Deadliest Bestiary Creatures (Monsters you hate seeing across the table)


Pathfinder First Edition General Discussion

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Ice devils can be really difficult to deal with.

Dark Archive

NoStrings wrote:
My new favourite "tough" monster has to be a leech swarm. I've had these thrown at my group several times in Pathfinder Society scenarios in the last month, and they are tough! At CR 4, they have auto-hit 2d6 damage, plus 1d3 STR & CON damage, plus poison for 1d4 DEX damage, plus distraction. The only thing that makes them manageable is that they only move 5'.

The poison is actually Dex Drain


Tough monsters that exist solely underwater are terrifying. Krakens are scariest of all.

I went one on one with a kraken on the ocean floor once. Only won because it made a very unlikely failed save at a key moment. I had exhausted my "get out of grapple free" magic items, and only had one shot left. Had my attack failed it probably would have grabbed me again and I'd have been forced to make a run for it


Golem, Clay

Golem, Clay wrote:

Cursed Wound (Ex)

The damage a clay golem deals doesn't heal naturally and resists magical healing. A character attempting to use magical healing on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the healing has no effect on the injured creature.

I threw one of these at my 9th level party two sessions ago. Those DC 26 wounds are gifts that keep on giving...

Grand Lodge

Jarred Henninger wrote:
NoStrings wrote:
My new favourite "tough" monster has to be a leech swarm. I've had these thrown at my group several times in Pathfinder Society scenarios in the last month, and they are tough! At CR 4, they have auto-hit 2d6 damage, plus 1d3 STR & CON damage, plus poison for 1d4 DEX damage, plus distraction. The only thing that makes them manageable is that they only move 5'.
The poison is actually Dex Drain

I missed that - that makes these guys even more of a terror!


Jarred Henninger wrote:
NoStrings wrote:
My new favourite "tough" monster has to be a leech swarm. I've had these thrown at my group several times in Pathfinder Society scenarios in the last month, and they are tough! At CR 4, they have auto-hit 2d6 damage, plus 1d3 STR & CON damage, plus poison for 1d4 DEX damage, plus distraction. The only thing that makes them manageable is that they only move 5'.
The poison is actually Dex Drain

Holy spit! Suddenly I'm glad that I'm taking a hiatus from PFS play...

Grand Lodge

hogarth wrote:
Jarred Henninger wrote:
NoStrings wrote:
My new favourite "tough" monster has to be a leech swarm. I've had these thrown at my group several times in Pathfinder Society scenarios in the last month, and they are tough! At CR 4, they have auto-hit 2d6 damage, plus 1d3 STR & CON damage, plus poison for 1d4 DEX damage, plus distraction. The only thing that makes them manageable is that they only move 5'.
The poison is actually Dex Drain
Holy spit! Suddenly I'm glad that I'm taking a hiatus from PFS play...

They do show up elsewhere too!

The saving grace with a leech swarm is that it only moves 5', so they're easy to run away from.

PFS scenario story:

I'll try to avoid spoilers here by not mentioning the name of the scenario.

The group was sailing a ship down a river. At one point, they are attacked by a giant leech and a leech swarm. The big one was easy to dispatch - only lasted one round. The swarm on the other hand was a nightmare. The only splash weapon the party had was a single flask of acid, which doesn't do much. The only spell they had that would affect the swarm was acid splash, and the swarm has a touch AC of 18, so it took quite a while to whittle it down.

During the fight, most of the party retreated to the aft deck to use ranged attacks. Except for the gunslinger, who was bravely cowering in the cabin. The character driving the boat failed his check, and the boat hit a rock. This sent the three people on the deck directly into the swarm. I couldn't have planned it better myself.

By the end of the fight, everyone in the group had taken some kind of ability damage (except the aforementioned gunslinger). The cleric was down to 4 CON, 1 STR, and 4 DEX.

That whole group is terrified of entering the water now!

Grand Lodge

Another favourite of mine is the Worm That Walks. Take a high-level arcane caster, add DR 15/-, fast heal 14, swarm damage and a bunch of immunities. Add in the fact that it's not undead so channel bursts don't work, and you have a recipe for a TPK.


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I had 5 14th level guys run from an adamantine golem a session ago.


