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1
D&D 3.5 and Pathfinder / [3.5] leveraging Dragon Shaman's flight
« on: January 11, 2019, 07:55:46 AM »
So I am struggling through as a Dragon Shaman, pretending to be a melee, swinging a two-hander. The level 19 ability, Draconic Wings, is almost within reach. DM hinted that our quest might last until lvl 22. Are there any cool feats I could take? I could probably persuade the DM to allow me to take a feat that requires flight at lvl 18 slot.

Are there any cool options for a flying melee? I cannot seem to locate any useful resource.

2
D&D 3.5 and Pathfinder / Re: value of custom item
« on: May 17, 2017, 08:39:50 AM »
a late thank you for all your opinions

3
D&D 3.5 and Pathfinder / value of custom item
« on: March 24, 2017, 09:29:45 AM »
How would you value a custom elixir that permanently grants the following bonuses and penalties upon imbibing:
* grow scales
* +3 stacking natural armor
* -4 charisma
* dragon breath 2d6, 3/day, DC 10+ half character level + con, 30ft line

4
Gaming Advice / Re: extended longstrider in domain slot
« on: April 10, 2014, 02:44:15 PM »
ty

5
Gaming Advice / extended longstrider in domain slot
« on: April 10, 2014, 03:11:40 AM »
Can a Cleric 3 with Extend Spell and access to Travel domain prepare Extended Longstrider in his 2nd level domain slot?

6
Gaming Advice / Re: cleric undead HD limit
« on: October 17, 2012, 08:55:45 AM »
Thanks. I had to reread Animate Dead and Deathbound domain power multiple times until I finally realized what was the domain power about.

I actually think that I will use the Animate Dead limit of 4 HD per CL as a hard cap for all spells. I.e., he'll have 28 HD from spells and 6 HD from Rebuke.

7
Gaming Advice / cleric undead HD limit
« on: October 16, 2012, 03:24:01 AM »
I'm DMing an E6 game, one player rolled an undead army cleric. Need advice.

His domains:
http://eberronunlimited.wikidot.com/domain:deathbound
http://eberronunlimited.wikidot.com/domain:necromancer

How many HD of undead can he control?

Seems like there are (at least) two HD pools:

1 Rebuke: At any one time, the cleric may command any number of undead whose total Hit Dice do not exceed his level.
(http://www.d20srd.org/srd/combat/specialAttacks.htm#commanded)
This seems clear. Deathbound domain power does not affect this - it only affects spells.

2 Spells: this is more confusing
http://www.d20srd.org/srd/spells/commandUndead.htm - does not mention a limit
http://www.d20srd.org/srd/spells/animateDead.htm - max 4 HD per CL (I guess the necromancy caster level - +1 from necromancer domain)
Deathbound domain - Your limit for creating undead animated with spells increases to three times your caster level instead of the normal two times caster level.

Questions:
a) What's the HD limit for creating/animating undead via spells?
b) Any tips for keeping player in check? (if needed)

8
Gaming Advice / Re: Template that lets you "Mutate" into a Man-Spider?
« on: January 09, 2012, 07:16:56 AM »
Look up Spider Curse from Spell Compendium.

9
Handbooks / Re: The Druid Handbook
« on: December 30, 2011, 07:45:17 AM »
added shapechanger and savage vampire to the how-to-get-wildshape list
bear warrior gets a different ability

10
Handbooks / Build stubs
« on: December 18, 2011, 12:09:33 PM »
For a caster, dragonmarks are unimpressive feat sink. For mundane characters, they grants them some extra tricks in their sleeves. BSFs sacrifice one point of BAB and a feat or 2 to enter the prestige classes, they receive great saves and new abilities in return. These builds are pretty viable at mid levels; later casters' versatility overshadows them.

Aberrant rager
barb 4/child 4
1 aberrant dragonmark
3 aberrant dragonmark vigor
6 dragonmark rage
9 aberrant reach (lords of madness)
CL9
4 x shield (rod extended 18 minutes, 500 gp)
2 x vampiric touch (4d6)
2 x enervation
* fast healing 3 while raging
* as immediate action, sac DM to get 8 temp hp
* If all aberrant DM feats are treated as [Aberrant], this character can get nice benefits from further [Aberrant] feats (Lords of Madness).

