Aspect of Hextor


Conversions

Dark Archive

I started on this conversion some time ago, but can't finish it. Help!
1. He needs 3 more feats. I dropped Power Attack and Cleave because they seem pointless with all the multiweapon fighting. (I changed some skills too)
2. Is the Challenge Rating right? I can never tell.
3. Are there any obvious mistakes?

Aspect of Hextor CR11
XP 12,800
LE Large outsider (evil, extraplanar, lawful)
Init +3; Senses Darkvision 60 ft., Perception 18

DEFENSE
AC 23, touch 12, flat-footed 20 (+6 armor,+ 3 dex, +5 natural, -1 size)
hp 126 (12d10+60)
Fort +13, Ref +11, Will +7
DR 5/epic

OFFENSE
Speed 40 ft.
Melee +1 flail +14/+9/+4 melee (2d6+6), +1 longsword +14 melee (2d6+3/19-20), +1 battleaxe +14 melee (2d6+3/x3), +1 heavy mace +14 melee (2d6+3), +1 heavy pick +14 melee (1d8+3/x4), +1 scimitar +14 melee (1d8+3/18-20)
Space 10 ft.; Reach 10 ft.

TACTICS
An aspect of Hextor loves to do battle, especially against the forces of good. It willingly provokes attacks of opportunity if that's what's needed to position itself for the maximum use of its many melee attacks.

STATISTICS
Str 22, Dex 17, Con 20, Int 17, Wis 17, Cha 18
Base Atk +12; CMB +19; CMD 22
Feats Blind-Fight, Combat Reflexes, Multiweapon Fighting
Skills Acrobatics 15, Climb 18, Craft (weaponsmithing) 18, Handle Animal 16, Intimidate 19, Knowledge (History) 18, Perception 18, Ride 15, Sense Motive 18
Languages Common, Draconic, Infernal

ECOLOGY
Environment Infernal Battlefield of Acheron
Organization Solitary
Treasure +1 scale mail, +1 flail, +1 longsword, +1 battleaxe, +1 heavy mace, +1 heavy pick, +1 scimitar

This 12-foot-tall humanoid has gray skin, tusks, and six arms. Each arm brandishes a different weapon, and the thing's body is covered by iron scale mail decorated with numerous skulls.
An aspect of Hextor does what Hextor does -- it conquers.
An aspect of Hextor's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Dark Archive

Please?

Dark Archive

Aw, come on. I need this for a modified Red Hand of Doom campaign.


I would change the DR to 10/Magic and good or Magic and chaotic. Its defences are closer to cr 10 while its ofencive abilities are cr 11 so i think your in the right neck of the woods.

Might want to look at this feat From the pathfinder SRD.

Two-Weapon Rend (Combat)

Striking with both of your weapons simultaneously, you can use them to deliver devastating wounds.

Prerequisites: Dex 17, Double Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.

Benefit: If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus 1-1/2 times your Strength modifier. You can only deal this additional damage once each round.

Dark Archive

RAW he can't take that feat without taking two-weapon fighting and improved two-weapon fighting. That's 1d10+9 damage for 3 feats...


I definitely agree with rice on the DR, Epic seems a bit out of the ordinary for a CR11. DR10/Magic+Chaotic works real well.
You might also consider Spell resistance instead with DR5/Magic+chaotic as I'm not seeing many things on this guy that can tangle with higher level caster abilities.

Give this fool some Javelins or some other ranged weapon option.
Might be a bit embarrassing for this guy to get downed by not being able to reach the good guys. I'd imagine he learned a lesson or two about irritating winged fighters and their desires to chip him to death on the battle plane.

Alright. Feats

Double slice ( Add your Strength bonus to damage rolls made with your off-hand weapon.)

Lunge (-2 AC for +5foot reach for the round)

Iron will (because sucky will saves are sucky.)

Step-up (if someone you are fighting takes a 5ft step you may take one as an immediate action 1/round.)

Stand Still (When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity.)

Combining Step-up and Stand still on a combat monster like this would make life suck for anyone that isn't a main party fighter.

Double slice basically adds +3 damage to each attack in your set up outside the flail. Also makes book keeping easier.
Technically requires TWF but easily sidestepped by MWF stating that it replaces TWF for creatures with more than 3 arms.

Hope this helps.

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