View Full Version : 3 monsters (3.5)

2010-04-20, 04:00 AM
... a bit pimped for my oncoming lvl 20 campaign. What do you think of them?

Size/Type: Large Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 20d8+200 (290 hp)
Initiative: +11
Speed: 40 ft. (8 squares), fly 90 ft. (good)
Armor Class: 35 (-1 size, +7 Dex, +19 natural), touch 16, flat-footed 28
Base Attack/Grapple: +20/+36
Attack: +1 vorpal longsword +33 melee (2d6+13/18-20)
Full Attack: +1 vorpal longsword +31/+26/+21/+16 melee (2d6+13/19-20) and +1 flaming whip +30/+25 melee (1d4+6 plus 1d6 fire plus entangle); or 2 slams +31 melee (1d10+12)
Space/Reach: 10 ft./10 ft. (20 ft. with +1 flaming whip)
Special Attacks: Death throes, entangle, spell-like abilities, summon demon, vorpal sword
Special Qualities: Damage reduction 15/cold iron and good, darkvision 60 ft., flaming body, immunity to electricity, fire, and poison, resistance to acid 10 and cold 10, spell resistance 28, telepathy 100 ft., true seeing
Saves: Fort +22, Ref +19, Will +19
Abilities: Str 35, Dex 25, Con 31, Int 24, Wis 24, Cha 26
Skills: Bluff +31, Concentration +33, Diplomacy +35, Disguise +8 (+10 acting), Hide +26, Intimidate +33, Knowledge (any two) +30, Listen +38, Move Silently +30, Search +30, Sense Motive +30, Spellcraft +30 (+32 scrolls), Spot +38, Survival +7 (+9 following tracks), Use Magic Device +31 (+33 scrolls)
Feats: Cleave, Improved Initiative, Improved Critical (longsword), Power Attack, Quicken Spell-Like Ability (telekinesis), Two-Weapon Fighting, Weapon Focus (longsword)
Environment: A chaotic evil-aligned plane
Organization: Solitary or troupe (1 balor, 1 marilith, and 2-5 hezrous)
Challenge Rating: 20
Treasure: Standard coins; double goods; standard items, plus +1 large vorpal longsword and +1 large flaming whip
Alignment: Always chaotic evil
Advancement: 21-30 HD (Large); 31-60 HD (Huge)
Level Adjustment: —

A balor stands about 12 feet tall. Its skin is usually dark red. It weighs about 4,500 pounds.

Balors love to join battle armed with their swords and whips. If they face stiff resistance, they may teleport away to loose a few spell-like effects at the foe.

A balor’s +1 flaming whip is a long, flexible weapon with many tails tipped with hooks, spikes, and balls. The weapon deals bludgeoning and slashing damage, in addition to fire damage.

A balor’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Death Throes (Ex)

When killed, a balor explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet (Reflex DC 30 half). This explosion automatically destroys any weapons the balor is holding. The save DC is Constitution-based.
Entangle (Ex)

A balor’s +1 flaming whip entangles foes much like an attack with a net. The whip has 20 hit points. The whip needs no folding. If it hits, the target and the balor immediately make opposed Strength checks; if the balor wins, it drags the target against its flaming body (see below). The target remains anchored against the balor’s body until it escapes the whip.
Spell-Like Abilities

At will— blasphemy (DC 25), dominate monster (DC 27), greater dispel magic, greater teleport (self plus 50 pounds of objects only), Anti magic field (DC 24), power word stun, telekinesis (DC 23), unholy aura (DC 26); 1/day—disjunction (DC 26), implosion (DC 27). Caster level 20th. The save DCs are Charisma-based.
Vorpal Sword (Su)

Every balor carries a +1 vorpal longsword that looks like a flame or a bolt of lightning.
Summon Demon (Sp)

Once per day a balor can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor. This ability is the equivalent of a 9th-level spell.
Flaming Body (Su)

The body of a balor is wreathed in flame.

Anyone grappling a balor takes 6d6 points of fire damage each round.
True Seeing (Su)

Balors have a continuous true seeing ability, as the spell (caster level 20th).

Balors have a +8 racial bonus on Listen and Spot checks.

Female Ancient Red Dragon
Chaotic Evil

Strength 39 (+14)
Dexterity 8 (-1)
Constitution 31 (+10)
Intelligence 28 (+9)
Wisdom 28 (+9)
Charisma 29 (+9)

Size: Gargantuan
Face: 20 ft. by 40 ft.
Reach: 15 ft.