Fiery Blaster
any 4/child 4CL11
1 aberrant dragonmark
3 quicken dragonmark
6 quicken dragonmark
4x quickened burning hands
3x quickened empowered scorching ray
1x flamestrike
gear: dragonmark focus +2 CL (3k), empower channeling rod lesser (4,5k)
note: does not work RAW, some feats/items are for true dm only

Halfling Healbot
any 4/heir 5CL15
1 favored
3 least dragonmark
6 dragonmark mastery
9 dragonmark visionary
CLW 4x
CSW 3x
heal 3x
panacea 2x
* spend action point to use dragonmark as an immediate action
* gear: dragonmark rod (healing) 55k (with party contribution); altar of resurrection 13k

Halfelf perceptor
CL14
any 4/heir 4
detect magic 5x, see invis 3x, true seeing 1x
diadem of sharpened senses 10k: least at will, lesser extra use, skill bonuses

Mobile mundane
any 4/heir 4 (CL14)
dimension leap 4x, ddoor OR phantom steed 3x, overland flight or teleport 1x
least channeling rod, quickening, 6k - can quicken dimension leap 3xday

11
Handbooks / Re: A Player's Guide to Dragonmarks
« on: December 15, 2011, 08:52:03 AM »
Suggestions for stuff to be included into handbook:

dragonmarks can be identified with a spellcraft check, DC 15 to 30

discussion about caster level and saving throw
(click to show/hide)
      
feats:
(click to show/hide)

PRC:
explorer's handbook   windwright captain (storm)

Items:
(click to show/hide)

Unpublished Feats from Eberron Designer:
(click to show/hide)


12
Handbooks / Miscellaneous
« on: December 15, 2011, 08:31:01 AM »
Gargantuan wild shape (via Megalodon Empowerment)
(click to show/hide)

Non-core Summon Nature's Ally
(click to show/hide)

Prestige Class option:
(click to show/hide)

To be updated in OP:
riding dog: superior to wolf in every way except speed
updated spells: http://brilliantgameologists.com/boards/index.php?topic=1354.100

From wiki: http://coboard.wikia.com/wiki/Druid
-how to summon faster
-equipment?

How to qualify for druid PrC/Feats as a non-druid
(click to show/hide)

Notable plant forms:
Thunderspiker
Night Twist (MM3)
Elder Viper Tree (Expedition to Demonweb Pits)

13
Handbooks / Vermin Wild Shape
« on: December 15, 2011, 08:25:37 AM »
Ways to get access to vermin forms

Vermin Shape (ECS 62) feat
require: druid5, nongood, child of winter
benefit: lose access to animal forms, get access to vermin forms

Wild Shape (Waste Vermin) (Sandstorm 47)
10th level druid alternative class feature
lose one wild shape use per day, gain access to "waste" vermin forms

Vestment of Verminshape (DMG2 273)
20000 gp, get access to vermin forms, no strings attached

City-Shape (Cityscape web enhancement)
5th level druid alternative class feature
slower size progression (max. large), can shape to both animals and vermin; lose plant shape, gain swarm shape

Spider-Shape (DotU 58)
5th level druid alternative class feature
lose animal forms, gain monstrous spider forms (only the spiders from MM (?))

Vermin forms are generally weaker and less numerous than animal forms. Giving up animal forms is a very high price to pay and a flavor decision. Some notable forms are listed below:

