once; can’t be flanked or caught flatfooted

Immune to: poison, sleep, paralysis, drowning, disease, ability damage, or energy drain

Spells: DC 12+ spell level

0- (6) Resistance, light, mage hand, detect magic, read magic, flare, detect poison,
1- (7) shield, mage armor, ray of enfeeblement, color spray, magic missile
2- (7) Mirror image, Blindness, alter self,
3- (4) Lightning bolt, haste


Spells precast:
Shield and mage armor AC 26 (33)
Mirror Image (4 extra images)



Round actions
1
Pyrotechnics-Smoke cloud page 241 PHB
2
Haste AC 30 (37) lasts 7 rounds
3
Lightning bolt and Blindness

4
Lightning Bolt and Ray of enfeeblement
5
Magic Missile and Blindness

When engaged full attacks plus spell. Will save one 3rd level slot for a haste to run away and a 2nd level slot for mirror image also for retreat.



Thanks for any input!
 

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Actually, I'm sort of wondering why your PCs have a camp fire set up?

Do they not realize they are in potentially dangerous territory? or is it so cold they can't survive the nightfall without it?

-Skaros
 

We play that unless it is summertime you make a campfire. A bunch of us have been very poor at one point in our lives and have come to the conclusion that sleeping in 50 F (10 C) isn't very comfortable! guess that is a house ruel.

Plus a campfire allows for a full field of vision.

To answer your question though, they are exploring an unchartered land and don't know the degree of difficulty of the area. Maybe after this combat they will try to go without a camp fire.
 

Um... how is this thing casting Pyrotechnics? It's not on the spell list.

And you realize it can't attack, if it's casting two spells a turn, right?
 
Last edited:

Xarlen said:
Um... how is this thing casting Pyrotechnics? It's not on the spell list.

And you realize it can't attack, if it's casting two spells a turn, right?

Pyrotechnics is off of a scroll. Sorry, should have listed that.

I am aware of the fact that it can't cast 2 spells and attack. I am figuring on at least three rounds (maybe more) until the PCs figure out what is going on. Remember they are slepping and they will be blinded due to the smoke.


I guess what I am really asking is is this monster a CR9? and Would the suprise make the EL a 10?

It seems pretty hard to me.
 


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