" Raven wrote: arley the weaver is completely under cr'd? hes an 8th lvl sorc ogre magi with only a cr of 12- ogre magi is cr 8 with 8 lvls of sorc should put him at cr 16. Arley is a wimp, and easily squashed by the PCs typical of this level. His CR is not 16. Subjective judements aside, there are rules for adding class levels to monsters, and what the resulting CR is. Check out the back of the MM. Here's the text snippets from the SRD:
"Class levels that increase a monster’s existing strengths are known as associated class levels. Each associated class level a monster has increases its CR by 1." "Adding a nonassociated class level to a monster increases its CR by 1/2 per level until one of its nonassociated class levels equals its original Hit Dice." .........so, the designers assumed the Sor levels were "nonassociated", and thus Arley's CR is 8 + 1/2*8 =12. And really, I agree with their assessment. The Sor levels don't do much for poor Arley.
infomatic wrote: Many thanks -- although I'm strictly junior-varsity compared to most of my players in this adventure. Just a hunch, but: I doubt it. :) When I can, I'll post what my players do. My players are on their way to Eli, but....well, they might let themselves get distracted first. I readily admit I re-wrote and re-drew the 4th level to more suit my tastes....and to bring out more of the "Maure"-ness of the level. I kept most of the room descriptions, just changed where they were on my new map, and added new areas. (The Room of Colorless Fire is still there, for instance.) I also added some new maurids. For example: there is a troop of "caretaker" golem maurids (medium sized stone - based on MM) that go about repairing any damage and keeping the place clean. They have several nifty spell-like abilities like Wall of Stone, Stone Shape, Disintegrate, Repair Moderate Damage, Phase Door, and Prestidigitation. These repair golems aren't meant for combat, and only attack in self-defense. Of course, as soon as the PCs saw them, the PCs charged and attacked. (DM cackle of glee) In another room, the PCs found a former mason/slave (maurid, of course) who just kept saying, "Hungry! So.....hungry!" as he pawed through a (maurid) crate of food. (Why should all of the maurids just be 'monsters'?? Missed design opportunity! Bad Dungeon magazine, bad!) I also had the Maure protect their Statuary from scrying, teleportation, and entry magic. (Why would *any* high level group of mages _not_ do this? Hello??) It doesn't stop those types of magic cold, just makes it difficult or dangerous. "Teleport Redirect" anyone? :) ....Anyway, there are changes and oddities like that, which may slow the PCs down. But as soon as they encounter Eli, I'll post it on these boards.
Solomani wrote: Iron body prevents spellcasting doesnt it? Nope. It is harsh on spell casting tho'. "Iron Body Transmutation Sor/Wiz 8
Solomani wrote: Since he likes to melee I think TT is perfect for him - as a last resort which is what I kept it as. Problem is (IMHO), he doesn't have the AC or HP for melee.....as he's written up in Dungeon mag. He needs some serious help in order to be a threat. Any ideas?
Solomani wrote: (Psions) are definitly on the high-end of powerful. No arguement here. They certainly top Clerics, Wizards, and Druids in most situations. Sorcerers don't even hold a candle to 'em, IMHO. OTOH, I'm interested to see one played all the way thru to level 20. As for your "high level" comments: It's hard DMing at these levels, but the pay-off is just as good as the lower levels. The real trick (and I think everyone in both of my groups is learning this -- me too) is to plan your options. Currently one of my groups is in the beginning of (a highly modified) level 4 of Maure castle. So far they've run into Maurids, Demons, and Constructs. There's no "one-size-fits-all" solution to these challenging encounters. In fact, the party's wizard is finding it difficult to stay prepared with the proper list of spells.
Hey there! I'm currently DMing the 4th level of Maure Castle, found in a past issue of Dungeon (in number escapes me at the moment). I'm stating up one of the central bad guys: Eli Tormorst. My question: why is his equipment wealth so high? I'd rather not give anything away, as my players could read this, but....gees, does this guy have some serious wealth! I thought he'd resently been killed and raised....so the wealth has only come from the last year or two. Moreover: what guidleines did the writers/editors use for wealth? -Nail
infomatic wrote:
Thanks. I think TT isn't worth it; Eli needs the flexibility granted by spell casting, and TT prevents that. I'm thinking I may use Quickened True Strikes, and swaping out some of Eli's equipment. Currently his equipment list is...underwhelming. (Why have the dagger? A Ring of Wiz II? Waste! A complete waste.) The Loremaster Idea is a perfect fit, BTW. Great minds think alike. I'm not sure why the designers didn't do it. ...It's completely in tune with the character concept. What about Iron Body? That might work out well.....