NameSizeHDAC/touchAbilitiesAttacksMisc
Giant Cockroach (Ud)M420/1621/18/161 melee, stench (DC15 vs nausea)40, climb
Giant Bee (SRD)M314/12--fly 80 good
Monstrous Crab (Storm)M316/1015/11/122 melee, improved grab (+6), constrict 2d6+220
Dire Maggot (LiM)S619/1313/15/121 melee+poison40, climb
Lesser Knell Beetle (MM3)M620/1118/12/183 melee, rend, trample (2d8+6/DC17), shake the earth40, burrow
Giant Stag Beetle (SRD)L719/923/10/171 melee, trample 2d8+3/DC1920
Sword Spider (MonoF)L517/918/10/149 melee, impalement, poison20, climb
Spitting Spider (DotU)L718/1222/17/183 melee; ranged touch (spit), dex poison, pounce40, climb
Large Monstrous Crab (Storm)L618/921/11/122 melee, constrict, improved grab (+13)20
Monstrous CrabL719/1122/14/212 melee, constrict, improved grab (+14), powerful claws40, swim
Giant Praying Mantis (SRD)L414/819/8/152 melee, improved grab (+8)fly 40 poor
Giant Wasp (SRD)L514/1018/12/141 melee+poisonfly 60 good
Monstrous ToebiterL1018/1026/13/203 melee, poison, improved grab (+12), blood drain20, swim
Knell Beetle (MM3)L1224/926/10/233 melee, rend, trample (4d6+12/DC24), shake the earth50, burrow
Chelicera (MM3)M1219/1414/19/123 melee, improved grab, blood drain30
Tangle Terror (DotU)M1222/1414/19/181 melee+poison; web 8/day, mad.webs (confusion)30, climb
Leechwalker (MM2)M1312/1018/11/162 melee+wounding, improved grab (+4), blood drink30, swim
Widowmaker (DotU)L1324/1220/17/221 melee+poison; improved grab (+9), blood drain30, climb
Bonespear (FF)L1527/1222/17/193 melee, 2 ranged, poison, attach, drag, horns40
Huge Monstrous Crab (Storm)H1222/825/11/142 melee, constrict, improved grab (+19)30

SRD vermin: http://www.d20srd.org/indexes/monsters.htm
Wizards monster list: http://www.wizards.com/default.asp?x=dnd/lists/monsters&tablefilter=vermin
searchable list: http://www.imarvintpa.com/dndLive/FindMonster.php

14
Handbooks / Aberration Wild Shape
« on: December 15, 2011, 08:21:55 AM »
The Aberration Wild Shape feat from Lords of Madness allows a druid to wild shape into an aberration. According to an article on the WotC site, in Eberron, the Aberrant Dragonmark feat can be used instead as a prerequisite for this feat.

Aberration forms have a wild array of special attacks. Some of the most interesting forms are listed below:

