ghoul-n
2015-11-26, 02:54 PM
It might be kinda inappropriate time to speculate about this right now (Roy vs Durkula showdown and all), but still.
What if one day V decided that no fiend orders him/her around? What would be the chances if s/he actually took on them?
Let's assume that IFCC, as species, are more or less common types of powerful creatures found in their respective corner of Hells.
That leaves us with, say:
Cedric, balor:
Size/Type: Large Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 20d8+200 (290 hp)
Initiative: +11
Speed: 40 ft. (8 squares), fly 90 ft. (good)
Armor Class: 35 (-1 size, +7 Dex, +19 natural), touch 16, flat-footed 28
Base Attack/Grapple: +20/+36
Attack: +1 vorpal longsword +33 melee (2d6+13/19-20)
Full Attack: +1 vorpal longsword +31/+26/+21/+16 melee (2d6+13/19-20) and +1 flaming whip +30/+25 melee (1d4+6 plus 1d6 fire plus entangle); or 2 slams +31 melee (1d10+12)
Space/Reach: 10 ft./10 ft. (20 ft. with +1 flaming whip)
Special Attacks: Death throes, entangle, spell-like abilities, summon demon, vorpal sword
Special Qualities: Damage reduction 15/cold iron and good, darkvision 60 ft., flaming body, immunity to electricity, fire, and poison, resistance to acid 10 and cold 10, spell resistance 28, telepathy 100 ft., true seeing
Saves: Fort +22, Ref +19, Will +19
Abilities: Str 35, Dex 25, Con 31, Int 24, Wis 24, Cha 26
Skills: Bluff +31, Concentration +33, Diplomacy +35, Disguise +8 (+10 acting), Hide +26, Intimidate +33, Knowledge (any two) +30, Listen +38, Move Silently +30, Search +30, Sense Motive +30, Spellcraft +30 (+32 scrolls), Spot +38, Survival +7 (+9 following tracks), Use Magic Device +31 (+33 scrolls)
Feats: Cleave, Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Quicken Spell-Like Ability (telekinesis), Two-Weapon Fighting, Weapon Focus (longsword)
Environment: A chaotic evil-aligned plane
Organization: Solitary or troupe (1 balor, 1 marilith, and 2-5 hezrous)
Challenge Rating: 20
Treasure: Standard coins; double goods; standard items, plus +1 large vorpal longsword and +1 large flaming whip
Alignment: Always chaotic evil
Advancement: 21-30 HD (Large); 31-60 HD (Huge)
Level Adjustment: —
Lee, erinyes:
Size/Type: Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 9d8+45 (85 hp)
Initiative: +5
Speed: 30 ft. (6 squares), fly 50 ft. (good)
Armor Class: 23 (+5 Dex, +8 natural), touch 15, flat-footed 18
Base Attack/Grapple: +9/+14
Attack: Longsword +14 melee (1d8+5/19-20) or +1 flaming composite longbow (+5 Str bonus) +15 ranged (1d8+6/×3 plus 1d6 fire) or rope +14 ranged (entangle)
Full Attack: Longsword +14/+9 melee (1d8+5/19-20) or +1 flaming composite longbow (+5 Str bonus) +15/+10 ranged (1d8+6/×3 plus 1d6 fire) or rope +14 ranged (entangle)
Space/Reach: 5 ft./5 ft.
Special Attacks: Entangle, spell-like abilities, summon devil
Special Qualities: Damage reduction 5/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 20, telepathy 100 ft., true seeing
Saves: Fort +11, Ref +11, Will +10
Abilities: Str 21, Dex 21, Con 21, Int 14, Wis 18, Cha 20
Skills: Concentration +17, Diplomacy +7, Escape Artist +17, Hide +17, Knowledge (any two) +14, Listen +16, Move Silently +17, Search +14, Sense Motive +16, Spot +16, Survival +4 (+6 following tracks), Use Rope +5 (+7 with bindings)
Feats: Dodge, Mobility, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run
Environment: A lawful evil-aligned plane
Organization: Solitary
Challenge Rating: 8
Treasure: Standard, plus rope and +1 flaming composite longbow (+5 Str bonus)
Alignment: Always lawful evil
Advancement: 10-18 HD (Medium)
Level Adjustment: +7
Nero, destradoloth:
Size/Type: Large Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice: 20d8+160 (250 hp)
Initiative: +12
Speed: 40 ft., fly 60 ft. (average)
Armor Class: 44 (-1 size, +4 armor, +8 dex, +23 natural), touch 17, flat-footed 36
Base Attack/Grapple: +20/+37
Attack: +2 Keen Unholy Vilebone Scythe +35 melee (2d6+29 plus 1d6 unholy plus 1 vile, 19-20/x4) or claw +33 melee (2d8+13, 20x2)
Full Attack: +2 Keen Unholy Vilebone Scythe +35 melee (2d6+29 plus 1d6 unholy plus 1 vile, 19-20/x4) and 2 claws melee +33 (2d8+13, 20x2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, summon yugoloth
Special Qualities: Damage reduction 15/good and adamantine, darkvision 60 ft., flight, gray aura, immunity to acid and poison, resistance cold/elec/fire 10, regeneration 5, spell resistance 32, telepathy 100 ft.
