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ksbsnowowl
2013-01-25, 02:15 AM
Soon my PC's will go plane-hopping on a McGuffin quest to get a Hammer of Thunderbolts artifact from a fortified Slaad stronghold. The holder of the Hammer is an advanced Death Slaad (advanced by 8 HD to make it Large and CR 18, which is effectively CR 17 for my 13th level Gestalt party).

He is supposed to be a tough boss fight, but aside from his attack bonus going up (as well as the base damage) and his HP's doubling, nothing else really seems to increase his difficulty all that much.

I will post his full stats below, but here is the important bits:
A normal Death Slaad is CR 13, and none of the DC's of his attacks and SLA's have increased at all from his advancement.
His Strength and Constitution have increased.
His hit points have basically doubled, from 142 to 287.
His AC has risen by 1.
His physical attacks have increased from:
[2 claws +20 melee (3d6+5 plus stun) and bite +18 melee (2d10+2)]
to
[2 Claws +31 melee (4d6+9 plus stun) and bite +29 melee (4d8+4)]
and with the Hammer of Thunderbolts, it has become:
[Hammer of Thunderbolts +34/+29/+24/+19, and claw +29 melee (4d6+9 plus stun) and bite +29 melee (4d8+4)]
With his two added feats, I gave him Combat Reflexes and Robilar's Gambit.
Obviously, his skill modifiers will be higher, because they have more ranks.
His Reflex and Will saves are increased by 4; Fort more so because of the increased Con.


There are a few other little bits that I've altered (changing out great cleave and improved sunder for non-combat feats), but that's the important bits.

Full stats:

Advanced DEATH SLAAD (Ability Score Increase to Dex, Con)
Large Outsider (Chaotic, Extraplanar)
Hit Dice: 23d8+184 (287 hp)
Initiative: +10
Speed: 30 ft. (6 squares)
Armor Class: 29 (-1 size, +6 Dex, +14 natural), touch 15, flat-footed 23
Base Attack/Grapple: +23/+36
Attack: Hammer of Thunderbolts +34 (4d6+9), or Claw +31 melee (4d6+9 plus stun)
Full Attack: Hammer of Thunderbolts +34/+29/+24/+19, and claw +29 melee (4d6+9 plus stun) and bite +29 melee (4d8+4); or
2 Claws +31 melee (4d6+9 plus stun) and bite +29 melee (4d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Stun, spell-like abilities, summon slaad
Special Qualities: Change shape, damage reduction 10/lawful, darkvision 60 ft., fast healing 5, immunity to sonic, resistance to acid 5, cold 5, electricity 5, and fire 5, telepathy 100 ft.
Saves: Fort +21 (+4 vs poison), Ref +19, Will +17 (+1 against spells and effects from good creatures)
Abilities: Str 29, Dex 22, Con 26, Int 18, Wis 18, Cha 18
Skills: Climb +34 [25], Concentration +30 [22], Escape Artist +31 [25], Hide +27 [25], Intimidate +29 [25], Jump +34 [25], Knowledge (any two) +29 [25, 25], Listen +29 [25], Move Silently +31 [25], Search +29 [25], Spot +29 [25], Survival +19 (+21 when tracking) [15], Use Rope +6 (+8 with bindings) [0 ]
Feats: Cleave, Combat Reflexes, Fiendish Heritage, Fiendish Legacy, Improved Initiative, Multiattack, Power Attack, Robilar's Gambit
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary or pair
Challenge Rating: 18
Treasure: Double standard
Alignment: Usually chaotic neutral, sometimes chaotic evil
Advancement: 16–22 HD (Medium); 23–45 HD (Large)
Level Adjustment: —

Lean and quick-looking, this humanoid resembles a two-legged frog. Its skin is a dappled gray color, and its fingers are long and clawed. It stands as tall as a human.

Death slaadi are grays that undergo some mysterious ritual that transforms them into veritable killing machines. Although they have spell-like abilities like gray slaadi, death slaadi focus more on killing than on magical power. They look exactly like gray slaadi.
All slaadi obey the command of a death slaad, out of fear more than anything else. Death slaadi represent a corruption of pure chaos by evil rather than true exemplars of it.