Name+ReferenceSizeHDACStatsAttacksMisc
Tentacle Spider (SoX)medium31611/17/144x touch +4 (dex poison) + biteRanged entangle
Fiery Sandhogmedium41715/12/124 bite +5 melee and 2 claws +0burrow, climb
Tako (OA)medium41720/15/128 attacksAquatic, Improved Grab, Constrict
Dustblight (Sand)medium52020/17/12Bite +8 (1d8+5), 2 claws +6 (1d3+2)Burrow 30 ft.
Rust Monster (MM)medium51810/17/13corroding touch attack, weak biteCorrode metal
Dolghast (MoE)medium61719/14/132 claws +8 (1d6+4), bite +3 (1d6+2)Con damage
Vivisector (MM5)medium72115/18/142 claws +8 melee (1d8+2), sting +4Poison DC15 1d6/1d6 str, fly
Cloaker (MM)large81921/16/17Tail +8 (1d6+5), bite +3 (1d4+2)Fly 40 ft., Moan, Engulf
Ineffable Horror (Und)large51819/13/162 slams +7 (1d4+4)Fly 60 good, grappler with con drain
Mimic (MM)large71519/12/172 slams +9 (1d8+4)Adhesive, Crush
Rukanyr (FF)large72221/7/2410 attackspoison, stunning attack, climb
Squamous Spewer (Drac)large82219/13/176 bites +10 (1d10+4)Roar (fear)
Dharculus (PlH)medium822+12/14/206 tentacles +8 (1d4+1)Improved grab, ethereal bite
Otyugh, Lifeleech (mm3)large92127/16/234 tentacles +14 (1d8+8) and biteConstrict, improved grab
Stone Singer (mm3)large92120/10/18Bite +10 and 6 claws +8DC 18, 1d4 Dex/1d4 Dex
Hook Horror (mm2)large102224/17/142 claws +13, bite +8Improved grab, power sunder, rending bite
Chuul (mm)large112220/16/182 claws +12 (2d6+5)Improved grab, constrict, paralysis, aquatic
Darktentacles (MM2)large91819/15/1712 slams or 12 weaponsImproved grab, Constrict, 15 ft reach, swim
Death Kiss Beholderkin (MoF)large121616/14/1610 tentacles (1d4+3) @ 20 ft reachImproved grab, Blood Drain
Chwidencha (DotU)large122422/17/204 claws +15 (1d6+6), PounceImproved grab, climb/burrow
Ocularon (FF)large122118/15/174 melee tendrils, 1 ranged touchImproved grab, poison, steal eyes, death throes
Thoon Elder Brain (mm5)large122626/14/308 tentacles +17 (1d6+8+2d6 acid)Dual action (!), acid burn, fly
Urophion (LoM)large122419/13/166 ranged touch, 1 bitedrag, extraction, strands
Delver (MM)huge152427/13/212 slams (1d6+8+2d6)Corrosive slime (vs stone and metal)
Athach (MM)huge141726/13/21with melee weapons + bitePoison
Madcrafter of Thoon (mm5)huge102030/12/26Bite +16 (2d8+15+4d6 acid)
Five-headed Terror (mm3)medium152113/18/155 bites +16 (1d6+1+poison), Pouncevenomfire target
Nagahydra (SK)huge182030/14/207 bites (2d6+10+poison)swim, poison 1d12 con
Moonbeast (MM2)huge181730/15/2110 rakes (4d6+10)Constrict, improved grab, Bite
Chilblain (Frost)large203528/17/24tail and 4 clawscold aura, frost touch
Maulgoth (FF)huge203929/25/274 tentacles and biteconstrict, improved grab

15
Handbook Discussion / Re: Re: Master Player Race List Version 3.0
« on: November 23, 2011, 09:26:49 AM »
consider adding a link to the LA+1 and LA+2 race list, to have the race resources organized: http://www.minmaxboards.com/index.php?topic=342.0

16
Handbooks / Miscellaneous
« on: November 08, 2011, 03:54:04 AM »
Outsider races:

Spells that make you outsider temporarily
  • As the Frost (PH2) - Druid 7, sorcerer/wizard 7 (rounds/level)
  • Devil's Ego (FC2) - diabolic domain 3rd level (minutes/level)
  • Fiendform (SpC) 5th level Sorcerer/wizard spell (minutes/level)
  • Holy transformation, lesser (SpC) 4th level Cleric spell (rounds/level)
  • Infernal transformation, lesser (SpC) 4th level Cleric spell (rounds/level)

Useful Feats

Useful Spells
  • Miracle: Clerics can use this to cast Polymorph Any Object because it's on the Trickery domain list as an 8th level spell.
  • Draconic Might (Spell Compendium p.72) provides +4 enhancement bonus to Str, Con and Cha and a +4 to Natural Armor

Useful Items
  • sizing weapon

Alternative ways of gaining polymorph
  • invocation: spider shape (dotu) - lesser, 3rd - has the polymorph subschool
  • invocation: hellspawned grace (CM) - greater, 6th - has the polymorph subschool - hellcat
  • PRC: Eye of Lolth adaptation (DotU) - elves/halfelves gain disguise self, alter self, polymorph, each cha bonus / day
  • item: Cape of the viper (2k, MIC) - polymorph subschool effect, change into viper
  • item: Cloak of the bat (26k, DMG) - polymorph into a bat at will
  • item: Mantle of Breland (15k, Forge of War) - polymorph subschool effect, change into brown bear
  • item: Nightshard maul (52305, PGtE) - 1/day polymorph at CL7
  • item: Ring of dragonshape (23k, draconomicon) - 1/day polymorph into young red or gold dragon for 1 hour
  • item: Skin of Proteus (84k) - metamorphosis at ML7

Misc
  • Paragnostic Apostle (PRC, CC) - can select Mortal Coil: +1 CL for spells like polymorph
  • Master Transmogrifist (PRC, CArc) - various polymorph-related benefits
  • Warshaper (PRC, CW) - ability to cast polymorph allows you to qualify for this prestige class

17
Handbooks / Polymorph subschool spells
« on: November 08, 2011, 03:53:35 AM »
Compared to the Polymorph spell, these have had their target changed to only the caster, duration changed to rounds/level (instead of minutes/level) but they are also now Swift Action to cast.
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level (D)

And because of the Polymorph subschool, you lose your spell casting class feature!