Saves: Fort +20, Ref +20, Will +20
Abilities: Str 37, Dex 27, Con 27, Int 26, Wis 26, Cha 26
Skills: Appraise +31, Bluff +31, Concentration +31, Diplomacy +31, Disguise +31, Hide +27, Intimidate +35, Any Two Knowledges +31, Listen +31, Move Silently +31, Search +31, Sense Motive +31, Spellcraft +31, Spot +31, Use Magic Device +31
Feats: Power Attack, Hover, Cleave, Great Cleave, Ability Focus (Gray Aura), Improved Initiative, Quicken Spell-Like Ability (Bestow Curse)
Environment: Gray Wastes of Hades
Organization: Solitary, Pair, Team (2-4), or Troupe (1-2 Destradoloths, 2-5 Nyacaloths, and 2-5 Canoloths)
Challenge Rating: 20
Treasure: Double
Alignment: Always Neutral Evil
Advancement: 19-36 (Large), 37-54 (Huge)
Level Adjustment: —
vs
:vaarsuvius:, level 16 PC Evoker with medium-sized plot armor.
Let's presume that V has any amount of time to prepare, any amount of buffs (including potions) to cast on him/herself and Blackwing beforehand, can carry any amount of potions and/or scrolls/wands that his/her strength/bags/money allowing him/her, and manages to catch the fiends off guard (i.e., they never suspect that s/he might turn on them, have no useable items/consumables ready, and, say, have to waste a round to get their weapons from a conveniently placed armoire).
Also, the fight goes on in Hell (say, in that place where they all watched TV), movement is allowed in all 3 dimensions (i.e., flying or movement underground by whatever means), fiend truly dies only if it dies right there, IFCC members cannot magically summon each other, but can contact with each other by any other means as well as try to summon some reinforcements of their specific alignment.
Two possible scenarios: V takes on three of them (all unaware) at once or V picks them one by one. Let's also say that if s/he ever wins against one fiend, two others become alert.
V cannot rest to replenish spells, s/he must do it (or retreat) in one go.
Obviously, those CRs on some of the creatures state 20, but overcoming insurmountable is the whole point of both being a wizard and V.
What if one day V decided that no fiend orders him/her around? What would be the chances if s/he actually took on them?
Let's assume that IFCC, as species, are more or less common types of powerful creatures found in their respective corner of Hells.
That leaves us with, say:
Cedric, balor:
Size/Type: Large Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 20d8+200 (290 hp)
Initiative: +11
Speed: 40 ft. (8 squares), fly 90 ft. (good)
Armor Class: 35 (-1 size, +7 Dex, +19 natural), touch 16, flat-footed 28
Base Attack/Grapple: +20/+36
Attack: +1 vorpal longsword +33 melee (2d6+13/19-20)
Full Attack: +1 vorpal longsword +31/+26/+21/+16 melee (2d6+13/19-20) and +1 flaming whip +30/+25 melee (1d4+6 plus 1d6 fire plus entangle); or 2 slams +31 melee (1d10+12)
Space/Reach: 10 ft./10 ft. (20 ft. with +1 flaming whip)
Special Attacks: Death throes, entangle, spell-like abilities, summon demon, vorpal sword
Special Qualities: Damage reduction 15/cold iron and good, darkvision 60 ft., flaming body, immunity to electricity, fire, and poison, resistance to acid 10 and cold 10, spell resistance 28, telepathy 100 ft., true seeing
Saves: Fort +22, Ref +19, Will +19
Abilities: Str 35, Dex 25, Con 31, Int 24, Wis 24, Cha 26
Skills: Bluff +31, Concentration +33, Diplomacy +35, Disguise +8 (+10 acting), Hide +26, Intimidate +33, Knowledge (any two) +30, Listen +38, Move Silently +30, Search +30, Sense Motive +30, Spellcraft +30 (+32 scrolls), Spot +38, Survival +7 (+9 following tracks), Use Magic Device +31 (+33 scrolls)
Feats: Cleave, Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Quicken Spell-Like Ability (telekinesis), Two-Weapon Fighting, Weapon Focus (longsword)
Environment: A chaotic evil-aligned plane
Organization: Solitary or troupe (1 balor, 1 marilith, and 2-5 hezrous)
Challenge Rating: 20
Treasure: Standard coins; double goods; standard items, plus +1 large vorpal longsword and +1 large flaming whip
Alignment: Always chaotic evil
Advancement: 21-30 HD (Large); 31-60 HD (Huge)
Level Adjustment: —
Lee, erinyes:
Size/Type: Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 9d8+45 (85 hp)
Initiative: +5
Speed: 30 ft. (6 squares), fly 50 ft. (good)
Armor Class: 23 (+5 Dex, +8 natural), touch 15, flat-footed 18
Base Attack/Grapple: +9/+14
Attack: Longsword +14 melee (1d8+5/19-20) or +1 flaming composite longbow (+5 Str bonus) +15 ranged (1d8+6/×3 plus 1d6 fire) or rope +14 ranged (entangle)
Full Attack: Longsword +14/+9 melee (1d8+5/19-20) or +1 flaming composite longbow (+5 Str bonus) +15/+10 ranged (1d8+6/×3 plus 1d6 fire) or rope +14 ranged (entangle)
Space/Reach: 5 ft./5 ft.
