Jeff the Green
2012-10-15, 06:00 AM
My players stay out, please.
I'm sending my party up against an oni that hitchhiked with a player from Rokugan to Ravenloft. I'd really like to use an Akuna no Oni from Oriental Adventures, but it's CR 13, and I have a group of six ECL 7 tier-3ish characters:
{table=head]Player|Character|World|Race/Class
al'Lan Mandragoran|Arya Skye (http://www.myth-weavers.com/sheetview.php?sheetid=392015)|Far Plains|Catfolk Knight/Swordsage
Fireheart|T'rissaste Xorlarrin (http://www.myth-weavers.com/sheetview.php?sheetid=391911)|Forgotten Realms|Drow Scout/Ranger
candycorn|Kuni Komori (http://www.myth-weavers.com/sheetview.php?sheetid=431483)|Rokugan|Water Shugenja
Mahrke|Isaac Pellivander (http://www.myth-weavers.com/sheetview.php?sheetid=391905)|Earth (Shadowrun)|Human Chronomancer (https://docs.google.com/document/d/1mDL6oVkpiTNyjmr3OvN8V1NIqJ8uyUdcWMcSsXOreCM/edit)
The Fallen One|Aswin Vigunnarson (http://www.myth-weavers.com/sheetview.php?sheetid=392225)|Earth (Norse)|Goliath Harmonious Knight of Freedom
Sallera|August (http://www.thetangledweb.net/forums/profiler/view_char.php?cid=59167)|Earth (European Fairy Tale)|Aasimar Shadowcaster
[/table]
It's probably going to be the last battle of the day. The psionicist has 17 pp remaining, the shadowcaster should have a good number of mysteries remaining, and the shugenja has all of her spells remaining. Everyone is at full health except the paladin's mount. They also have a thoroughly unoptimized ECL 6 paladin tagging along.
Here's the critter:
Akuna no Oni
Large Outsider
HD 12d8+48 (102 HP)
Speed 40 ft. (8 squares)
Init: +2
AC 19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
BAB +12; Grp +16
Attack Claw +16 melee (1d6+5)
Full-Attack 2 Claws +16 melee (1d6+5), 3 tongues +16 melee touch
Space 5 ft.; Reach 10 ft. (5 ft. with tongues)
Special Attacks Improved grab, burning tongues, spell-like abilities, fear aura
Special Qualities Damage reduction 15/magic, SR 23, resistance to cold, fire, and acid 10, telepathy, alternate form (humanoid), regeneration 5
Saves Fort +12 Ref +10 Will +9
Abilities Str 20, Dex 14, Con 18, Int 11, Wis 13, Cha 15
Skills Bluff +14, Concentration +16, Knowledge (the planes) +12, Listen +13, Search +10, Sense Motive +11, Spot +11
Feats Cleave, Dodge, Great Cleave, Power Attack
Combat
Improved Grab: The oni must hit with a tongue attack to use this ability. If it gets a hold on its opponent, it inflicts 1d6 points of fire damage each round it holds the opponent.
Burning Tongues: Any tongue hit leaves burning saliva on the victim. The saliva inflicts an additional 1 point of fire damage each round after the hit. This damage does not stack with the damage the oni inflicts on a held opponent. The damage continues until the saliva is washed away, which requires vinegar or alcohol.
Spell-like Abilities: At will—cloud of taint, deeper darkness, desecrate, detect magic, doom. CL 12, save DC 19 + spell level.
Fear Aura: Oni are shrouded in a constant aura of terror and evil. Creatures within a 30 foot radius must succeed at a Will save (DC 18) or become shaken. Shaken creatures suffer a -2 morale penalty on attack rolls, weapon damage rolls, and saving throws.
Regeneration: Oni take normal damage from jade or Kuni crystal weapons, and from honorable or blessed weapons of at least +2 enhancement.
I'm thinking I'll drop the regeneration and the SLAs, drop the HD a couple, and reduce the SR to 16. Will that be enough to make it an average difficulty fight?