Polymorph subschool text from Complete Mage
(click to show/hide)

Polymorph subschool spells from Complete Mage:
(click to show/hide)

Polymorph subschool spells from Players Handbook II:
(click to show/hide)

Polymorph subschool spells from Dragon Magic:
(click to show/hide)

Polymorph subschool spells from Drow of the Underdark:
(click to show/hide)

Polymorph subschool spells from Complete Scoundrel:
(click to show/hide)

18
Handbooks / Transmutation spells
« on: November 08, 2011, 03:53:11 AM »
These spells do not have the Polymorph Subschool, but unlike the Polymorph spell, the only let you assume the form and very specific abilities of a creature.

New polymorph like spells from Spell Compendium:
(click to show/hide)

19
Handbooks / Draconic Polymorph, Polymorph Any Object, Metamorphosis
« on: November 08, 2011, 03:52:29 AM »
Draconic Polymorph (Draconomicon p.79)
Level: Sor/Wiz 5
Max HD raised to 20, untyped bonus to Str +8 and Con +2

Level 16
    * Marilith: Outsider (evil), Large, NA +16, Str 29, Dex 19, Con 29, MM/SRD
      Benefits: Improved Grab(ex), Constrict(ex): 4d6+13

Level 18
    * Pit Fiend: Outsider (evil), Large, Fly 60, NA +23, Str 37, Dex 27, Con 27; MM/SRD
      Benefits: Constrict (Ex), Improved Grab (Ex), Poison (Ex): Injury, Fortitude DC 27, damage 1d6 Con

    * Tulani: Outsider(good), Medium, Fly 90, NA +20, Str 20, Dex 22, Con 22; BoED

Level 20
    * Balor: Outsider(evil), Large, Fly 90, NA +19, Str 35, Dex 25, Con 31; MM/SRD

    * Titan: Outsider(chaotic), Huge, NA +19, Str 43, Dex 12, Con 39; MM

Polymorph Any Object - Sor/Wiz 8, Trickery 8, Commerce 9 (ECS), Transformation 8
The Polymorph Any Object spell allows you to take the form of objects, which opens up Constructs and Undead as additional forms you can assume. In addition, you gain the Intelligence score of the new form.
Clarification: This article says constructs and undead are valid forms, however, the 3.5 FAQ says no.
(click to show/hide)

Metamorphosis
Metamorphosis is a 4th level egoist power. It is rather similar to polymorph.
Discussion on the differences by Garryl:
(click to show/hide)

Construct forms for a metamorphed psicrystal (by CrimsonDeath taken from here)

Zelekhut: 8HD, Large, speed 50, Fly 60 (average), NA +10, Str 21, Dex 11; MM/SRD
Attack: 2 Spiked Chain +10 melee (2d6+5+1d6 electricity)
Benefits: Lawful subtype, quadruped

Retriever: 10HD, Huge, Speed 50, NA +10, Str 31, Dex 17; MM/SRD
Attack: 4 claws +15 melee (2d6+10), Bite +10 melee (1d8+5)
Benefits: Improved Grab

Clay Golem: 11HD, Large, Speed 20, NA +14, Str 25, Dex 9; MM/SRD
Attack: 2 slams +14 melee (2d10+7)
Benefits: Berserk, Cursed Wound

Stone Golem: 14HD, Large, Speed 20, NA +18, Str 29, Dex 9; MM/SRD
Attack: 2 slams +18 melee (2d10+9)

Marut: 15HD, Large, speed 40, +16 NA, Str 35, Dex 13; MM/SRD
Attack: 2 slams +22 melee (2d6+12) [Fists of Thunder and Lightning is Su and so doesn't carry over]
Benefits: Lawful subtype

I left off the Flesh Golem and animated Objects because they didn't look especially appealing (that is, they didn't seem comparable to other forms that were already available).  I left off the Shield Guardian because it has the same HD as the Marut and lower abilities.  I left off the Homunculus because the only thing it has that a psicrystal lacks is a venomous bite, and you can just put contact poisons on the psicrystal if you want to try something like that.  I left off the Kolyarut because its Su and Sp abilities are what makes it dangerous; without them, it's laughable.