Beetle, Goliath Stag. CR8, 104hp, +17 3d8+16 bite, 2d8+16 DC26 trample, vermin, fly speed and reach. No finesse but do you need it with those stats vs. a level 3 party?


Why would a CR monster be fighting a 3rd level party?


Well a cr8 vs a 3rd level party is more a gm i wouldn't want to see across the table (unless we were playing 25pb gestalt with double cash or something equally op).

Having run the lurker in the light and talked to my players afterward i honestly think that if played to its intelligence score by a killer GM(i gave my players tips and disuaded them from making poor choices when they were frustrated with the monster) that it could tpk a party of level 6 or 7 characters if they are not prepared for it. Its also an awesome bbeg as it can summon more stuff!


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Bestiary 3 Opinions
Ones to watch: (Potential for high carnage) CRs less than 10
1)Clockwork soldier: Yeah, at a CR 6, this guy swings at +18 for 1d10+13. Not only does his 28 strength let him hit like a tank, it also allows him to easily disarm and grapple his opponents, made all the more easy by the Latch ability (basically, free Improved Disarm and Improved Grapple feats complete with +2 bonuses). Electric vulnerability nearly offsets the DR 5/ Adamantine, which few 6th level parties are going to possess, and the whole "wind-up" mechanic is offset by the Standby ability (basically, free Improved Initiative). Against a 4th level party, this guys a TPK waiting to happen.

2)Caryatid Column:: The thing about CR 3s is that its entirely within the realm of possibility for a 1st level party to face them. This match-up is another potential splatterfest. DR 5/-, Magic Immunity against everything but a couple sixth level spells, and the ability to damage every weapon that strikes it significantly. Also, its most likely going to get surprise with its Statue ability and easily get a couple hits with its +8 bonus. At least you can run from it, but this thing could frustrate even a 3rd level party. Low saves are a weakness, but there's that whole Magic Immunity (at 3rd level?) thing.

3)Baykok Flying, artillery style enemies are always difficult for some parties to deal with, and this undead menace has a high potential to deal out some serious death. A +20 (+15/+10) ranged attack with all the necessary feats (Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run) combined with a solid flight speed make for a good combo. What makes him really bad is the ability to paralyze the first enemy he hits as well as a fearful, paralyzing howl. Oh, and he's a soul eater, making death at his hands the possibility of being dead permenantly.

4)Rakshasa, Marai My biggest problem with the standard Rakshasa has always been their lack of offensive power. Sure, they're good players behind the scenes with their shape-changing powers and defensive abilities. However, when push comes to shove, the worst a standard one can do is... throw a 3rd level spell, at a CR equivalent 8th level party. This works if you like poking your PCs to death, but I always felt the powers of the Rakshasas should be more exotic, and this guy subs out nicely. This guy can not only go melee with 7 nasty poisonous bites but also shoots 6 different rays from his hands!!! (Very excited about that) In combat, it seems like this is as close as you're going to get to a beholder in Pathfinder, at least so far. Combine this with the standard Rakshasa immunities and spellcasting power and you've got a nasty piece of work, a shapechanger who can become a real monster when all subtly has been dropped.

5)Asura, Upasunda (Beatific One) Marilith Junior is one nasty piece of work. At a CR 9, we're throwing five melee attacks starting at +20 (or 6 at +18), the use of Spring Attack and Great Cleave among other things, high speed (50) and a host of SLAs to augment the already formidable melee stats (Haste, Levitate, See Invisibility, Spider Climb, Greater Teleport). Defensively is where is gets really hard to crack. Improved Evasion, Immunity to Poison, Flanking and Curse Effects, elemental resistances, SR,DR, good saves, and regeneration. On top of that, she's got a few spell-like attacks of her own (Hold Monster, Rainbow Pattern, Deeper Darkness) and the ability to summon another of her kind.


The maria can force 7 saves vs confusion. That is just mean. :)


wraithstrike wrote:
The maria can force 7 saves vs confusion. That is just mean. :)

And then Shoot you with 6 lasers in the back when you try to run away!


wraithstrike wrote:
Why would a CR monster be fighting a 3rd level party?

Glargh, derp moment. Don't post while sick, kids.

Even so, I'd hate to be the party tank fighting one of those things at APL 5 or 6.