I'm sending my party up against an oni that hitchhiked with a player from Rokugan to Ravenloft. I'd really like to use an Akuna no Oni from Oriental Adventures, but it's CR 13, and I have a group of six ECL 7 tier-3ish characters:
{table=head]Player|Character|World|Race/Class
al'Lan Mandragoran|Arya Skye (http://www.myth-weavers.com/sheetview.php?sheetid=392015)|Far Plains|Catfolk Knight/Swordsage
Fireheart|T'rissaste Xorlarrin (http://www.myth-weavers.com/sheetview.php?sheetid=391911)|Forgotten Realms|Drow Scout/Ranger
candycorn|Kuni Komori (http://www.myth-weavers.com/sheetview.php?sheetid=431483)|Rokugan|Water Shugenja
Mahrke|Isaac Pellivander (http://www.myth-weavers.com/sheetview.php?sheetid=391905)|Earth (Shadowrun)|Human Chronomancer (https://docs.google.com/document/d/1mDL6oVkpiTNyjmr3OvN8V1NIqJ8uyUdcWMcSsXOreCM/edit)
The Fallen One|Aswin Vigunnarson (http://www.myth-weavers.com/sheetview.php?sheetid=392225)|Earth (Norse)|Goliath Harmonious Knight of Freedom
Sallera|August (http://www.thetangledweb.net/forums/profiler/view_char.php?cid=59167)|Earth (European Fairy Tale)|Aasimar Shadowcaster
[/table]
It's probably going to be the last battle of the day. The psionicist has 17 pp remaining, the shadowcaster should have a good number of mysteries remaining, and the shugenja has all of her spells remaining. Everyone is at full health except the paladin's mount. They also have a thoroughly unoptimized ECL 6 paladin tagging along.
Here's the critter:
Akuna no Oni
Large Outsider
HD 12d8+48 (102 HP)
Speed 40 ft. (8 squares)
Init: +2
AC 19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
BAB +12; Grp +16
Attack Claw +16 melee (1d6+5)
Full-Attack 2 Claws +16 melee (1d6+5), 3 tongues +16 melee touch
Space 5 ft.; Reach 10 ft. (5 ft. with tongues)
Special Attacks Improved grab, burning tongues, spell-like abilities, fear aura
Special Qualities Damage reduction 15/magic, SR 23, resistance to cold, fire, and acid 10, telepathy, alternate form (humanoid), regeneration 5
Saves Fort +12 Ref +10 Will +9
Abilities Str 20, Dex 14, Con 18, Int 11, Wis 13, Cha 15
Skills Bluff +14, Concentration +16, Knowledge (the planes) +12, Listen +13, Search +10, Sense Motive +11, Spot +11
Feats Cleave, Dodge, Great Cleave, Power Attack
Combat
Improved Grab: The oni must hit with a tongue attack to use this ability. If it gets a hold on its opponent, it inflicts 1d6 points of fire damage each round it holds the opponent.
Burning Tongues: Any tongue hit leaves burning saliva on the victim. The saliva inflicts an additional 1 point of fire damage each round after the hit. This damage does not stack with the damage the oni inflicts on a held opponent. The damage continues until the saliva is washed away, which requires vinegar or alcohol.
Spell-like Abilities: At will—cloud of taint, deeper darkness, desecrate, detect magic, doom. CL 12, save DC 19 + spell level.
Fear Aura: Oni are shrouded in a constant aura of terror and evil. Creatures within a 30 foot radius must succeed at a Will save (DC 18) or become shaken. Shaken creatures suffer a -2 morale penalty on attack rolls, weapon damage rolls, and saving throws.
Regeneration: Oni take normal damage from jade or Kuni crystal weapons, and from honorable or blessed weapons of at least +2 enhancement.
I'm thinking I'll drop the regeneration and the SLAs, drop the HD a couple, and reduce the SR to 16. Will that be enough to make it an average difficulty fight?