Solomani wrote: He didn't last long as he was surprised by my players. My plan was to timestop, buff up in the 4 rounds I got for melee and defence. The surprise would be a "spanner in the works", but I'll let whatever happens happen. I think your potential buffs could have been alot better.....with Time Stop, he should be filled to the gills with spells! And, with a bit of creativity, I think he could make "bringing him down" with a dispel difficult. I'd list my ideas here, but my players might read these boards, so..... Anyone else? How can I get a Wiz attack roll higher?
Has anyone else gone through with the Eli encounter yet? (since ~March 1st 2005) I've begun stating Eli (etc) up, as my players may reach him within the next session or three. (As an aside: I've completely re-drawn the Statuary level, as I feel the Dungeon mag map is not thematically-linked to the core idea of the level and too predictable as the PCs stumble through it. "Gee, is there anything to the north?" :) ) As written, Eli is not particularly powerful. He's got a split personality spell list: it cries out "Stay back and blast!", while his natural abilities (feats, equipment) are tailored for some up-close and personal action. Neither will be effective in the current format....IMHO. Have others seen it work? Perhaps I'm *way* off base.....tell me about it! Designer’s thoughts too????
Yeah, that's my only "hang-up": Psions are not balanced with respect to the rest of the party (or the core rules, frankly). But hey: you work with what yer given. :) We're having fun! As for the Dimensional anchor: if the Wizard had first cast Assay Resistance (from CA), it would have been a very good chance.
Solomani wrote: Has anyone run an encounter with this bad boy yet? If so how did it go? Any devious tactics? I ran this encounter two weeks ago, real time. I've posted in another thread: http://paizo.com/paizo/messageboards/dungeon/generalDiscussion/maureCastle8 n2tt#9935 That should get you there, tho' these message boards are a bit flaky. In brief: Kerzit will clean the clock of just about any party with an APL of 15 or less. I had a party of 6, and I had three deaths in three rounds, before they teleported out. The Poison Bite was the big 'un actually, although the wounding ability is nice, it's not as immediate. Yes, my Kerzit "played tag" with the PCs. Another good tactic is listed in the magazine: have Kerzit summon a whole bunch of hezrous or glabrezus first, then teleport in after a few rounds. Either way: Make sure to focus on the magic users (Wiz, Sor, Psi, Clr, Drd, in that order), because they are the only ones that are serious threats to Kerzit. (Don't forget Unholy Aura!)
Alrighty: I guess this is my personal thread, eh? I'm the only one posting! I thought this bit of email exchange between players and I (I'm the current DM) would be fun, for the Dungeon designers, if no one else: Rog 12/Ftr 2: "My PC didn't die! I just figured you were giving me a break since I was dead the session before, or you really wanted to increase your kill count with a psion.....;) It allowed me to be a little braver than I was planning. DM: "Actually, I was doing my best at *not* planning for the party's anticipated response. I tried to put myself in Kerzit's head, and think about what this blood-thirsty mage-hating demon would do. First combat, he did his usual schtick: Charge in and bite or wound as many as possible. If a warrior type got in the way, attack him, otherwise concentrate on the magic users. In Kerzit's mind, they are the *real* pain in the arse! Second combat, Kerzit was thinking 'I want to kill them all, and - Gosh darn it! - They got away last time. I'll summon a few peons to keep the warriors busy, then eat the magic users....the psion is first on my list, the sorcerer is second! That wizard was easy to drop last time, so he's third.' In other words, I believe he would essentially overlook the rogue....he doesn't look much like even a warrior type! Size small and all. Kerzit also ignored the Ftr 14 and the Mnk 14, until they got close enough to attack. And of those, he could tell only the Ftr 14 had a weapon that could fully hurt him.” Psion 14(shaper) : “Heh heh heh.. but <Kerzit> didn't manage <his plan>, did he? That Psion is slipperier than a... well, a "greased scotsman" perhaps.. *lol* Still, there's always next time.. with whatever demons come next.. :) DM: “Sneaky little psion-esssssss......we'll get them, my precioussssss.... :)
Callum wrote: Absolutely - it's one of the things I find most frustrating about DMing 3E D&D. ....(snip)...This is why I think it's essential to provide detailed tactical advice for high-level opponents in adventures. And yet even these can fall short. Previously, I had only DMed a few high level "one highters". This is the first time I've DMed a long-running high level adventure. It's quite a challenge. Callum wrote: As an aside, I'd have been happy to make some monster special abilities count against their feats, so as to reduce the number required for high-HD monsters - and the recurrence of Alertness! I'm afraid I don't follow you. ??? I *think* you're saying you change stuff around a bit. I do that too. For Kerzit, I couldn't help changing a few of his feats around. For instance, I gave him Mobility, so his AC would be in the stratosphere when he provoked AoOs. I figured his style would be to rush around and try to "tag" as many enemies as possible with eiether his Poison or his Wounding ability....to feed on their despair......