NoStrings wrote:
hogarth wrote:
Jarred Henninger wrote:
NoStrings wrote:
My new favourite "tough" monster has to be a leech swarm. I've had these thrown at my group several times in Pathfinder Society scenarios in the last month, and they are tough! At CR 4, they have auto-hit 2d6 damage, plus 1d3 STR & CON damage, plus poison for 1d4 DEX damage, plus distraction. The only thing that makes them manageable is that they only move 5'.
The poison is actually Dex Drain
Holy spit! Suddenly I'm glad that I'm taking a hiatus from PFS play...

They do show up elsewhere too!

The saving grace with a leech swarm is that it only moves 5', so they're easy to run away from.

** spoiler omitted **

Dear lord, I just wanted to chime in and share my story:

Spoiler:
I know exactly which scenario you're talking about because our group ran it as well. We had three players and a pregen Samurai. The swarm immediately attacked one of our PCs, while the giant leech grappled the Samurai. The PC ended up running away from the swarm, while the leech swarm then ran over to the samurai. By that point, the battle was over for Mr. Samurai. After he started getting strength and dex drain, there was no way that he pull himself off the giant leech, causing him to be mauled by the swarm. I had never come across a swarm of leeches before, and didn't realize they were so much tougher than the giant leech, so I kept trying to kill the leech swarm with my bottles of alchemist's fire (we had no area effect spells at all). Basically, the samurai's 53 hit points evaporated in a matter of 3 or 4 rounds, and he was completely dead. Fortunately, our GM reminded one of our players that we could use Summon Monster II to summon a fire elemental that could do some area effect spells, or else that one encounter would have easily killed all of us.

Seriously, I think it's rather evil to put a swarm like this in a Pathfinder scenario when it's a very real possibility that none of the players have area effect items or spells, or at least not enough to combat a leech swarm's massive hit point total. Add that to the Dex drain, and this could either be a rather simple encounter if you have a high level alchemist or sorcerer, or literally impossible if you have a bunch of fighters and clerics.

Grand Lodge

Retriever. FRICKIN' LASER BEAMS.

Also, getting swallowed by a Remorhaz is one of the most terrifying things ever.


Not enaugh people have said orcs. 2d4+4 damage at first level can kill if lucky 90% of players on one hit. God saves you from a crit. On a 18+. And many have forgotten the worst part. Ferocity. They can go up to -12 befor dieing. That gives them hipotetical 18 Hp. For a 1/3 CR. Did i mentioned darkvision too?

RPG Superstar 2011 Top 32

Anything with the ghost template always gives my group a very hard time. Incorporeal with a touch attack that deals vicious damage (at any level) not nerfed by death ward, and potential gaze and fear moans. All this plus whatever other abilities it had in life and rejuvenation make this sucker one of the toughest to put down permanently.


High level bestiary 3 creature that nobody mentioned:

Shinigami.

yeah, thier melee damage is a little lackluster, but look at what they get.

Permanent True seeing

3/day energy drain, a 9th level spell that inflicts 2d4 negative levels with no saving throw

3/day soul bind and destruction, which are some nasty save or die spells.

the ability to permanently destroy a bound soul and inflict 1d6 permanent negative levels in a 30 foot radius.

bonuses against any chaotic PCs which is the majority of them, not counting class based restrictions.

perfect flight

a crapload of immunities

DR 10 Chaotic and Silver, which pretty much means you have to have a +5 weapon.

Fast Healing 10

fear aura

and power attack can up thier damage to reasonable levels for thier CR.

a nasty bestiary 2 creature no one mentioned:

bandersnatch

quills that inflict the sickened condition and stack with themselves.


Rakshaka wrote:
Caryatid Column:

Mmhm, I remember the first time I put my players against a pair of those.

I believe a stunned, "What do you mean my [insert weapon here] shatters?" was the main reaction.

The players were very lucky that the barbarian's magic greatsword had decent hardness that was never exceeded.

Dark Archive

Pathfinder Lost Omens, Rulebook Subscriber
Benchak the Nightstalker wrote:

I saw a party almost get wiped by a Caryatid Column a few weeks ago at PFS. They were a Tier 1-2 party going up against a CR 3 with DR 5/-, Immunity to Magic, and it breaks your weapons when you hit it. Ouch!

