Darth_Versity
2012-03-16, 04:29 AM
So i'm starting an E6 game with the players thwarting a Liches plans first and then moving onto stopping an invasion by a demon army led by a Balor. Now obviously the Balor is to strong for E6 (without serious optimisation) so the plan is that the players must weaken it with a special ritual.
I plan for the weakened Balor to be around CR10 (I have 5 pc's and they will have around 5-10 bonus feats by then, so ECL 7-8) and be a difficult but defeatable challenge.
So this is my wekened Balor that I think would be around CR 10, let me know what you think.
Weakened Balor
Large Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)
Hit Dice: 10d8+50 (130 hp)
Initiative: +6
Speed: 40 ft. (8 squares), fly 90 ft. (good)
Armor Class: 25 (–1 size, +2 Dex, +14 natural), touch 11, flat-footed 23
Base Attack/Grapple: +10/+21
Attack: +1 flaming longsword +17 melee (2d6+8 plus 1d6 fire/19–20)
Full Attack: +1 flaming longsword +15/+10 melee (2d6+8 plus 1d6 fire/19–20) and +1 flaming whip +15/+10 melee (1d4+4 plus 1d6 fire plus entangle); or 2 slams +17 melee (1d10+7)
Space/Reach: 10 ft./10 ft. (20 ft. with +1 flaming whip)
Special Attacks: Death throes, entangle, spell-like abilities, summon tanar’ri
Special Qualities: Damage reduction 5/cold iron and good, darkvision 60 ft., flaming body, immunity to electricity, fire, and poison, resistance to acid 5 and cold 5, spell resistance 16, telepathy 100 ft.
Saves: Fort +12, Ref +9, Will +9
Abilities: Str 25, Dex 15, Con 21, Int 14, Wis 14, Cha 16
Skills: (not needed)
Feats: Cleave, Improved Initiative, Improved Two-Weapon Fighting, Power Attack,Two-Weapon Fighting
Challenge Rating: 10
Death Throes (Ex): When killed, 3rounds later a balor explodes in a blinding flash of light that deals 100 points of damage to anything within 30 feet and 50 points of damage to anything withing 50 feet (Reflex DC 20 half ). This explosion automatically destroys any weapons the balor is holding.
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— Sleep (DC 14), Charm Person (DC 14), Protection from Good; 1/day— 10D6 fireball (DC 16), Dispel Magic. Caster level 10th. The save DCs are Charisma-based.
Summon Tanar’ri (Sp): Once per day a balor can automatically summon 6 dretches
Flaming Body (Su): The body of a balor is wreathed in flame. Anyone grappling a balor takes 2d6 points of fire damage each round.
I plan for the weakened Balor to be around CR10 (I have 5 pc's and they will have around 5-10 bonus feats by then, so ECL 7-8) and be a difficult but defeatable challenge.
So this is my wekened Balor that I think would be around CR 10, let me know what you think.
Weakened Balor
Large Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)
Hit Dice: 10d8+50 (130 hp)
Initiative: +6
Speed: 40 ft. (8 squares), fly 90 ft. (good)
Armor Class: 25 (–1 size, +2 Dex, +14 natural), touch 11, flat-footed 23
Base Attack/Grapple: +10/+21
Attack: +1 flaming longsword +17 melee (2d6+8 plus 1d6 fire/19–20)
Full Attack: +1 flaming longsword +15/+10 melee (2d6+8 plus 1d6 fire/19–20) and +1 flaming whip +15/+10 melee (1d4+4 plus 1d6 fire plus entangle); or 2 slams +17 melee (1d10+7)
Space/Reach: 10 ft./10 ft. (20 ft. with +1 flaming whip)
Special Attacks: Death throes, entangle, spell-like abilities, summon tanar’ri
Special Qualities: Damage reduction 5/cold iron and good, darkvision 60 ft., flaming body, immunity to electricity, fire, and poison, resistance to acid 5 and cold 5, spell resistance 16, telepathy 100 ft.
Saves: Fort +12, Ref +9, Will +9
Abilities: Str 25, Dex 15, Con 21, Int 14, Wis 14, Cha 16
Skills: (not needed)
Feats: Cleave, Improved Initiative, Improved Two-Weapon Fighting, Power Attack,Two-Weapon Fighting
Challenge Rating: 10
Death Throes (Ex): When killed, 3rounds later a balor explodes in a blinding flash of light that deals 100 points of damage to anything within 30 feet and 50 points of damage to anything withing 50 feet (Reflex DC 20 half ). This explosion automatically destroys any weapons the balor is holding.
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— Sleep (DC 14), Charm Person (DC 14), Protection from Good; 1/day— 10D6 fireball (DC 16), Dispel Magic. Caster level 10th. The save DCs are Charisma-based.
Summon Tanar’ri (Sp): Once per day a balor can automatically summon 6 dretches
Flaming Body (Su): The body of a balor is wreathed in flame. Anyone grappling a balor takes 2d6 points of fire damage each round.