I included the Clay Golem largely because of the Cursed Wound ability, for those annoying enemies who Telport or Plane Shift away after they're down to about half health.  Berserk shouldn't be a huge problem for Psions: If you used Share Power, you can just move more than 5' away and he goes from a 10' tall lump of angry mud to a 1" long harmless rock, and if you manifested it as a touch power you can run for the hills and wait for it to calm down or just dismiss the power.

The best ones are probably the Zelekhut (can carry 459lb aloft at ML 8-- faster and more weight capacity than a Cloaker-- and energy damage), the Retriever (five attacks and Improved Grab-- not as many as a 10HD hydra, but better Str, Dex, and NA) and possibly the Marut (just for brute Strength).

20
Handbooks / Outsider forms
« on: November 08, 2011, 03:51:55 AM »
You must be of the type Outsider before you can use these forms. See section Miscellaneous to learn how to be an outsider.

Abilities granted by polymorphing into outsider type and various subtypes (based on this).
(click to show/hide)

Level 7
    * Avoral; Outsider (Good), medium, NA +8, Fly 90ft, Str 15, Dex 23, Con 20; MM/SRD

    * Babau: Outsider (evil), medium, NA +9, Str 20, Dex 12, Con 20; MM/SRD
      Benefits: +2d6 sneak attack, +8 racial bonus on Hide, Listen, Move Silently, and Search checks.

    * Bralani: Outsider (good), Medium, Fly 100, NA +6, Str 18, Dex 18, Con 17; MM/SRD

    * Dune Stalker, Outsider(evil), medium, NA +7, Str 16, Dex 10, Con 14; MM2 p.88

    * Red Slaad, Outsider, Large, NA +8, Str 21, Dex 15, Con 17, MM
      Benefits: Pounce(Ex): make a full attack on a charge

    * Xill; Outsider (Extraplanar); Medium; NA +7; Str 15, Dex 16, Con 15; MM/SRD
      Benefits: Implant, Improved Grab

Level 8
    * Blue Slaad: Outsider, Large, NA +9, Str 23, Dex 15, Con 19; MM/SRD

    * Firre: Outsider (Eladrin), Medium, Fly 90, NA +12, Str 20, Dex 14, Con 12, Int 17; BoED
      Eladrin Subtype -- Immunity to electricity and petrification.

    * Palrethee, Outsider (evil), Medium, NA +10, Str 19, Dex 16, Con 16, Int 13; MM2 p.58
      Benefits: Demonic Burn(Ex) melee attack, save DC 17 reflex or catch fire for 1d4 rounds

    * Lupinal, Outsider (guardinal), Medium, NA +3, Str 23, Dex 20, Con 13, Int 16, MM2 p.43
      Guardinel Subtype -- Immunity to electricity and petrification.

    * Night Hag, Outsider(evil), Medium, NA +11, Str 19, Dex 12, Con 18; MM/SRD

    * Warden Archon, Outsider (archon), Large, NA +12, Str 27, Dex 11, Con 17, Int 16; BoED
      Archon Subtype -- Immunity to electricity and petrification.

