
Ashiel |

Ashiel wrote:Ashiel's Improved Marilith: Not Suck Edition.The Kirthfinder marilith is even nastier -- but then again, 17th level characters are more or less demigods under those rules.
Heheh, AC 47. That's pretty good. XD

Kirth Gersen |

If you want to see what Mariliths REALLY used to be, go back to the 1E version. In terms of flexibility and utility, it'll drop your jaw. It didn't have a few spell like powers. It had a freaking SPELL LIKE POWER LIST. 20+ SP
Got my 1e MM open right now.
When desiring to do so, they cause darkness in a 5' radius. Other extraordinary abilities, any one of which can be preformed as desired are: charm person, levitate, read languages, detect invisible object, cause pyotechnics, polymorph self, project image, and gate.
I count 9, and most of them not as impressive as the PF version.

Aelryinth RPG Superstar 2012 Top 16 |

Maybe 2e? I specifically remember they used to be able to Animate Dead, throw chain lightning, and a bunch of other stuff. (My books are 500 miles away or I'd check).
I also find it funny you're using Ashiel's argument to raise the lethality of the monster without raising the CR.
Of course, your fighters are considerably tougher then PF, so the relative CR is probably on target.
But note the 'each 13th level PC has gear equal to hers' is not an argument. 13th level PC's also have stats way, way lower then that of a Marilith, and a huge chunk of their gear is spent towards upping those stats.
Or as many people have noted, NPC's suck without buffs. PC's need gear just to start to equal most monsters!
That's a nice 100k gp item bit of treasure to get off a monster, too...
==Aelryinth

Kirth Gersen |

Maybe 2e? I specifically remember they used to be able to Animate Dead, throw chain lightning, and a bunch of other stuff. (My books are 500 miles away or I'd check).
Marilith have the following additional magical powers that they can use once per round, one at a time, at will: animate dead, cause serious wounds, cloudkill, comprehend languages, curse, detect evil, detect magic, detect invisibility, polymorph self (7 times per day), project image, pyrotechnics, and telekinesis. They may also attempt to gate in 2-20 least tanar'ri, 1-6 lesser tanar'ri, 1-4 greater tanar'ri, or 1 true tanar'ri once per hour with a 35% chance of success.

Aelryinth RPG Superstar 2012 Top 16 |

Hmm, 13 abilities in addition to whatever demons get standard. Okay, definitely misremembering something. Although that is a pretty big list, definitely not a potent one.
1E with Gate could be pretty impressive.
thanks for looking it up! You should bring back cloudkill for mass slaughter of mortals...it's useless against demons and devils.
==Aelryinth

wraithstrike |

Undone wrote:http://www.giantitp.com/comics/oots0627.htmlBit of an unfortunate example, since Forcecage isn't affected by Anti-Magic field. There was a fair bit of debate on #627 in the OotS-forums.
A forcecage is actually a really good way to stop an ancient red dragon - his reflex save is fairly poor, Forcecage doesn't care about spell resistance, the majority of the dragon's attacks won't be able to penetrate DR 30, and he's (understandably) short on direct damage spells.
His best options are
A: To use his breath attack to take it down, but assuming average damage dealt (110 damage), a CL 13 Forcecage (260 HP) would withstand two breath attacks before succumbing.
B: To polymorph into a creature that will fit through the half-inch gaps in the forcecage. I can't think of an animal off the top of my head, but you could probably find something appropriate by scouring the bestiaries for an appropriate animal.
C. To cast disintegrate via Limited Wish. This should probably be at the top, but it assumes the dragon has a 1500 GP diamond on hand. Not a huge leap for an ancient dragon, but he might be using it as a pillow rather than keeping it on hand for Wish spells.
Edit: aaand I misread Teleport as Telekinesis on the red dragon's spell list. That's what I get for skimming stat blocks. :)
Forcecage is a 10 ft cube IIRC. Unless you widen it most dragons are too big for it.

wraithstrike |

Molten Dragon wrote:That is one of the vague parts of AMF. By RAW, you're absolutely correct, but the rules can get awkward if you're assuming part of the creature is outside the field. Instead, one could argue that the field extends 10 feet from the creature. More powerful on larger creatures, sure, but avoids a lot of awkwardness.Undone wrote:Curious, how does AMF protect a collossal red dragon when parts of it won't be in the AMF? Per the description of AMF, any creature larger than 10 feet would have parts of it outside the field and thus not protected.Most dragons aren't as nasty as the CR however ancient red dragons are hideously under CR'ed.
Round 1: Anti magic field, move within reach.
Good luck fighting an ancient red dragon with no magic. With AC 38 and you only get base STR + base BAB which is 19+ about 6 +25/20/15 vs AC 38. Base STR + PA only. He get's to annihilate your squishes from the safety of an AMF while you guys die.
A perfect example of why.
http://www.giantitp.com/comics/oots0627.html
That is how I do it to keep things simple.
Another way is for the creature to be allowed to choose a point it occupies as the center point for the AMF.
wraithstrike |
1 person marked this as a favorite. |