That fight SUCKED. I was the only 2nd-level guy in the party, and half of the 1st-levelers were brand-new characters, without even the benefit of some cure potions. There were five of us in total, and after the first try almost wiped out the party, I blew some 500 gold on potions and buff scrolls. The second try wasn't much better, with my character acid splashing the damn thing while the halfling cavalier's mount bit at it.

By far the deadliest PFS scenario I'd been part of. If I hadn't called retreat the first time, it woulda been a second-encounter-of-the-scenario TPK.

It didn't get much better with the tentacles in the basement, either.

EDIT: The only reason I'm talking about my character so much is because everyone else was on the floor bleeding out most of the time. :P


Another one that looks deadly right now is the animated object. Or at least certain versions of it, since it's a rather variable monster.

Specifically a CR 5 large one with the Metal construction. That's potentially something 3rd level players could go up against, and to be honest I don't see how my current players could possibly defeat it. Hardness 10, AC 16, possibly half damage from elemental attacks (except at GM discretion, or maybe not at all. It's kind of unclear whether animated object hardness works the same as regular object hardness in that regard), +9 to hit and +6 to damage, and a fair amount of HP for something that's so hard to hurt.

I'm still planning to pit it against my party, but I'm probably going to give them a few more solutions to bring it down. Haunt the construct with an evil spirit so that channeling energy will hurt it for one thing, and give the fighter and rogue some cultists to fight while the paladin and wizard deal with the big guy.


Can you throw Drizzt Do'Urden at the players?

(Tried to fight him in Baldur's Gate. Sweet mama jesus he TPK'd me at 7th level in half a minute)


CommandoDude wrote:

Can you throw Drizzt Do'Urden at the players?

(Tried to fight him in Baldur's Gate. Sweet mama jesus he TPK'd me at 7th level in half a minute)

My strategy was to surround him with summoned monsters (using a wand of monster summoning) and slowly whittle him down with arrows. Ah, good times...


Brain Ooze.

CR 7.

DC 19 Dominate Person at-will.


Cheapy wrote:

Brain Ooze.

CR 7.

DC 19 Dominate Person at-will.

That's pretty annoying, but not much worse than a CR 7 succubus's DC 22 Charm Monster at will.


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It's a lot easier to get a dominated enemy to fight for you than it is to get a charmed enemy to fight for you.

Sovereign Court

Shadow Demons. They're like a synonym for TPK in our group.


beej67 wrote:
I had 5 14th level guys run from an adamantine golem a session ago.

We didn't run, dang it! We tactfully withdrew!


Dekalinder wrote:
Not enaugh people have said orcs. 2d4+4 damage at first level can kill if lucky 90% of players on one hit. God saves you from a crit. On a 18+. And many have forgotten the worst part. Ferocity. They can go up to -12 befor dieing. That gives them hipotetical 18 Hp. For a 1/3 CR. Did i mentioned darkvision too?

The -1 will save is the glass jaw. The +5 to hit as well is really nice. Here is a secret interpretation to kill orcs ferocity says it allows you to stay concious if oyu are below zero hit points if you deal between 7-11 points of nonlethal damage to the orc ferocity doesn't say it works here or anything about nonlethal damage at all as they still have positive hp and would then start draining it while positive which makes no sense. So use a heavy flail and the bludgeoner feat from ultimate combat. Of course some Gm might not see it that way.

This does have interesting implications on evolution because when an orc without magic is damaged into negative hp it will probably die on its own but its family members also probably fight with it so it helps them reproduce by proxy.


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Any time you see the GM field 3+ enemies who are described differently from the stock mooks yet easily identifiable as part of a group together, you know that you're about to get hit with a perfected, min-maxed tactical feat composition that puts classical music to shame.

Any time you see the GM field 4+ enemies who are all uniquely described, you know you're about to spend an hour in combat as the GM flits between stat blocks trying to run his 5 characters with the same effectiveness each of you runs 1 character-- and it will probably end in exhaustion and disapproval.


Chaos Beasts and Animate Dreams

the incorporeality of the animate dream and the mark it leaves on PCs always makes it a hated critter at our table.

And the Chaos Beast is just nasty in it's ability to eat up the actions of the party simply so they can be beat upon.


