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blelliot
2013-07-02, 01:34 AM
I would like some feedback on this final boss monster. I have the bad luck of creating something i think is awesome, only to have my players dismantle it in seconds. So if you notice any weaknesses, please point them out to me. Thanks! Also, keep in mind i used several books to create this guy, and the players wint fight him for quite some time, but will be screwing with them quite a bit. Appolyon, the King of Hell
LE Large outsider (devil, evil, extraplanar, lawful) CR 40
INIT +12; SENSES darkvision 60 ft., detect good, detect thoughts, see invisibility, see in darkness; Listen +54, Spot+54
AURA fear (20 ft., DC 47)
AC 56, TAC 21 , FFAC 49 (+11 armor, +8 Dex, +24 natural, +4 deflection, –1 size)
HP 1071 (51d8+663); regeneration 15 (good, silver)
SAVES Fort +43, Ref +39, Will +40
DEFENSIVE ABILITIES heavy fortification; DR 25/good and silver; Immune fire, poison; Resist acid 10, cold 10; SR 50
SPEED 50 ft., fly 80 ft. (good)
MELEE Huge +6 axiomatic unholy cold iron trident +71/+66/+61/+56 (3d6+27), bite +62 (2d8+7 plus 1d8 acid), sting +62 (2d8+7 plus poison) or 2claws +64 (2d6+14 plus 1d8 acid), bite +64 (2d8+14 plus 1d8 acid), sting +62 (2d8+7 plus poison)
SPACE 10 ft.; Reach 10 ft.
SPECIAL ATTACKS gaze weapons, spells, spell- like abilities, summon fiends
SPELL-LIKE ABILITIES (CL 39th)
CONSTANT—detect good, detect thoughts (DC 24), see invisibility, unholy aura (DC 30)
AT WILL—alter self, animate dead, blasphemy (DC 29), daylight, deeper darkness, desecrate, detect magic, discern location, dominate monster (DC 31), fireball (DC 25), geas/quest (DC 28), greater dispel magic, greater invisibility (DC 26), greater teleport (self plus 50 pounds of objects), hold monster (DC 27), ice storm, magic circle against good, major image (DC 25), mass charm monster (DC 30), polymorph, produce flame, pyrotechnics (DC 24), read magic, suggestion (DC 25), tongues, unhallow (DC 27), wall of fire, wall of ice (DC 26)
3/DAY—greater restoration, meteor swarm (DC 31), resurrection, quickened greater dispel magic, shapechange, symbol of fear (DC 28), symbol of pain (DC 27), symbol of persuasion (DC 28), symbol of death (DC 30)
1/DAY—wish
1/WEEK—summon (level 9, each duke to Appolyon’s palace in Hell 100%; functions only in Hell)
CLERIC SPELLS PREPARED (CL 20th, 356 points total)
9th—gate, mass heal, power word killD, storm of veangence, true resurrection
8th—earthquake, fire storm (DC 27), greater spell immunity, mass cure critical wounds, power word stunD
7th—dictum, destruction (DC 26), greater restoration, power word blindD, repulsion (DC 26)
6th—blade barrierD (DC 25), greater glyph of warding, harm (DC 25), righteous might, thousand needles, word of recall
5th—dispel goodD (DC 24), flame strike (DC 24), insect plague, slay living (DC 24), true seeing
4th—death ward, dimensional anchor, discern lies (DC 23), dismissal (DC 23), freedom of movement, order’s wrathD
3rd—animate dead , bestow curse, blindness/deafness (DC 22), contagion (DC 22), magic circle against chaosD, obscure object
2nd—align weapon (law only)D, darkness, death knell (DC 21), delay poison, hold person (DC 21), sound burst (DC 21)
1st—bane (DC 20), curse water (DC 20), detect chaos, doom (DC 20), protection from chaosD , shield of faith
0—create water, detect poison, guidance, light,mending, resistance, virtue
D domain spell; Domains Evil, Law, War
SORCERER SPELLS KNOWN (CL 20th, 410 points total)
9th—dominate monster (DC 31), energy drain, soul bind (DC 31)
8th—horrid wilting (DC 30), iron body, sunburst (DC 30)
7th—forcecage, finger of death (DC 29), waves of exhaustion
6th—acid fog, contingency, flesh to stone (DC 28)
5th—cloudkill (DC 27), magic jar (DC 27), mind fog (DC 27), seeming (DC 27)
4th—charm monster (DC 26), corrupt summons, dimensional anchor, shout (DC 26)
3rd—blink, deep slumber (DC 25), hold person (DC 25), ray of exhaustion (DC 25)
2nd—arcane lock, fog cloud, acid arrow, scorching ray, touch of idiocy
1st—color spray (DC 23), hold portal, jump, ray of enfeeblement, unseen servant
0th—acid splash, arcane mark, ghost sound, ray of frost, read magic, touch of fatigue (DC 22)
ABILITIES Str 38, Dex 26, Con 36, Int 28, Wis 28, Cha 34 Base Atk +51, Grapple +69
FEATS Cleave, Craft Rod, Craft Wondrous Item, Dark Speech(B), Empower Spell, Great Cleave, Improved Initiative, Maximize Spell, Multiattack, Power Attack, Quicken Spell, Quicken Spell-Like Ability (greater dispel magic), Scribe Scroll, Weapon Focus (trident)
EPIC FEATS Improved Metamagic x4, Intensify Spell
SKILLS Appraise +54, Bluff +71, Concentration +68, Craft (alchemy) +54, Decipher Script +54, Diplomacy +75, Disguise +67 (+69 in charachter), Gather Information +67, Intimidate +69, Knowledge (arcana) +54, Knowledge (history) +54, Knowledge (planes) +54, Knowledge (religion) +54, Listen +54, Search +54, Sense Motive +58, Spellcraft +56, Spot +54, Survival +54 (+56 on other planes), Use Magical Device +67(+71 using scrolls)
RACIAL MODIFIERS +4 Bluff, +4 Diplomacy, +4 Sense Motive
LANGUAGES Abyssal, Celestial, Common, Daemonic, Draconic, Giant, Goblin, Infernal, Sylvan, Terran; telepathy 100 ft.
SQ planar omniscience
GEAR Rod of the King, Armor of the King
TREASURE triple standard
SUMMON FIENDS (Sp) Appolyon can summon fiends to his side in the same manner that other fiends can summon members of their own species.