I got tired of talking about the Marilith instead of doing something about it. Here ya go guys.
Ashiel's Improved Marilith: Not Suck Edition.
That is similar to the one I did, but yours has a better spelllist. I might use that instead. My version was improved with racial HD, and I only slightly modified the spell list. I might also make will the good save instead of reflex to avoid spells like banishment getting by so easily.

wraithstrike |

Ashiel wrote:I've recently switched to Microsoft One Drive because I don't have to change links and it doesn't degrade the quality like Google Drive does. In One Drive, if I want to replace something with an update, I can just upload it with the same name and One Drive will ask if I want to replace or keep both copies. If I choose replace, any link to the old copy will still work, but with the new one.Tels wrote:Woot. Also, I recently found out I can do revisions with google drive, which is going to make updating some of my older projects waaaaaay more appealing. :)Ashiel wrote:Thanks, but I just downloaded it to get around Google.Tels wrote:[Edit, Part the Second] Ugh, I do wish Google Docs didn't always screw up pictures. :(Here you go. ^_^
Awesome Marilith
I think mediafire also does that, but I will also try Onedrive. More free storage can't hurt.

PathlessBeth |
Ashiel wrote:Ashiel's Improved Marilith: Not Suck Edition.The Kirthfinder marilith is even nastier -- but then again, 17th level characters are more or less demigods under those rules.
Well, the save against constrict is only DC 25, which doesn't seem high for this level (but I don't know if it is high in Kirthfinder).
The main danger is its full attack. If you dropped it into a normal pathfinder game, the obvious counter would be to ensure it never starts its turn within 15 feet of you, since its individual attacks are pretty harmless. If you have house rules that make getting off a full-attack easier, though, that thing looks really deadly.
Ashiel |
1 person marked this as a favorite. |

Maybe 2e? I specifically remember they used to be able to Animate Dead, throw chain lightning, and a bunch of other stuff. (My books are 500 miles away or I'd check).
I also find it funny you're using Ashiel's argument to raise the lethality of the monster without raising the CR.
Of course, your fighters are considerably tougher then PF, so the relative CR is probably on target.
But note the 'each 13th level PC has gear equal to hers' is not an argument. 13th level PC's also have stats way, way lower then that of a Marilith, and a huge chunk of their gear is spent towards upping those stats.
Or as many people have noted, NPC's suck without buffs. PC's need gear just to start to equal most monsters!
That's a nice 100k gp item bit of treasure to get off a monster, too...
==Aelryinth
Of course, PCs at this level have access to things like inherent modifiers and of course, the big one...class features. Okay, maybe Fighters and Rogues don't, but the other martials + casters? Yeah, they can take it. They can take it, chew it up, and make origami out of it. :P

Kirth Gersen |

Well, the save against constrict is only DC 25, which doesn't seem high for this level (but I don't know if it is high in Kirthfinder).
It should be DC 28; I forgot to adjust for Str.
If you have house rules that make getting off a full-attack easier, though, that thing looks really deadly.
Yeah, you can take a half move and still full attack.

Aelryinth RPG Superstar 2012 Top 16 |

You're assuming people allow efreeti spam in their games, Ashiel, which is unwise. I'm going to hazard most people don't start getting inherents until 15+.
And trying to match that natural AC and a 32 con isn't happening at level 13!
Kirth should totally give her cloudkill and animate dead so she can make her own armies, too...
==Aelryinth