Videssian wrote: Maybe I'm missing something, but I just reread the Unholy Aura spell, and I don'r see anything in there that would prevent them from attacking Kerzit.. True! I mis-read the spell! It had most of the powers of Protections from Evil, so I assumed it had this power as well. So, not only are psion constructs more combat-ready than summoned monsters, they're not held back by Prot/Evil! Wow. Siting another of my errors, the Rog 12/Ftr 2 player pointed out that his rogue did *NOT* die either the first or the second combat. Apparently, it was the Mnk 14 that died both times. Poor monk! :)
Hey Zeph! (Thanks for posting! You too, Videssian!) (Whew! They don't hate my DMing....yet. :) ) Last wednesday the PCs battled Kerzit.....twice. The first time they didn't know what was in the caverns, or what to expect, so a full party rout was (IMHO) _inevitable_. The question was simply: "How fast can the PCs realize they're gonna get hosed and leave?" Seriously: what APL 14 party could possibly do this on the first try? Kerzit had cast Darkness in lots of places (to Hide). The PCs slowly crept into the caverns.....until Kerzit could hear them enter an area nearby that he had not cast darkness on. Charge! Kerzit focused his attentions on the spell casters, where possible. The warrior types he ignored if possible; given his AC, hp, and DR, that seems like a "gimme" => attack those that could actually destroy you: the spell-slingers. I thought this attitude was especially relevant, given Tormorast's treatment of Kerzit. Kerzit's poisonous bite was shown off in this first battle. That DC and Con damage is huge! Even the Psion got nervous. Kerzit's wounding saw-arms didn't get to see much use, except near the end, as the party was teleporting out. I did not use the demon-summoning ability -- which runs counter to the advice in the Dungeon Magazine, BTW. I thought: he doesn't know how tough the PCs are...so why should he summon help? Kerzit wanted all the gore and bone marrow to himself! Dead: Wiz 14, Ftr 14, Rog 14 ....3 out of 6 PCs. As the players preped fot the next attempt (including True Res. their 3 companions), I left the room. No need for DM tactics to be changed by players planning sessions! Once ready, they teleoprted into the center of the caverns, in an area not covered with darkness. The psion had previously summoned 3 large astral constructs.....boy-howdy, are those things powerful! Could someone explain to me how those things are approximately equal to the same level Summon Monster? They spread out, while Kerzit (in another part of the caverns) summoned 5 Herzous. That kinda threw the PCs for a loop....no longer could they concentrate their attacks on the BBEG. Kerzit also cast Unholy Aura on himself...and then the DM promptly forgot about it. Doh!!! I forgot to use the quickened Unholy Blight for some of the rounds as well. Kerzit teleported in while the PCs were attacking the Herzous. Mass Chaos, lemme tell ya. Kerzit kept aiming for the spell casters, while the fighter types chased after him. The Ftr 14 finally caught up to him....only to be subjected to a full attack, including a REND. Yowch => one dead PC. Then Kerzit teleported away, cast Heal on himself, and then came back for more. What Ftr 14-caused damage to Kerzit? :O There were more than a few despairing looks around the table after that........ The Clr1/Sor 13 was killed next....but by the herzous that had managed to surround him. Note to Clr1/Sor13: "You will not be able to withstand the full attacks of three herzou. When they surround you, teleport!" To be fair, he had put himself in that position to get off a greater Sonic Blast.....which had not been enough to drop the hezrou. The PCs had all cast Neutralize Poison on themselves, so Kerzit's bite attack wasn't quite as lethal. But his sawing arm's wounding ability had been doing its job on several PC; the Mnk 14 dropped next. Sorry, but DR 5/magic ain't gonna help, kid. :) The Rog 14 had managed to finish off the remaining Hezrou, and the Wiz 14 had dropped a Forcecage on Kerzit......when the PCs *finally* caught a lucky break. The Forcecage wasn't the lucky break, BTW. Kerzit knew he could teleport out without a problem, so he took the opportunity to summon some more demons. They would have been the tougher Glabrezu, of course! I'm guessing at least 3 would have shown up. ....and lemme tell ya, with only 3 PC out of the 6 left, that would have been the TPK right there. Too bad Kerzit rolled a 77%. Result: missed his summoning chance. Awwwwww...... Kerzit teleported out of the cage, and the PCs decided discretion was the better part of valor. The Psi 14 grabbed a few bodies and teleported. Just the Rog 14, the Wiz 14, and Kerzit left in the caverns. The Wiz 14 got ready to teleport.... ...of course, it wasn't his turn yet. It was Kerzit's. Heh. (Insert evil DM laugh) Kerzit moved around the rogue, to get the Wiz 14 within reach. He provoked an AoO from the rogue, but hey: it's a Rogue! How likely is it that a Rog 14 can even *hit* that high of an AC, much less do anything other than a pathetic amount of damage? (There was no flank, so no sneak attack) As it turns out: "likely enough". The Rogue hit with his cold iron holy pick (size small!), and did 14 hp of damage. Kerzit only had 12 hp left. Oopps. Sorry Kerzit, no cookie for you. And that's where we left it. 3 dead PCs, 1 dead Kerzit.
