| Post/Author/DateTime | Post |
|---|---|
| Melpomene11-15-04, 02:16 PM | Looking for a fiendish monster (nothing more elaborate than any old mosnter with a fiendish template) which meets the following requirments: 1.) Must be able to worry or threaten a CR 18 PrCed spellcaster. 2.) Must be able to dominate a battlefield filled with huge constructs, crystal dragons, and fire giants. 3.) Must not be so fast or such a good shot that level 7-12 PCs can't flee from it. |
| Mithral Icesilver11-15-04, 05:19 PM | What about a half-fiendish dire elephant? Dire elephants are in both the MMII and Masters of the Wild. Not too fast, gets maximum spell-like ability potential (I believe it has 20 HD), and perfect for mounting a few baatezu or tanar'ri or yugoloths with ranged weapons on (dire elephants are Gargantuan, they can hold 4 Large beasties (all the fiends bigger than Large have wings, IIRC) or 8 Medium ones). Depending on who you mount on it, give it an honor guard of bezikras (those are hellcats), jariliths (MMII), or canoloths (MotP or PlH, depending on what version you're running and what you think of the PlH). There you go. The honor guard might give the PC's some trouble in matter of outrunning, but by level seven they can teleport, can't they? Not to mention the potential of polymorph self and alter self to move around the battlefield ... |
| kliate11-15-04, 06:47 PM | Soul Cannon: The Soul Cannon is a great accomplishment of the fiendish weaponsmith Gra'gre'kol. Deployed in countless battles, it has turned the tide for those who dare to employ it. Soul Cannon - Wondrous Item (Artillery) A soul cannon, once made, carries 50 charges. To use a soul cannon, one requires an operator and a crew of at least 3. Participating in a crew is considered a full-round action and requires that the crew remain adjacent to the soul cannon's space. The operator must share a space with the soul cannon. Once per round, as a full-round action, the operator may do one of the following: Necromantic Burst (2 charges) The Necromantic burst causes all living creatures within 60 feet of the soul cannon to suffer 1d4 negative levels (this includes the crew and operator of the soul cannon). This effect is only used as a desperate act of self-preservation by the soul cannon. Power Flare (1 charge) The Power Flare creates a line of electricity extending out to 120 ft. All creatures in the line take 10d6 electricity damage (reflex DC14 halves) Pyroblast (1 charge) The pyroburst causes a firey explosion on a target up to 200 feet away. Creatures within the blast radius take 10d6 fire damage (reflex DC14 halves) Self Destruct (X charges) Under desperate circumstances, the operator and crew may need to cause their weapon to self destruct. Triggering an overload of arcane energies, the weapon will explode in 2d4 rounds (this can be prevented by a DC30 Disable Device check as a full-round action). All creatures within 100 feet of the self destruct suffer 1d6 damage for every two remaining charges (reflex DC15 halves). Creatures with spell resistance may be unaffected by the above (caster level check 1d20 + 10) Market Price: 100000gp (arbitrarily reduced due to crew requirements), Caster level 10th To make: requires 50000gp, 4000exp, Craft Wondrous Item, Craft Wand, Enervation, Fireball, and Lightning Bolt As an alternative, you can just use large groups of Vrocks. |
| Melpomene11-15-04, 11:44 PM | I like the elephant, and will probably end up using it. However, I'm worried the CR might be too low. What is the dire elephant's CR? ::totally helpless without my books:: ...and vrocks are a little too mobile for my purposes. |
| Ogre4Hire11-16-04, 04:04 PM | Strictly speaking, you can't use the Half-Fiend template on the Dire Elephant, because the template can only be applied to creatures with an Int score of 3 or higher. You could try using an Elemental Monolith from Complete Arcane. They're basically Elder Elementals who've been increased to Gargantuin Size. A Half-Fiendish Storm Giant could also be quite brutal. Then there's basically everything in the MM3... |
| Arquinsiel11-17-04, 09:23 AM | IT was suggested that the Fiendish template be used. Not the Half-Fiend. Anyway, where does it say that daemons don't enjoy sheep that way? |
| Starmage2111-17-04, 09:58 AM | they cant turn out as half fiends since they dont have an int of 3, they could just be fiendish though :D *edit* What kind of artillery are you looking for? Just heavy hitting big monsters or actual artillery? Try Fiendish Dire Tigers (advanced), OR Legendary Fiendish Dire Tigers |
| Ogre4Hire11-17-04, 01:38 PM | IT was suggested that the Fiendish template be used. Not the Half-Fiend. Anyway, where does it say that daemons don't enjoy sheep that way? Please read Mythril Icesilver's post. It specifically refers to a HALF-Fiendish Dire Elephant. Hmm, now that I think about it, an advanced Juggernaught would be exceedingly nasty (of course, Juggernaughts are exceedingly nasty to begin with). |
| Mithral Icesilver11-17-04, 08:35 PM | I believe Arquinsiel was referring to the fact that I suggested that Half-Fiendish be used, when Melpomene suggested the Fiendish template. I'm sorry about the discrepancy with Intelligence; I have a 3.0 MM. Unfortunately, I don't have access to my books at the moment either. I'll check and report back as soon as I can (it being near the end of my limit to computer time at the moment, that probably means tomorrow). |