Breath: Cone of fire, 60 feet x 60 feet x 60 feet
Damage 20d10 (Reflex save for half DC = 37)

Bite (1): +45 = 34 [base] +14 [strength] -4 [gargantuan] +1 [weapon focus: bite] Damage 4d6+14 [strength]
Claws (2): +39 = 34 [base] -5 [claw] +14 [strength] -4 [gargantuan] Damage 2d8+7 [0.5 x strength adjustment]
Wings (2): +39 = 34 [base] -5 [wing] +14 [strength] -4 [gargantuan] Damage 2d6+7 [0.5 x strength adjustment]
Tail Slap (1): +39 = 34 [base] -5 [tailslap] +14 [strength] -4 [gargantuan] Damage 2d8+21 [1.5 x strength adjustment]
Crush (1): Reflex save, DC 37 Damage 4d6+21
Tail Sweep (1): 30 foot radius; Reflex save, DC 37 Damage 2d6+21
Grapple check (crush, snatch): +60 = 34 [base] +14 [strength] +12 [gargantuan]

Total Hit Points: 529

Speed: 40 feet
Fly: 200 (poor)

Armor Class: 36 = 10 -1 [dexterity] -4 [gargantuan] +33 [natural]
Touch AC: 3
Flat-footed: 38

Initiative modifier: -1 = -1 [dexterity]

Fortitude save: +29 = 19 [base] +10 [constitution]
Reflex save: +18 = 19 [base] -1 [dexterity]
Will save: +28 = 19 [base] +9 [wisdom]
Spell resistance: 34
Fear DC: 36

Frightful presence: 300 feet (will save DC=36 or panicked / shaken)

Languages: Abyssal Auran Celestial Common Draconic Dark_Elf_Silent Giant Ignan Infernal Terran Undercommon

Flyby Attack, Hover, Snatch, Weapon focus: Bite, Quicken spell-like ability: AMF, Clinging Breath, Awaken Spell Resistance, Improved Snatch, Maximized Breath

Appraise Int 46 = +9+37
Bluff Cha 46 = +9+37
Climb Dex* 14 = +14
Concentration Con 47 = +10+37
Diplomacy Cha 52 = +9+37+2 [bluff] +2 [Knowledge, nobility] +2 [sense motive]
Escape Artist Dex* 36 = -1+37
Gather Information Cha 11 = +9+2 [know local]
Hide Dex* -13 = -1-12 [gargantuan]
Intimidate Cha 48 = +9+37+2 [bluff]
Jump Str* 18 = +14+4 [speed 40]
Knowledge (arcana) Int 46 = +9+37
Knowledge (architecture) Int 14 = +9+5
Knowledge (dungeoneering) Int 14 = +9+5
Knowledge (geography) Int 14 = +9+5
Knowledge (history) Int 14 = +9+5
Knowledge (local) Int 14 = +9+5
Knowledge (nature) Int 16 = +9+7
Knowledge (nobility) Int 14 = +9+5
Knowledge (religion) Int 46 = +9+37
Knowledge (planes) Int 46 = +9+37
Listen Wis 46 = +9+37
Search Int 46 = +9+37
Sense Motive Wis 46 = +9+37
Spot Wis 46 = +9+37
Use Magic Device Cha 46 = +9+37

* = check penalty for wearing armor
Bluff >=5 ranks gives +2 on disguise checks to act in character.
Escape Artist >=5 ranks gives +2 on use rope checks for bindings.
Know Architecture >=5 ranks gives +2 on search checks for secret doors.
Know Dungeoneering >=5 ranks gives +2 on survival checks underground.
Know Geography >=5 ranks gives +2 on checks to avoid getting lost or into hazards.
Know Nature >=5 ranks gives +2 on survival checks above ground.
Know Planes >=5 ranks gives +2 on survival checks on other planes.
Search >=5 ranks gives +2 on survival checks while tracking.

Zero-level Sorcerer spells: 6 per day
First-level Sorcerer spells: 9 (6+3) per day
Second-level Sorcerer spells: 8 (6+2) per day
Third-level Sorcerer spells: 8 (6+2) per day
Fourth-level Sorcerer spells: 8 (6+2) per day
Fifth-level Sorcerer spells: 8 (6+2) per day
Sixth-level Sorcerer spells: 7 (6+1) per day
Seventh-level Sorcerer spells: 5 (4+1) per day

All dragons:
* Immune to paralysis and sleep
* Blindsense to sixty feet
* Darkvision to 120 feet
* Vision twice human in normal light, four times in shadowy light

Red Dragon Abilities:
* Fire subtype
Very Young:
Juvenile: Locate object (1/day/age category)
Young Adult: Damage reduction 5/+1
Mature Adult: Damage reduction 10/+1
Old: Suggestion (1/day)
Very Old: Damage reduction 15/+2
Ancient: Find the path (1/day); Eyebite? (1/day)
Wyrm: Damage reduction 20/+3
Great Wyrm: Discern location (1/day)

May cast cleric + Chaos, Evil, Fire spells as arcane spells

Spell-like ability: Antimagic Field at will (caster level 20) as free action.