Crystal Dragon Raveners.

A breath weapon that causes negative levels is nasty. A sonic breath weapon that does it is nasty, and harder to get resistance/immunity to than the other four energy types.


Bongo BigBounce wrote:
Gnolls throwing Pugwampi gremlins in Tanglefoot Bags. So many double rolls that failed!

LOVE it!


doctor_wu wrote:
orcs while may not cause a tpk they are close. If up agianst an equal number of PCs it will be a tough fight.

2 Orcs and an Orc Cleric (CR3) almost caused a TPK on a party of 5 1st level PCs. They made some dumb decisions, decided to attack the boss/cleric first instead of eliminating the minions, and found that 3 Orc s attacking each round can do some serious damage.

3 PCs "died", but were luckily brought back by the survivors.

Silver Crusade

Burning skeletons. 2

d4 + 2d6 + 4 damage a round, if both attacks hit? Seriously? Anywhere from 8 to 24 damage, on a CR 1/2. Oh, and its got DR, and does 1d6 fire damage for being adjacent to it (no save). And it blasts out 1d6 fire damage on death.

Round one, move the pair (for CR 1) adjacent to party. Watch party take 2d6 damage for existing.

Round 2, unload your damage on whatever low AC types you have. They are now dead. Watch tanks take 2d6 more damage.

Round 3, set up flank on tank and kill. If tank survives, final 2d6 "just for being alive" damage should have killed it. And this is a CR 1 fight. Players could theoretically handle up to 6 of them? I think not!


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Have you tried Skeleton Bombs (Classic Horrors Revisited)? +0CR! Killed skelly does d6 piercing damage equal to it's HD within 10 ft of it Ref DC 10 + 1/2 HD for half damage.

Just mob the party with them and wait for a channel energy or something like that ;)


Two creatures of the same CR are their CR +2, not CR +1 so 2 burning skeletons (CR 1/2) would be CR 2. Six creatures is CR +5 which is 4 levels higher than APL of 1st level party, which is beyond epic difficulty - they rightfuly should wipe the group.
Yes, burning skeletons are nasty.

The Exchange

Rakshaka wrote:
Azten wrote:
Swarms. I friggin hate fighting swarms.
I feel dirty not warning my players of the existence of creatures that are immune to all physical weapons, but they've played enough Pathfinder now to know the danger such things present. Against a party without area of effects or even alchemist fire, a lowly spider swarm can toast them if they're in an area they can't move quicker than it. (like while climbing or in lots of difficult terrain.).

Try a crab swarm....close to 40 hp of no physical weapon damage....hard to come up with that much damage in Area of Effect stuff at the appropriate level (or a level or 2 below). RUN AWAY!!!


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Drejk wrote:

Two creatures of the same CR are their CR +2, not CR +1 so 2 burning skeletons (CR 1/2) would be CR 2. Six creatures is CR +5 which is 4 levels higher than APL of 1st level party, which is beyond epic difficulty - they rightfuly should wipe the group.

Yes, burning skeletons are nasty.

You calculate an encounter's CR by adding the XP value of the individual creatures. Creatures with CRs less than 1 have XP that is divided the same, so CR 1/2 creatures have half the XP of CR 1 creatures, thus two of them make a CR 1 encounter. (CR 1/2 creatures = 200 xp each, CR 1 = 400 xp.)

CRs of 1 or more do make an encounter two CRs higher by adding the XP, but below CR 1, the XP adds up differently. Two CR 1 creatures (400 xp each) do make a CR 3 encounter (800 xp), and two CR 2 creatures (600 xp each) do make a CR 4 encounter (1200 xp), but for CRs below one, they add differently.

(CR 1/3 creatures are 135 xp each, which is technically 405 xp for 3 of them, but still closer to CR 1 than CR 2.)

Finding this thread immensely helpful in my planning. I plan to make heavy use of burning skeletons but I'll try to remember to be careful with their encounter sizes.

Don't have any good examples of killer beasts myself though, the last killer encounters I had were in 3.5e. (A variant black dragon, a blood golem, and ghirrash being most memorable deadly encounters there.)


