Balor01
2013-03-06, 04:52 AM
Hey playground,
In my game, I have a level cap at spell level 5(wizards did it by messing with Baaad stuff). No spell higher then this may be cast, including metamagic(highest spell slot available is lvl 5). My players have now entered a part of a large dungeon in which, as module states, exists a monster that can cast spells above lvl 5. (in this case astral projection and plane shift). I would like to change these spells with something, so I do not just take them avay from this NPC. Both enable creature to flee (and point of this creature is to flee and not fight), so I guess I could change them for some up-to level 5 spells that offer similar, yet weaker effects.
Or ... some other suggestion may work.
Anyway: My players will encounter monsters that, by MM statblocks can cast 5+ level spells and I want to change them in some optimized way, not just take them from them.
thanks
Hwarlg: Alhoon Sor9; CR 19, Medium-size undead
mind flayer; HD 8d12+9d4; hp 80; Init +6 (+2 Dex, +4
Improved Initiative); Spd 30; AC 26; Atk: +12 melee
(1d4+1, 4 tentacles); SA Spells, mind blast, psionics,
grab, extract; SQ Damage reduction 15/+1, undead
immunities, spells, telepathy, immune to cold, electricity,
polymorph, mind-affecting attacks; AL LE; SR 25; SV
Fort +6, Ref +7, Will +19; Str 12, Dex 14, Con —, Int 21,
Wis 19, Cha 19.
Skills and Feats: Alchemy +18, Concentration +22, Hide
+10, Intimidate +18, Knowledge (arcana) +18, Listen +24,
Spellcraft +18, Move Silently +10, Search +12, Sense
Motive +13, Spot +24; Alertness, Combat Casting, Dodge,
Heighten Spell, Improved Initiative, Iron Will, Spell Penetration,
Weapon Finesse (tentacle).
Special Attacks:
Mind Blast:
This psionic ability is a cone 60 feet long; anyone caught in this cone must make a Will
save (DC 17) or be stunned for 3d4 rounds. Psionics: Mind
flayers can employ the following powers as 8th-level sorcerers:
charm person, detect thoughts, levitate, suggestion,
charm monster, ESP, astral projection, and plane shift. Save
DCs, where applicable, are 13 plus the spell level.
Grab:
When mind flayer hits a foe of Small, Medium, or Large
size with a tentacle, make a grappling check; a mind flayer
that gets a hold attaches the tentacle to the foe’s head.
Once a mind flayer has any tentacles attached to a foe, it
can try to attach its remaining tentacles with a single grappling
check. The foe can escape from the mind flayer’s
grasp with a single successful grapple check or Escape Artist
check, but the mind flayer gets a +2 to its grapple check for
every tentacle that was attached at the beginning of the
foe’s action. Extract: When a mind flayer begins its action
with all four tentacles attached to a foe and successfully
maintains its hold, it automatically extracts the foe’s brain,
instantly killing the foe.
Special Qualities: Telepathy: Mind flayers can communicate
telepathically with any creature within 100 feet so
long as the creature speaks a language. Undead Immunities:
Immune to mind-influencing effects, poison, sleep, paralysis,
stunning, and disease; not subject to critical hits, ability
damage, energy drain, or death from massive damage.
Possessions: +4 bracers of armor.
Spells Known (cast 6/7/7/7/5): 0—arcane mark, detect
magic, disrupt undead, flare, mage hand, ray of frost, read
magic, resistance; 1st—alarm, burning hands, change self, comprehend
languages, magic missile; 2nd—continual flame,
endurance, flaming sphere, web; 3rd—fireball, slow, stinking
cloud; 4th—fear, summon monster IV.
Fiendish Dire Wolf: CR 3; Large magical beast; HD
6d8+18; hp 47; Init +2 (Dex); Spd 50 ft.; AC 14; Atk +10
melee (1d8+10, bite); SA Trip, smite good; SQ Scent,
darkvision 60 ft., cold/fire resistance 10, damage reduction
+5/1, SR 12; AL LE; SV Fort +8, Ref +7, Will +6; Str 25,
Dex 15, Con 17, Int 2, Wis 12, Cha 10.
Skills and Feats: Hide +5, Listen +6, Move Silently +5,
Spot +6, Wilderness Lore +1.
Special Attacks: Smite Good: On a normal attack, can
inflict additional damage equal to HD total, 1/day.
