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When Fiends Attack: Are Balors, Pit Fiends and Ultraloths too weak?
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<blockquote data-quote="shadowoflameth" data-source="post: 7008765" data-attributes="member: 62336"><p>there are a couple of ways I see to deal with the 9th level vs. Balor 'problem'. The balor could bail, Plane shift or whatever when the party becomes a serious threat. Dramatically, if at least one party member was in serious shape so that it doesn't just feel like he was a weak opponent. Or in response to the 'cavalry' arriving. Either way, you can have your initial encounter with the balor when the party is at least high enough to last a round or two but not high enough to realistically defeat it. You could also have there be a way for the party to deal out of combat with it's appearance; The heroes defeat the priest who summoned it and take his holy symbol. The cleric in your party knows enough on his religion check or by the rogue in the party overhearing the ritual to banish it or send it away. </p><p></p><p>Then when the party is 9th or 12th or whatever, the balor is back and finds the party better prepared. </p><p></p><p>The other idea is that if you need the balor to just be more powerful to be terrifying to your party, tweek the creature. this is more work for the DM but some fairly simple to do stuff works great. Having a simple mind flayer be able to do Plane Shift on anyone not just (self only) as by the book allowed it to drop the barbarian in our game with one shot by sending him to the Far Realm. The Ulithralid is in Volo's guide. Our party is almost 16th and far outclasses it out of the box, but it was the underdark and I wanted to use it, so, a legendary mind flayer who had the potential to become an elder brain, had the elder brain powers, and an Extractor Staff with a living brain attached; The elder brain who formerly commanded it. While holding the (now artifact) staff, the Ulithralid is considered in its lair and can do the elder brains lair actions. Now that's a threat. So is the Half-Dragon Empyrean in our game. Allowed to be Gargantuan and having legendary actions, the various immunities and resistances and the very long range bolts make it a tough nut tactically. </p><p></p><p>Remember; the DMs job is fun, not to kill the party. It has to be challenging sure, but winnable.</p></blockquote><p></p>
[QUOTE="shadowoflameth, post: 7008765, member: 62336"] there are a couple of ways I see to deal with the 9th level vs. Balor 'problem'. The balor could bail, Plane shift or whatever when the party becomes a serious threat. Dramatically, if at least one party member was in serious shape so that it doesn't just feel like he was a weak opponent. Or in response to the 'cavalry' arriving. Either way, you can have your initial encounter with the balor when the party is at least high enough to last a round or two but not high enough to realistically defeat it. You could also have there be a way for the party to deal out of combat with it's appearance; The heroes defeat the priest who summoned it and take his holy symbol. The cleric in your party knows enough on his religion check or by the rogue in the party overhearing the ritual to banish it or send it away. Then when the party is 9th or 12th or whatever, the balor is back and finds the party better prepared. The other idea is that if you need the balor to just be more powerful to be terrifying to your party, tweek the creature. this is more work for the DM but some fairly simple to do stuff works great. Having a simple mind flayer be able to do Plane Shift on anyone not just (self only) as by the book allowed it to drop the barbarian in our game with one shot by sending him to the Far Realm. The Ulithralid is in Volo's guide. Our party is almost 16th and far outclasses it out of the box, but it was the underdark and I wanted to use it, so, a legendary mind flayer who had the potential to become an elder brain, had the elder brain powers, and an Extractor Staff with a living brain attached; The elder brain who formerly commanded it. While holding the (now artifact) staff, the Ulithralid is considered in its lair and can do the elder brains lair actions. Now that's a threat. So is the Half-Dragon Empyrean in our game. Allowed to be Gargantuan and having legendary actions, the various immunities and resistances and the very long range bolts make it a tough nut tactically. Remember; the DMs job is fun, not to kill the party. It has to be challenging sure, but winnable. [/QUOTE]
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When Fiends Attack: Are Balors, Pit Fiends and Ultraloths too weak?
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