As an aside: I've realized since the fight that I made a number of mistakes. :) The results of the fight still stand, obviously. First of all, Kerzit had Unholy Aura up. That meant that the psion's constructs couldn't attack him, and that all the PC melee combatants would have taken lots of Strength damage. Second, I forgot to enforce the Herzou's Stench ability. I suspect many PCs would have been nausated. Third...... Say, do all the rest of you make as many mistakes during combat, especially high level combat? It's frustrating sometimes.
I've only been DMing Maure Castle for the last 3 sessions.
In all, we had 3 deaths the 1st session, 4 deaths the 2nd session, and 6 deaths the 3rd session. IIRC!! Yoowza. Any of the other players want to post?
Hello All! Last night I ran my group through the last bit of level 3: Kerzit's Caverns. I took the advice from above an kept Kerzit's stats (mostly; changed a few feats) the same, but I bumped the CR up to 20. Again, the party is:
After we were done with the session, one of the players said, "Can I read and post to that Paizo 'Maure Castle' thread you keep talking about? I'd like to ....well, let's just say I'd like to 'talk' with 'em!....." So, rather than posting what happened, I'll let my players do it. I think they might have some interesting things to say.
Wow! "Cap of Opposite Alignment", huh? Where'd they get that? I must admit, I've decided to re-vamp the Statuary level map. I'll keep the room descriptions...but I intensely dislike the arrangement of the rooms and the "squareness" of the map. The map doesn't make sense, given the room descriptions and the background information. 9 days from now (real time), the players go past rooms #95 - #97. Let's see how they do!
Hello All, I just ran my group through the "Tormorast's Preparation rooms" (#95 - #97, I think). It's in the "Kerzit's Fane", level 3, behind the secret door. The party enountered (read: "got surprised by") and fought (read: "got slaughtered by") the 2 nabassu hiding in the curtains and their summoned help. Earlier in this thread I had discussed the appropriateness of the Nabassu's CR. As written, it's not a CR 14, even by MMIII standards. I took the liberty of removing a few spell-like powers and a few HD...but kept all of the "goodies", like the Death Gaze, the sneak attack, Blasphemy, summon demon and undead abilities, etc. I believe they are now (as adjusted) CR 14s. Maybe. :) The party was:
The rogue and the fighter were the first in the room, and so they were the ones surprised. (Nabassu and Babau hide checks were good enough.) During the surprise round the Nabassu closed but missed their sneak attacks. The (summoned already) babau leapt out and tried to attack....but the PCs AC was pretty good, even flat-footed. Then we all rolled initiative. A few of the spell-casting PCs got to go first, but cast defensive spells. Then the Nabassu went: Gaze attack as a standard action at the Ftr and Rog......and both rolled "1" on their saves! Ouch --> Dead before they could even take an action! I thought for sure the surviving PCs would bolt, but the Wiz 13 stepped up and instead cast Prismatic Spray.....and turned one of the nabassus to stone! (Whew! It won't be a TPK after all, I thought....) The battle that ensued saw the Nabassu kill two other PCs with their gaze attacks (DC25 Fort saves): the Mnk13 and Sor13/Clr1. The Wiz13 squeaked by because I forgot (doh!) about the gaze attack for a round or so. (The lone Nabassu, and hence me, was too busy Dispelling the Psi14 buff spells so we could hit him!) The Sor13/Clr1 kept up a steady barrage of damaging spells, before the Nabassu was able to snuff him. All told, and perhaps unsurprisingly, the battle ended for the poor lone Nabassu at the wrong end of a Disintegrate spell. Still, the body count was impressive: 4 PCs dead, 2 survived. APL: 13.5, Effective APL (more than 4 members:14.7
Result: a very deadly encounter! ....I wonder how the next encounter will go. The PCs are resting, revivifying comrades, and then moving on......