In my game, I have a level cap at spell level 5(wizards did it by messing with Baaad stuff). No spell higher then this may be cast, including metamagic(highest spell slot available is lvl 5). My players have now entered a part of a large dungeon in which, as module states, exists a monster that can cast spells above lvl 5. (in this case astral projection and plane shift). I would like to change these spells with something, so I do not just take them avay from this NPC. Both enable creature to flee (and point of this creature is to flee and not fight), so I guess I could change them for some up-to level 5 spells that offer similar, yet weaker effects.
Or ... some other suggestion may work.
Anyway: My players will encounter monsters that, by MM statblocks can cast 5+ level spells and I want to change them in some optimized way, not just take them from them.
thanks
Hwarlg: Alhoon Sor9; CR 19, Medium-size undead
mind flayer; HD 8d12+9d4; hp 80; Init +6 (+2 Dex, +4
Improved Initiative); Spd 30; AC 26; Atk: +12 melee
(1d4+1, 4 tentacles); SA Spells, mind blast, psionics,
grab, extract; SQ Damage reduction 15/+1, undead
immunities, spells, telepathy, immune to cold, electricity,
polymorph, mind-affecting attacks; AL LE; SR 25; SV
Fort +6, Ref +7, Will +19; Str 12, Dex 14, Con —, Int 21,
Wis 19, Cha 19.
Skills and Feats: Alchemy +18, Concentration +22, Hide
+10, Intimidate +18, Knowledge (arcana) +18, Listen +24,
Spellcraft +18, Move Silently +10, Search +12, Sense
Motive +13, Spot +24; Alertness, Combat Casting, Dodge,
Heighten Spell, Improved Initiative, Iron Will, Spell Penetration,
Weapon Finesse (tentacle).
Special Attacks:
Mind Blast:
This psionic ability is a cone 60 feet long; anyone caught in this cone must make a Will
save (DC 17) or be stunned for 3d4 rounds. Psionics: Mind
flayers can employ the following powers as 8th-level sorcerers:
charm person, detect thoughts, levitate, suggestion,
charm monster, ESP, astral projection, and plane shift. Save
DCs, where applicable, are 13 plus the spell level.
Grab:
When mind flayer hits a foe of Small, Medium, or Large
size with a tentacle, make a grappling check; a mind flayer
that gets a hold attaches the tentacle to the foe’s head.
Once a mind flayer has any tentacles attached to a foe, it
can try to attach its remaining tentacles with a single grappling
check. The foe can escape from the mind flayer’s
grasp with a single successful grapple check or Escape Artist
check, but the mind flayer gets a +2 to its grapple check for
every tentacle that was attached at the beginning of the
foe’s action. Extract: When a mind flayer begins its action
with all four tentacles attached to a foe and successfully
maintains its hold, it automatically extracts the foe’s brain,
instantly killing the foe.
Special Qualities: Telepathy: Mind flayers can communicate
telepathically with any creature within 100 feet so
long as the creature speaks a language. Undead Immunities:
Immune to mind-influencing effects, poison, sleep, paralysis,
stunning, and disease; not subject to critical hits, ability
damage, energy drain, or death from massive damage.
Possessions: +4 bracers of armor.
Spells Known (cast 6/7/7/7/5): 0—arcane mark, detect
magic, disrupt undead, flare, mage hand, ray of frost, read
magic, resistance; 1st—alarm, burning hands, change self, comprehend
languages, magic missile; 2nd—continual flame,
endurance, flaming sphere, web; 3rd—fireball, slow, stinking
cloud; 4th—fear, summon monster IV.
Fiendish Dire Wolf: CR 3; Large magical beast; HD
6d8+18; hp 47; Init +2 (Dex); Spd 50 ft.; AC 14; Atk +10
melee (1d8+10, bite); SA Trip, smite good; SQ Scent,
darkvision 60 ft., cold/fire resistance 10, damage reduction
+5/1, SR 12; AL LE; SV Fort +8, Ref +7, Will +6; Str 25,
Dex 15, Con 17, Int 2, Wis 12, Cha 10.
Skills and Feats: Hide +5, Listen +6, Move Silently +5,
Spot +6, Wilderness Lore +1.
Special Attacks: Smite Good: On a normal attack, can
inflict additional damage equal to HD total, 1/day.