3.5 Kelvezu (MM 2) [Archive] - Wizards Community

Post/Author/DateTimePost
sereg

10-01-04, 08:40 PM
Hi all - I have a few questions about the 3.5 version of the Kelvezu, one of my favorite demons:

1) Is its damage reduction (Su) or (Ex) now? The update says it became 15/cold iron or good, which type is that?

2) He now gains Improved Uncanny dodge, but it doesn't say at what equivelent level - Can a level 4 rogue thus flank him now, because his Improved Uncanny dodge level is 0? Would it be based on his hit dice? He has no rogue levels


Thanks in advance,

Sereg
Dackad

10-02-04, 12:10 AM
1) Is its damage reduction (Su) or (Ex) now? The update says it became 15/cold iron or good, which type is that?
I'd say (Su).


2) He now gains Improved Uncanny dodge, but it doesn't say at what equivelent level - Can a level 4 rogue thus flank him now, because his Improved Uncanny dodge level is 0? Would it be based on his hit dice? He has no rogue levels


Thanks in advance,

Sereg
Use the Kelvezu's HD as his effective Rogue level or figure out what level he is based up his Sneak Attack damage and cross reference. They might come out to be the same number, but I don't have my book handy.

Alternatively, you might be interested in the 'revision' I wrote up for it.
KEREZU
Medium Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
Hit Dice: 17d8+68 (144 hp)
Initiative: +11
Speed: 30 ft. (6 squares)
Armor Class: 37 (+11 Dex, +15 natural, +1 shield), touch 21, flat-footed 26
Base Attack/Grapple: +17/+22
Attack: +3 keen rapier of speed +32 melee (1d6+8 15-20/x2 plus poison)
Full Attack: +3 keen rapier of speed +30/+30/+25/+20/+15 melee (1d6+8 15-20/x2 plus poison) and +2 silvered wounding dagger +30/+25/+20 melee (1d4+4 19-20/x2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, sneak attack +8d6, spell-like abilities, summon tanar’ri
Special Qualities: Damage reduction 10/cold iron and good, darkvision 60 ft., evasion, immunity to electricity and poison, resistance to acid 10, and cold 10 and fire 10, spell resistance 25, telepathy 100 ft, true seeing, uncanny dodge
Saves: Fort +15, Ref +21, Will +16
Abilities: Str 21, Dex 33, Con 19, Int 22, Wis 22, Cha 24
Skills: Balance +33, Climb +25, Concentration +25, Jump +27, Hide +31, Listen +26, Knowledge (the planes) +26, Move Silently +31, Search +26, Spellcraft +26 (+28 when deciphering scrolls), Spot +26, Survival +26 (+28 on other planes and when following tracks), Tumble +33, Use Magic Device +27 (+29 checks involving scrolls)
Feats: Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon Fighting, Two-Weapon Defense, Weapon Finesse, Weapon Focus (rapier)
Environment: Infinite Layers of the Abyss
Organization: Solitary, pair
Challenge Rating: 17
Treasure: Standard plus +3 keen rapier of speed and +2 silvered wounding dagger
Alignment: Always chaotic evil
Advancement: 18-34 HD (medium)

This creature would seem human at first glance, but closer inspection reveals it to be of a more fiendish nature. Its skin is a dull red color, its hands end in short, claw-like nails, and a pair of small, black horns sprout from its forehead. Its eyes blaze with a fiendish light, and its lips are curved into an arrogant smile.

While the mariliths are the generals of the abyssal armies and the balors are the aristocracy, the kerezu are the assassins. They are most often employed by demon princes and lords to eliminate arrogant upstarts and rivals, but no one really trusts the kerezu. Their loyalty is as fickle as the Abyss itself and some have been known to change sides rather frequently. As such, kerezu are often on the run and they often possess great amounts of information on their employers.
Kerezu stand only 5 feet tall and weigh about 110 pounds.

COMBAT
The kerezu are not the hardiest of the demons and thus, they prefer to strike quick from the darkness before fleeing. Kerezu often go into battle with greater magic weapon cast on both of its weapons, followed by a greater invisibility. They are smart and cunning opponents and they know when to flee when a battle turns against them. However, a kerezu will hunt those who have wounded its immense pride by causing it to flee until either it or its prey is dead. An angry kerezu is a very dangerous opponent.
A kerezu’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Evasion (Ex): If exposed to any effect that normally allows a Reflex save for half damage, a kerezu takes no damage on a successful saving throw.
Poison (Ex): A kerezu’s fingertips secrete a dangerous poison that it uses to continually coat its weapons. Those struck by a kerezu’s poison covered blades must succeed at a Fort save (DC 23) or take 1d6 points of Constitution damage. The initial and secondary damage is the same. The poison is highly perishable and becomes inert 1 minute after application. The save DC is Constitution based.
Sneak Attack (Ex): Anytime a kerezu’s target is denied its Dexterity bonus, or when it is flanked by the kerezu, it deals an additional +8d6 points of damage on a successful melee attack. The kerezu flanks as a 15th level rogue.
Spell-Like Abilities: At will – deeper darkness, dimension door, greater dispel magic, greater invisibility (self only), greater magic weapon, greater teleport (self plus 50 pounds of objects only), polymorph (self only); 3/day – mass inflict serious wounds (DC 24); 1/day – blasphemy (DC 24). Caster level 17th. The save DC’s are Charisma based.
Uncanny Dodge (Ex): A kerezu retains its Dexterity bonus even when flat-footed, and it can only be flanked by a 19th level rogue or higher.
Summon Tanar’ri (Sp): Once per day, a kerezu can attempt to summon another kerezu with a 40% chance of success. This is the equivalent of an 8th level spell.
True Seeing (Su): Kerezu have a continuous true seeing ability, as the spell (caster level 17th).

You can easily substitute Kelvezu for Kerezu. :)
StrahdVonZarovich

10-02-04, 07:22 PM
This THING is worthing WAY more then a single CR 17, well in my humble opinion, that is. I'd say about 20-22 !!
Slagger the Chuul

10-03-04, 01:21 PM
1) Is its damage reduction (Su) or (Ex) now? The update says it became 15/cold iron or good, which type is that?

It's both. The cold iron aspect is extraordinary, while the good aspect is supernatural. For example, an antimagic field will leave the Kelvezu with DR 15/cold iron. This isn't important for the Kelvezu, because its DR has "or" rather than "and". I'm remembering this from some kind of official answer that was in a posting, but if I'm remembering correctly, this means it's actually harder to hurt in an antimagic field where you can't penetrate its DR with good weapons (the "good" penetration capability of an attack would be supressed anyway in the antimagic field as I recall it).

On the other hand, if it had "cold iron and good", then the negating of the "good" aspect by antimagic would mean you only needed cold iron to hurt it, making it easier.
Dackad

10-04-04, 05:03 PM
This THING is worthing WAY more then a single CR 17, well in my humble opinion, that is. I'd say about 20-22 !!
CR 20-22? Not even close. It doesn't have the HP to be that tough or the best selection of SLA's (though they are good...).
CR 18... maybe. It would give a Marilith a run for its money... if the marilith were surprised. :)