Rend is okay. But to really put the hurt on, you need Improved Grab. Grapple 'em! It works best if there are multiple grapplers. Take down the meat sheild, then get to the spell casters. Mmmmm, spell casters; yummy! Clerics are especically easy. Wizards often have that pesky DD or Teleport memorized.
The difficulty of adding new material lies with dragons, and how their info is spread out in the MM. Gees, are those things a pain-in-the-butt to stat up....and yet, if you look above, the Dungeon editor is modeling Kerzit's CR on that of a comparable dragon. By hand, I've added some of the high CR dragons, and then compared them to that of the "non-dragon" high CR monsters in the MM. There is a significant difference. Sigh. Back to the topic of Maure Castle: Next week I run the end of the 3rd level of Maure Castle. Because of James Jacob's comments, I've decided to change the CRs of the creatures, rather than remove or lessen powers. We'll see how it goes. For the record, my group has 6 PCs, APL 13.5. Effective character level (accounting for number of PCs) is 14.7. Advice from the DMG when the PCs run into Kerzit: "Run Away!!!" Wish them luck.....they may not get the chance to run away. :(
Craig Clark wrote: Nail, I highly recommend checking out these excel sheets. They don't have monsters outside of the core books but you can always add those if you want. Thanks....but I already have them. The "difficulty" with seeker's tables: they don't include Dragons, Animals, or Vermin. Considering some of these are high CR monsters (especially the dragons!), these are serious omissions. Does someone have tables with the dragons included? 'Cause boy, are they a pain to put in. I've been working on and off for months putting a few of them in......
James Jacobs wrote: Unfortunatley, I can't send out the spreadsheet since it was developed by Wizards of the Coast... Shucks. (hangs head) I understand, but....shucks. James Jacobs wrote: "Benchmark Average Damage" is basically the average damage a creature of that CR would do if all its attacks hit in one round. Got it. But...is that really meaningful? I don't think so. James Jacobs wrote:
That could be. As the MM changed since 3.0e, it seemed like many of those problems went away. The demons, as a particular example, received lots of boosts....and for good reason. Tactics changed too; for example, now the designers admit the Balor is better as a ranged combatant. James Jacobs wrote: As for Kerzit... I'd personally go with keeping him as-is, upping his CR to 20... I may just do that. Thanks!
The boards have been down alot, or I would have responded earlier. Again, I really appreciate your comments. James Jacobs wrote: One of the tools I use to help estimate a monster's CR is a handy little spreadsheet that has all the average HP, AC, Primary Attacks, Benchmark aaverage damage, saves, and special ability DCs from the Monster Manual all gathered into one handy table. Awesome! I have a similar xcl spreadsheet...and mine doesn't lead me to that conclusion. Mind if I look at yer spreadsheet? It could be that the Dragons included in your table are skewing the results....most have admited that Dragon CRs are too low for their combat effectiveness. But without including dragons, there's virtually nothing to take an "average" of at high CRs. The average values change by leaps and bounds if you remove Dragons from the calculations from CR 10 through CR 20. Surely all non-dragon monsters above CR 9 are not "off"? Moreover I'm interested in this "Benchmark Average Damage" you speak of. Surely that must assume some "average AC" against which the monster attacks. What are those ACs? (I hope not those listed in the sample NPC descriptions in the DMG!) James Jacobs wrote: I think that a lot of the high-CR monsers from the Monster Manual might have overly-inflated CRs Could be. I'm not so sure. There sure has been "power creep" amongst WotC products. MMIII creatures are almost always tougher than MM equivalents. We know that CR = APL should not mean "a tough challenge"; it should mean "use about 20% of party resources, but no deaths". If that's the case, then (IMO, of course), most CRs in the MM are quite close. Have you looked at the CR system in "Grim Tales"? It's quite good. Anyway, I haven't decided yet whether to change Kerzit's CR to its correct level, or scale him down to a real CR 18. Any suggestions?