He can summon any number of fiends as a standard action, as long as all the fiends are of the same type. He can summon up to 90 HD of fiends a day.
This includes all non specific fiends in hell regardless of subtype (daemon, demon, or devil)
GAZE WEAPONS (Su) Appolyon has two gaze weapons. He may use one each round as a standard action. Each gaze weapon has a range of 30 feet and has a save DC of 47 (CL 39th). The save DC is Charisma-based.
Descent into Evil: Any creature meeting Appolyon’s gaze must make a successful Will save or have his alignment shift one step toward lawful evil on the law–chaos axis or the good–evil axis. A lawful evil creature is unaffected by this gaze attack. A successful save renders a creature immune to this gaze weapon for one day.
Curse: Any creature meeting Appolyon’s gaze must succeed at a Will save or be affected as if by a double-strength bestow curse spell (–12 to one ability score or –6 to two ability scores; or –8 enhancement penalty on attack rolls, saving throws, ability checks, and skill checks; or each turn the target has a 25% chance to act normally, otherwise he takes no action; Appoleon chooses the curse when he uses this special attack. A successful save renders a creature immune to this gaze
weapon for one day. This curse can be dispelled by making a caster level check against DC 50.
POISON (Ex) Sting—injury; save Fort DC 48; effect 3d6 Con damage / death. The save DC is Constitution-based.
ROD OF THE KING Appolyon’s black cold iron rod functions as a Huge +6 axiomatic unholy trident that he can wield without penalty. It has the following abilities:
Annihilation Ray: Once per round, and no more than five times per day, the rod can fire a ray to a range of 60 feet. A creature struck
by this ray must succeed on a DC 40 Fortitude save or be annihilated instantly—not even a trace of dust is left behind. No form of mortal magic can restore life to a creature annihilated by this ray. Appolyon or a deity can restore the annihilated creature to life using magic.
Rod of Rulership: The rod has all of the abilities and powers of a rod of rulership.
Trap the Soul: Once per round, and no more than three times per day, the rod can fire a ray of hellish-red energy to a range of 60 feet that functions as a trap the soul spell (CL 20th). A target can make a DC 40 Will save to resist the effects. If failed, the victim’s soul vanishes into Appolyon’s rod. Up to 10 such souls can be held in the rod at one time. A trapped soul may be freed by grasping the rod and speaking a command word. Any non-fiend that touches the rod takes 10d8 points of electricity damage per round of contact (no save) and gains two negative levels each round it touches the rod. The Fortitude save to remove a negative level has a DC of 40 and can result in actual level loss on a failed save. The negative levels cannot be overcome in any way (including restoration spells) while the rod is wielded. Any good aligned creature that touches the rod takes 3d6 points of Constitution drain each round it touches the rod (DC 40 Fortitude save for half).
ARMOR OF THE KING: The Armor of the King is Appolyon’s Large suit of +5 heavy fortification banded mail that has no armor check penalty, no max dexterity, speed penalty, and no chance for arcane spell failure. It was personally crafted for him the hands of Cheshimiboth, Armorer of Hell, just prior to the Great Uprising. Three times per day, Appolyon can cause the fires of Hell to spring forth in a 30-foot radius spread around him (the spread remains stationary once called forth). These fires last for 3 rounds and deal 10d6 points of fire damage per round (DC 40 Reflex save for half) and ignore all fire resistance and fire immunity. Only the wearer of the armor is immune to their effects. Those slain by these fires are completely destroyed (including their equipment) and cannot be returned to life through anything short of divine intervention. The Armor of the King functions as +1 banded mail and bestows five negative levels for as long as it is worn if worn by anyone other than Appolyon unless the wearer defeats him and gains the Throne of Hell. At that point it resumes its ordinary function. Anyone wearing the armor is filled with the overwhelming urge to attempt to do that very thing no matter the cost. The negative levels disappear if the armor is removed.

Flickerdart
2013-07-02, 01:39 AM
At CR40, no meaningful immunities, only 56 AC and only 1071HP? How optimized are your PCs, anyway?

blelliot
2013-07-02, 01:48 AM
At CR40, no meaningful immunities, only 56 AC and only 1071HP? How optimized are your PCs, anyway?

Nothing to speak of, yet. Fighter with focus on archery, Scout looking to multiclass with rogue for mobile flanking shanker, Knight going for prestige pally, Cleric looking to warpriest, and Druid staying druid all the way. All level one. Idea is to have them advance over forty levels to stop my "devil" from causing the apocolypse. Their exploring tombs, crypts and caves right now.

Jett Midknight
2013-07-02, 03:54 AM
When trying to homebrew monsters, I like to compare my creation to other creatures of the same CR. Do they have approximately the same HP< AC, Saves, ect. Also since this is a devil you want to make sure he has all the standard devil traits. If this is also going to be a solo encounter feel free to beef him up even further.