Combat
Although its prowess with its natural weapons is fearsome, a death slaad enjoys wielding a magic weapon if available.
Stun (Ex): Three times per day, a death slaad can attempt to stun its opponent on an attack with one of its natural weapons. If the opponent fails a DC 21 Fortitude save, it is stunned for 1 round in addition to taking normal damage from the attack. The save DC is Wisdom-based.
Spell-Like Abilities: At will—animate objects, chaos hammer (DC 18), deeper darkness, detect magic, dispel law (DC 19), fear (DC 18), finger of death (DC 21), fireball (DC 17), fly, identify, invisibility, magic circle against law, see invisibility, shatter (DC 16); 3/day—circle of death (DC 20), cloak of chaos (DC 22), word of chaos (DC 21); 1/day—implosion (DC 23), power word blind. Caster level 15th. The save DCs are Charisma-based.; 1/day - teleport (self plus 50 pounds of objects only), summon monster V (fiendish creatures only), and unholy blight. Caster Level 23rd.
Change Shape (Su): A death slaad can assume any humanoid form as a standard action. In humanoid form, a death slaad cannot use its natural weapons (although a slaad can equip itself with weapons and armor appropriate to its appearance). A death slaad remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the slaad reverts to its natural form when killed. A true seeing spell reveals its natural form.
Summon Slaad (Sp): Twice per day a death slaad can attempt to summon 1–2 red or blue slaadi with a 60% chance of success, or 1–2 green slaadi with a 40% chance of success. This ability is the equivalent of a 6th-level spell.

Hammer of Thunderbolts
This +3 Large returning warhammer deals 4d6 points of damage on any hit. Further, if the wielder wears a belt of giant strength and gauntlets of ogre power and he knows that the hammer is a hammer of thunderbolts (not just a +3 warhammer), the weapon can be used to full effect: It gains a total +5 enhancement bonus, allows all belt and gauntlet bonuses to stack (only when using this weapon), and strikes dead any giant upon whom it scores a hit (Fortitude DC 20 negates the death effect but not the damage).
When hurled, on a successful attack the hammer emits a great noise, like a clap of thunder, causing all creatures within 90 feet to be stunned for 1 round (Fortitude DC 15 negates). The hammer’s range increment is 30 feet.


Am I asking for a TPK with this boss fight? Or is this still within the realm of reason for a tough, but beatable opponent?

My party will be 13th by the time they meet this guy (after having fought lots of Slaad in this stronghold), but they are currently:
Rogue 12//Wizard/Iot7FV
Druid 12//Sorcerer 12 (pouncing Tiger animal companion) (actually one level is Arcane Hierophant taking both sides, so his animal companion is smart and buff)
Beguiler 11/Mindbender 1//Barbarian 11/Duskblade 1
Rogue 12//Swashbuckler 10/Fighter 2 (TWF Robilar's Gambit Double Hit AoO specialist) - newer player, but holding his own in combat

Both the Beguiler and the Druid have Arcane Strike, and the Druid will often Gorillan's Blessing pounce a foe in the first round, attacking 7 times, with Arcane Strike applying to all attacks.

So, does this foe seem reasonable? Or am I likely to elicit a TPK?

tyckspoon
2013-01-25, 02:30 AM
The Stun DC should improve- special abilities are usually based on 10 + 1/2 HD + (variable stat mod), so that DC should go up 4.

The only thing I expect your party would have a serious problem with would be the Word of Chaos spell-like, because the advanced HD and caster level on that means it will instantly destroy any members of the party who are subject to it (CL 23- 13 HD characters = 10 level difference = no-save Dead.) If your party can either arrange protections against that or you refrain from using it so as not to insta-gib them, the rest of the Slaad's stats and powers pretty much shake down to Big Stupid Fighter (none of its other offensive SLAs are much good, and Death Slaadi are fluffed as enjoying physical combat anyway) and your party should be able to handle that if they're on top of things and make good use of all the casting they have in their builds.

andromax
2013-01-25, 02:33 AM
He has the potential to kill the party with all those spells and SLA, but he's slow, has a low AC, beatable saves and seemingly prone to taking HP damage. If the players are skilled they could kill him in a round or two. I don't think he's too tough for gestalts. He might even need some Temp HP before the fight if he's supposed to be overpowering.

ksbsnowowl
2013-01-25, 02:44 AM
The Stun DC should improve- special abilities are usually based on 10 + 1/2 HD + (variable stat mod), so that DC should go up 4.Touche'

This is actually a little debatable (not really, though) as the SRD doesn't give a formula for determining the Save DC's of Extraordinary abilities. It does, however, pretty much always follow the formula given for (Su) abilities.