Thanks for your quick reply, James!!! :) James Jacobs wrote: Ah... the joys of the CR system! Indeed. I feel fer ya. :) I think the "art" part of CR is over-rated. There are plenty of examples in the core books to give you a model. And there are even more "fan-based" resources to tap into. Even a (gasp!) combat spreadsheet might be appropriate, especially for the end "boss" monsters. James Jacobs wrote: Kerzit, for example, is supposed to be at the high end of his CR band. He's a unique demon, so he should be a memorable fight; this is the same reason that dragons are generally at the top of their CR bands. That may be; in fact, I'd be disappointed if this wasn't a good fight...but the CR system already takes care of that, and the "bands" are not quite as wide as you suppose. Our group's PCs, after starting at 12th level on dungeon level #1, are now 14. That puts a CR 18 (EL 18) 4 over the PC's average party level, which (by DMG definition!) means a significant challenge. Perhaps overwhelming. And I'm fine with that. :) :D But Kerzit is not CR 18, by any standards. (I really appreciate your candor, BTW!) He's certainly CR 20, and quite possibly CR 21. He compares *extremely* favorably with the Balor -- in fact, he's tougher. Concider the "Abyssal Wound" ability. Kerzit should simply hit every PC once, then teleport away! A DC 31 Caster level check means only a 20% chance for a 14th level Cleric to be effective with a Cure or Heal spell. Considering everyone will be losing 4 hp per round.....I'd guess we're looking at at least 1 PC death just from blood loss while the Cleric is fumbling his caster level checks! Concider Kerzit's ability to summon other Tanar'ri. A Balor (CR 20) can summon another balor (or 1 glabrezu) 1/day. Yoowza. But Kerzit can summon 1d4+1 glabrezus *twice* per day with a 70% chance of success. I'd say those two abilities are awfully comparable. How about melee combat? > Kerzit Average Damage: 91
Actually you can calculate how much damage (full-round attack) each does per round vs any given AC. Lets pick AC 35 as an "average" tank-PC AC; that's a low for our APL 14 party, I might add. Kerzit Average Damage per round vs AC 35: 118
I assumed the Mature Adult Red Dragon took the Multiattack feat, and Weapon Focus (Bite). As you can see, Kerzit cleans the Mature Adult Dragon's clock with ease. Really, it's not even a contest! (Consider that we haven't even used Power Attack for Kerzit yet...and he'll get far more out of it than a dragon would.) Moreover, I'm neglecting the Abyssal Wound ability and the Rend ability. The Nabassu has the same sorts of troubles. I won't go into it here, although I'd be happy to later, if someone would like. My Point: The CRs are too (and two!) low for the Nabassu and Kerzit. "So what? Maure is deadly!" Fine. I think that's peachy. But having the CRs too low has 2 very important consequences:
Okay........
Our group is currently in "Kerzit's Fane". I've taken over the DM's chair for the remainder of the level, and I'll be doing the Statuary level too. (Our "Big Honcho DM" :) did the first 2 3/4 levels, while I was a player.) We've found it to be ...okay....but it's been hard for us (as players) to follow the story. The module is _so_ big and diffuse that it took us a long time to finish a level. What with playing every other week......we lose quite a bit between sessions. Now that I'm in the DM chair, and have had a chance to read thru it, all I can say is "Wow, did we miss a lot of the story". Didn't miss any of the monsters, though. :) In addition, I'm now preping the demon Kerzit. His CR is *radically* too low. Frankly, I'm amazed no one else has pointed this out! Kerzit is listed as CR 18....yet he's better than a CR 20 Balor, by a significant margin. I've found the Nabassu (adult) are too low too. These are not CR 14 creatures as written; compare to any MM (3.5e) or MMIII demon/devil, and you'll see why. What gives?
|