Level 9
    * Amnizu, Outsider(evil), Medium, Fly 60, NA +11, Str 12, Dex 11, Con 13, Int 16; MM2 p.67

    * Green Slaad: Outsider, Large, NA +13, Str 23, Dex 13, Con 19; MM

    * Erinyes, Outsider(evil), Medium, Fly 50, NA +8, Str 21, Dex 21, Con 21, Int 14; MM/SRD
      Feats: Dodge, Mobility

Level 10
    * Bone Devil, Outsider(evil), large, NA +11, Str 21, Dex 21, Con 21, Int 14; MM/SRD
      Benefits: Poison(Ex) Injury, Fort DC 20, 1d6 STR / 2d6 str

    * Ghaele, Outsider(good), medium, 50ft, NA +14, Str 25, Dex 12, Con 15, Int 16; MM/SRD
      Benefits: Light Ray(Ex) Ranged touch, 2d12 damage, overcomes all types of DR

    * Hezrou, Outsider(evil), large, NA +14, Str 21, Dex 10, Con 29, Int 14; MM/SRD
      Benefits: +8 listen, spot, Improved Grab, Stench(Ex) DC24 Fort save or be nauseated,

    * Jarilith, Outsider(chaotic,evil), large, NA +14, Str 35, Dex 29, Con 27, Int 8; MM2
      Benefits: Frightful presence, improved grab, pounce, rake

    * Monadic Deva, Outsider (Deva, Good), Medium, fly 90, NA +12, Str 20, Dex 16, Con 20, Int 17; Fiend Folio p. 56
      Deva Subtype -- Immunity to electricity and petrification.

    * Yagnoloth; Outsider; Large; NA +10; Str 30; Dex 14; Con 19, Int 15; MM2 p.203
      Benefits: Stunning Blow(Ex): Fortitude save DC25 or be stunned

Level 11
    * Rakshasa, Naztharune, Outsider, Medium, NA +5, Str 14, Dex 20, Con 18, Int 15; MM3 p.136
      Benefits: Sneak Attack (ex) +6d6

    * Sword Archon, Outsider (Archon,Good), Large, 10/10, Fly 90, NA +14, Str 25, Dex 17, Con 14, Int 12; BoED
      Archon Subtype -- Immunity to electricity and petrification.

Level 12
    * Arcanaloth, Outsider (evil), medium, Fly 50, NA +15, Str 11, Dex 16, Con 11, Int 20; MM2 p.203
      Benefits: Poison(Ex): Injury Fort DC 16, 1 Str damage with each claw attack

    * Astral Deva: Outsider (Angel, Good), medium, Fly 100, NA +15, Str 22, Dex 18, Con 18, Int 18; MM/SRD
      Angel Subtype -- Immunity to acid, cold, and petrification.

    * Barbed Devil, Outsider (evil), large, NA +13, Str 23, Dex 23, Con 23, Int 12; MM/SRD
      Benefits: Impale(Ex) Deals 3d8+9 damage with grapple, Improved Grab,

    * Glabrezu, Outsider (tanar'ri, evil), huge, NA +19, Str 31, Dex 10, Con 31, Int 16;
      Benefits: +8 listen, spot, Improved Grab, 5 natural attacks (2 pincer, 2 claw, 1 bite), ability to wield weapons and cast spells

    * Kelvezu (Demon); Outsider(evil); medium; Fly 60; NA +15; Str 21, Dex 31, Con 16, Int 17; MM2 p.60
      Benefits: Poison(Ex): Injury Fort DC 19, 1d6 CON / 1d6 Con, Sneak Attack +8d6;

    * Leonal, Outsider(good), medium, NA +14, Str 27, Dex 17, Con 20, Int 14; MM/SRD
      Benefits: +4 balance, hide, move silently, Pounce (Full attack on charge), Improved Grab, Rake

Level 14
    * Ice Devil (Gelugon): Outsider (Evil), Large, NA +18, Str 23, Dex 21, Con 23, Int 22; MM/SRD
      Benefits: Int of 22 makes this a good target for Polymorph Any Object

    * Planetar, Outsider (Angel, Good), Large, Fly 90, NA +20, Str 25, Dex 19, Con 20, Int 22; MM/SRD
      Benefits: Int of 22 makes this a good target for Polymorph Any Object
      Angel Subtype -- Immunity to acid, cold, and petrification.

Level 15
    * Horned Devil, Outsider(evil), Large, Fly 50, NA +19, Str 31, Dex 25, Con 25, Int 14; MM/SRD

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