Special Attacks: Entangle, spell-like abilities, summon devil
Special Qualities: Damage reduction 5/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 20, telepathy 100 ft., true seeing
Saves: Fort +11, Ref +11, Will +10
Abilities: Str 21, Dex 21, Con 21, Int 14, Wis 18, Cha 20
Skills: Concentration +17, Diplomacy +7, Escape Artist +17, Hide +17, Knowledge (any two) +14, Listen +16, Move Silently +17, Search +14, Sense Motive +16, Spot +16, Survival +4 (+6 following tracks), Use Rope +5 (+7 with bindings)
Feats: Dodge, Mobility, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run
Environment: A lawful evil-aligned plane
Organization: Solitary
Challenge Rating: 8
Treasure: Standard, plus rope and +1 flaming composite longbow (+5 Str bonus)
Alignment: Always lawful evil
Advancement: 10-18 HD (Medium)
Level Adjustment: +7
Nero, destradoloth:
Size/Type: Large Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice: 20d8+160 (250 hp)
Initiative: +12
Speed: 40 ft., fly 60 ft. (average)
Armor Class: 44 (-1 size, +4 armor, +8 dex, +23 natural), touch 17, flat-footed 36
Base Attack/Grapple: +20/+37
Attack: +2 Keen Unholy Vilebone Scythe +35 melee (2d6+29 plus 1d6 unholy plus 1 vile, 19-20/x4) or claw +33 melee (2d8+13, 20x2)
Full Attack: +2 Keen Unholy Vilebone Scythe +35 melee (2d6+29 plus 1d6 unholy plus 1 vile, 19-20/x4) and 2 claws melee +33 (2d8+13, 20x2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, summon yugoloth
Special Qualities: Damage reduction 15/good and adamantine, darkvision 60 ft., flight, gray aura, immunity to acid and poison, resistance cold/elec/fire 10, regeneration 5, spell resistance 32, telepathy 100 ft.
Saves: Fort +20, Ref +20, Will +20
Abilities: Str 37, Dex 27, Con 27, Int 26, Wis 26, Cha 26
Skills: Appraise +31, Bluff +31, Concentration +31, Diplomacy +31, Disguise +31, Hide +27, Intimidate +35, Any Two Knowledges +31, Listen +31, Move Silently +31, Search +31, Sense Motive +31, Spellcraft +31, Spot +31, Use Magic Device +31
Feats: Power Attack, Hover, Cleave, Great Cleave, Ability Focus (Gray Aura), Improved Initiative, Quicken Spell-Like Ability (Bestow Curse)
Environment: Gray Wastes of Hades
Organization: Solitary, Pair, Team (2-4), or Troupe (1-2 Destradoloths, 2-5 Nyacaloths, and 2-5 Canoloths)
Challenge Rating: 20
Treasure: Double
Alignment: Always Neutral Evil
Advancement: 19-36 (Large), 37-54 (Huge)
Level Adjustment: —
vs
:vaarsuvius:, level 16 PC Evoker with medium-sized plot armor.
Let's presume that V has any amount of time to prepare, any amount of buffs (including potions) to cast on him/herself and Blackwing beforehand, can carry any amount of potions and/or scrolls/wands that his/her strength/bags/money allowing him/her, and manages to catch the fiends off guard (i.e., they never suspect that s/he might turn on them, have no useable items/consumables ready, and, say, have to waste a round to get their weapons from a conveniently placed armoire).
Also, the fight goes on in Hell (say, in that place where they all watched TV), movement is allowed in all 3 dimensions (i.e., flying or movement underground by whatever means), fiend truly dies only if it dies right there, IFCC members cannot magically summon each other, but can contact with each other by any other means as well as try to summon some reinforcements of their specific alignment.
Two possible scenarios: V takes on three of them (all unaware) at once or V picks them one by one. Let's also say that if s/he ever wins against one fiend, two others become alert.
V cannot rest to replenish spells, s/he must do it (or retreat) in one go.
Obviously, those CRs on some of the creatures state 20, but overcoming insurmountable is the whole point of both being a wizard and V.