Angel, Solar
Size/Type: Large Outsider (Angel, Extraplanar, Good)
Hit Dice: 22d8+110 (209 hp)
Initiative: +9
Speed: 50 ft. (10 squares), fly 150 ft. (good)
Armor Class: 35 (-1 size, +5 Dex, +21 natural, +5 enhancement [magical vestments]), touch 14, flat-footed 30
Base Attack/Grapple: +22/+35
Attack: +5 dancing greatsword +35 melee (3d6+18/19-20) or +2 composite longbow (+5 Str bonus) +28 ranged (2d6+7/×3 plus slaying) or slam +30 melee (2d8+13)
Full Attack: +5 dancing greatsword +35/+30/+25/+20 melee (3d6+18/19-20) or +2 composite longbow (+5 Str bonus) +28/+23/+18/+13 ranged (2d6+7/×3 plus slaying) or slam +30 melee (2d8+13)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, spells
Special Qualities: Change shape, damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 32, tongues
Saves: Fort +18 (+22 against poison), Ref +18, Will +20
Abilities: Str 28, Dex 20, Con 20, Int 23, Wis 25, Cha 25
Skills: Concentration +30, Craft or Knowledge (any five) +33, Diplomacy +34, Escape Artist +30, Hide +26, Listen +32, Move Silently +30, Search +31, Sense Motive +32, Spellcraft +31, Spot +32, Survival +7, Use Rope +5 (+7 with bindings)
Feats: Cleave, Improved Bull Rush, Great Cleave, Improved Initiative, Improved Sunder, Shock trooper, Power Attack, Combat Brute
Environment: Any good-aligned plane
Organization: Solitary or pair
Challenge Rating: 23
Treasure: No coins; double goods; standard items
Alignment: Always good (any)
Advancement: 23-33 HD (Large); 34-66 HD (Huge)
Level Adjustment: —

A solar has a deep and commanding voice, and stands about 9 feet tall. It weighs about 500 pounds.

Solars are puissant champions of good. Only the most powerful fiends approach their power.

Even more fearsome than their +5 dancing greatswords are their +2 composite longbows that create any sort of slaying arrow when drawn.

A solar’s natural weapons, as well as any weapons it wields, are treated as good-aligned and epic for the purpose of overcoming damage reduction.

Essence of beauty (Ex)
Solar can awe its foes with its mere presence. Creatures within line of sight are subject to the effect if they have fewer HD than the solar. A potentially affected creature that succeeds on a Will save (DC 10 + ½ solar’s HD + solar’s Cha modifier) remains immune to that solar's Beautifful essence for 24 hours. On a failure, creatures with 4 or less HD become stunned for 2d6 rounds and those with 5 or more HD become dazed for 2d6 rounds.

Unforgettable (Ex)
When a creature was in the presence of a solar (Had to make a save against its Essence of beauty) it cannot forget the moment for one year. Each day the creature must make a Will save DC 10 or be fatigued for the entire day.

Change Shape (Su)
A solar can assume the form of any Small or Medium humanoid.

Regeneration (Ex)
A solar takes normal damage from epic evil-aligned weapons, and from spells or effects with the evil descriptor.

Spell-Like Abilities
At will—aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 21), imprisonment (DC 26), invisibility (self only), lesser restoration (DC 19), remove curse (DC 20), remove disease (DC 20), remove fear (DC 18), resist energy, summon monster VII, speak with dead (DC 20), waves of fatigue; 3/day—blade barrier (DC 23), earthquake (DC 25), heal (DC 23), mass charm monster (DC 25), permanency, resurrection, waves of exhaustion; 1/day—greater restoration (DC 24), power word blind, power word kill, power word stun, prismatic spray (DC 24), wish. Caster level 20th. The save DCs are Charisma-based.

The following abilities are always active on a solar’s person, as the spells (caster level 20th)
detect evil, detect snares and pits, discern lies (DC 21), see invisibility, true seeing. They can be dispelled, but the solar can reactivate them as a free action.

Solars can cast divine spells as 20th-level clerics. A solar has access to two of the following domains: Air, Destruction, Good, Law, or War (plus any others from its deity). The save DCs are Wisdom-based.
Typical Cleric Spells Prepared (6/8/8/8/7/7/6/6/5/5; save DC 17 + spell level)
0—create water, detect magic, guidance (2), resistance (2); 1st—bless (2), cause fear, divine favor (2), entropic shield, obscuring mist*, shield of faith; 2nd—align weapon, bear’s endurance (2), bull’s strength (2), consecrate, eagle’s splendor, spiritual weapon*; 3rd—daylight, invisibility purge, magic circle against evil, [magic vestment*], prayer (2), protection from energy, wind wall; 4th—death ward (2), dismissal (2), divine power*, neutralize poison (2); 5th—break enchantment, control winds*, dispel evil, plane shift, righteous might (2), symbol of sleep; 6th—banishment, chain lightning*, heroes’ feast, mass cure moderate wounds, undeath to death, word of recall; 7th—control weather*, destruction, dictum, ethereal jaunt, holy word, regenerate; 8th—greater spell immunity, holy aura, mass cure critical wounds (2), whirlwind*; 9th— energy drain (2), elemental swarm (air)*, mass heal, storm of vengeance.

*Domain spell. Domains: Air and War.
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