DmRrostarr wrote:

Rust Monster

Any creature that teams up with a rust monster can prove deadly. Bye bye plate mail after 2 strikes by a rust monster and the creature that teams up with it just basically got a +8 to its attack roll. :(

Rust Monster + Pugwampi = Pure Comedy. A perfect combo to strip a party of every useful piece of equipment they might have. I have them populating the territory surrounding a prison. Suddenly the Druid was the most potent party member and she didn't know what to do with all the sudden attention. It was great!


A first level party I'm running was routed by humble skeletons a couple of nights back. Sadly, only the dwarf cleric had a bludgeoning weapon. They had to retreat with casualties, leaving one skeleton 'alive'.

My friend's paladin had an awesome aerial battle with a naunet protean.


brreitz wrote:
Phase spiders. Super-deadly poison, ability to phase in, attack, and phase out in a single round.

Phase spiders are great. My current campaign is pitting the PCs against a phase spider sorcerer/demoniac. It ran them through the wringer in the first encounter. The PCs were never really close to defeating it before it retreated to muster more resources. Ah, good times!

Scarab Sages

Pathfinder Rulebook Subscriber

I was thinking of Ernyes before I even read the actual post, OP.

Yeah, Carrion Crown throws one at a 5th/6th level party. 0_o.

Carrion Crown spoilers below (Trail of the Beast)

Spoiler:
She is summoned from a Summon Monster trap while the PCs are crossing a weak rope bridge (DC 15 Acrobatics just to stay on normally) that extends over a canyon.
It nearly murdered the entire SIX PCS. Brutal stuff.


NoStrings wrote:
Another favourite of mine is the Worm That Walks. Take a high-level arcane caster, add DR 15/-, fast heal 14, swarm damage and a bunch of immunities. Add in the fact that it's not undead so channel bursts don't work, and you have a recipe for a TPK.

He had it thrown on a former PC Cleric/Rogue with evasion and a really high reflex save. You can imagine that fun that ensued between it's healing, immunity to single target spells, save for no damage against AoEs, and super high DR. Ridiculous. It wasn't a huge threat to the party, but the sheer attrition of the thing was ridiculous. It took us forever to kill and even low damage adds up over time.

Our DM threw a phalanx of clockwork soldiers backed by a high level wizard and a pair of stone golems at our 14th level party after we'd been through five or six encounters on the day already (including one CR 18 or 19) and had no gear or buffs (literally stripped naked). Our bard was completely out of spells and almost out of music. We have no cleric or alternative source of healing.

Those two attacks for almost 20 a pop really add up against ACs in the 14-20 range when you don't have any healing magic. They were more scary than the Golems to me.


Hydras... a pain to kill, a pain to deal with due to its regrowing heads, a pain to deal with when it's a cryo or pyro version due evermultiplying breath weapons and a MASSIVE pain when a hydra which has double its original heads pounces... LOTS of dice to roll.

EDIT: Oh yeah, one more thing, unless I read it wrong, a player cannot sever more than one head per round, even if he has multiple attacks, like 3 attacks with a greatsword that could deal above the hydra's HD in damage.


JiCi wrote:
Hydras... a pain to kill, a pain to deal with due to its regrowing heads, a pain to deal with when it's a cryo or pyro version due evermultiplying breath weapons and a MASSIVE pain when a hydra which has double its original heads pounces... LOTS of dice to roll.

I have never seen anyone bothering with cutting off hydra heads. Killing its body is simpler and less problematic.

Quote:
EDIT: Oh yeah, one more thing, unless I read it wrong, a player cannot sever more than one head per round, even if he has multiple attacks, like 3 attacks with a greatsword that could deal above the hydra's HD in damage.

Sunder has unclear wording different than trip or disarm "You can attempt to sunder an item held or worn by your opponent as part of an attack action in place of a melee attack." but I think its just a fluke and should work with full attack action as well.


DJEternalDarkness wrote:
I have a few players that scream and throw things at me if an Ogre Magi shows up. I'm not sure why, it's not like I've really killed anyone with one, but they just hate the monster that seems to be able to do a little of everything.

That's ironic because Ogre Magi are actually usually very over-CRed and weak for their level. Particularly in 3.5 when they had laughably bad Hit Dice for CR. I tend to swap around their SLA quite a bit to give more of either a brutal warlord feel or mystical oni feel, depending on how I am using them.

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