Regardless, the stunning ability is only 3x per day, not with every hit (such as with a Horned Devil).


The only thing I expect your party would have a serious problem with would be the Word of Chaos spell-like, because the advanced HD and caster level on that means it will instantly destroy any members of the party who are subject to it.

This one I'll actually argue. A creature's caster level for SLA's is either given, or it equals the monster's HD. The Death Slaad's caster level is given, and stated to be CL 15. Nothing in the monster advancement rules ever states this increases (unless it is tied to its HD because it isn't otherwise given).

Yes, the CL of 15 happens to coincide with the number of HD the slaad has. This would no more improve by increasing HD than the Nalfeshnee's CL of 12 would improve when you advance it beyond the 14 HD the base creature has.

tyckspoon
2013-01-25, 02:48 AM
This one I'll actually argue. A creature's caster level for SLA's is either given, or it equals the monster's HD. The Death Slaad's caster level is given, and stated to be CL 15. Nothing in the monster advancement rules ever states this increases (unless it is tied to its HD because it isn't otherwise given).

Yes, the CL of 15 happens to coincide with the number of HD the slaad has. This would no more improve by increasing HD than the Nalfeshnee's CL of 12 would improve when you advance it beyond the 14 HD the base creature has.

Apologies- you added 'Caster Level 23rd' to the end of the SLAs in the statblock you posted, and I assumed it applied to all of them. Was that an unintential addition/something you changed your mind about?

ksbsnowowl
2013-01-25, 02:55 AM
Apologies- you added 'Caster Level 23rd' to the end of the SLAs in the statblock you posted, and I assumed it applied to all of them. Was that an unintential addition/something you changed your mind about?

Ah, I see what you are talking about. He actually has two sets of SLA's. His racial SLA's are still listed as CL 15. Directly after that he has 3 or 4 SLA's he got from the Fiendish Heritage/Legacy feats he took. Those SLA's are specified to have a CL equal to his "level" (ie - his HD).

tyckspoon
2013-01-25, 03:02 AM
Ah, ok. I'd still say Word of Chaos is the only thing your party is really going to have to worry about- unless the boss has significant allies present getting stunned will mostly just trade one of his actions for one of theirs, and Deafened is annoying for spellcasters but not insurmountable. The banishment effect, tho, could be crippling if the party suddenly finds itself missing a member of two, especially if said member(s) don't have a means of getting themselves back to the adventure location.. and the save penalty on it means they're much more likely to fall victim to it than any of the other SLAs.

ksbsnowowl
2013-01-25, 03:21 AM
Would the fact my players like to tromp around inside a silence spell in any way hinder the banishing effect of word of chaos? Doesn't a silence spell prevent a spell w/ the sonic descriptor from functioning?

Regardless, one of the planar interaction aspects of my homebrew world will help my PC's in this instance. Except by certain avenues and at certain times, interplanar travel is impeded. The Slaad would still have to make a DC 20 caster level check for the effect to actually send them back to the material plane, but his caster level would be divided by 4 for this purpose. Basically d20+3 vs DC 20.

Alternatively, I could instead steal the rules on Remote planes from Eberron. When a plane is remote, any planar travel spells fail unless you succeed at a spellcraft check (DC = 30+spell level).
All my planes are remote most of the time.

Have to decide which way to go on that... Maybe both? Hehehee...

tyckspoon
2013-01-25, 12:33 PM
Would the fact my players like to tromp around inside a silence spell in any way hinder the banishing effect of word of chaos? Doesn't a silence spell prevent a spell w/ the sonic descriptor from functioning?


No, you specifically do not have to hear the Word spells to be banished by them. Silence would provide a defense against the other effects, tho, and your houserule makes it fairly unlikely that they'll even have to risk banishment to start with. Between that, having strong Will saves, and possibly just being Chaotic, you probably don't have to worry about it too much (although susceptible party members might want to wear a Dimensional Anchor spell, just in case... and they should probably stick one on the Slaad to stop him from Teleporting away with their Hammer.)