Ashiel |

Ashiel wrote:That is similar to the one I did, but yours has a better spelllist. I might use that instead. My version was improved with racial HD, and I only slightly modified the spell list. I might also make will the good save instead of reflex to avoid spells like banishment getting by so easily.I got tired of talking about the Marilith instead of doing something about it. Here ya go guys.
Ashiel's Improved Marilith: Not Suck Edition.
Generally one of the things I find helps me when making monsters and such is I get an idea as to how I would like to see them play and usually want to get at least a few different ways that a monster could react or interact with the scenario.
I also like keeping their fluff in mind too. You'll notice that this Marilith is intended to be using minions as a theme, as a leader of armies and such. It's roughly equivalent to what you'd get with her normal summons, except she can't gamble for another marilith and you don't have to worry about a 40% chance of the encounter being a dud.
She has more ways of fighting in melee, or hazing the party from a distance, and a few more ways of being tricky. You still fight her in much the same ways, but the fight should be more interesting, and players have new avenues for strategies. CCing minions, wiping the field with spells like banishment, holy word, etc. Meanwhile the martials can focus on wrecking faces, because that's what martials do. :)

Tels |

Ashiel wrote:Ashiel's Improved Marilith: Not Suck Edition.The Kirthfinder marilith is even nastier -- but then again, 17th level characters are more or less demigods under those rules.
I'm not sure I would describe that Marilith as even nastier, all it really has is a super buffed AC and attack/damage over that of the standard Marilith.
Meanwhile, Ashiels Marilith has a host of spell-like abilities it can bring to the table for a more layered defense. With Fire Shield and Mirror Image as at-will SLA, she can be pretty mean defensively, especially if standing behind her Blade Barrier or Globe of Invulnerability while pelting the party with Chaos Hammer/Unholy Blight or arrows if an archery Marilith.
Funny thing, with Project Image, the Marilith can cast Mirror Image on it's Projected Image, so even if the party hits the image itself, they might not actually know the Marilith is an image as opposed to a Mirror Image :P
So Ms. Marilith could be sitting well out of sight, using Projected Images to chain cast from a distant hidden area, and each image is encountered with Mirror Image. Each image nails the party with Chaos Hammer/Unholy Blight (depending on what works best) to whittle away at HP and keep debuffs going.
Ashiel's Marilith could defeat the party without ever even being threatened >:)

Ashiel |
3 people marked this as a favorite. |

You're assuming people allow efreeti spam in their games, Ashiel, which is unwise. I'm going to hazard most people don't start getting inherents until 15+.
15 PB Ranger: 16 Str, 14 Dex, 14 Con, Int 7, Wis 13, Cha 7. Floating racials.
+6 magic items (craft-able by the ranger) = Str 22, Dex 20, Con 20, Wis 19 = 72,000 gp / 185,000 gp. That leaves 112,000 gp for cloaks, weapons, and armor (more than enough). If you don't want to craft 'em yourself, you can get buy with +4s just fine.
Now you can decide where you want you oomph to go. Do you want to be more tanky or more spanky? Well +2 Con / +1 Str = 23 Str, 20 Dex, 22 Con, Wis 19.
That gives the Ranger 165 HP without feats, buffs, or favored class, and he has more than enough Dex to fill his AC out. Offensively, the Ranger has +14 BAB, +6 from Strength, and at least +3 from things like greater magic weapon. For 8,000 gp the ranger is probably got a +1 evil outsider bane kicking it up to a +5/+2d6 since it's cheapsauce at this level, bringing your to-hit to around +25/+20/+15. Now even if you don't have Instant Enemy (hahahahahahahahaha) you do have Quarry (+4 to hit, auto-confirm critical hits vs your quarry) and you're probably missing some braincells if one of your 3 favored enemies up until this point wasn't evil outsiders (so we can assume at least another +2). That brings the Ranger to +31/+26/+21. Again, before buffs. If you do have instant enemy then it's actually +35/+30/+26. Again, at 14th level.
That's before Inspire Courage or heroism or greater heroism or even haste. The Ranger is sitting in auto-hit territory against the Marilith who's APL+3 on the encounter scale. No inherent modifiers involved. And his damage? Kickass.
Barbarian? Got that.
Paladin? It's an evil outsider... o_O

Ashiel |
1 person marked this as a favorite. |

Kirth Gersen wrote:Ashiel wrote:Ashiel's Improved Marilith: Not Suck Edition.The Kirthfinder marilith is even nastier -- but then again, 17th level characters are more or less demigods under those rules.I'm not sure I would describe that Marilith as even nastier, all it really has is a super buffed AC and attack/damage over that of the standard Marilith.
Meanwhile, Ashiels Marilith has a host of spell-like abilities it can bring to the table for a more layered defense. With Fire Shield and Mirror Image as at-will SLA, she can be pretty mean defensively, especially if standing behind her Blade Barrier or Globe of Invulnerability while pelting the party with Chaos Hammer/Unholy Blight or arrows if an archery Marilith.
Funny thing, with Project Image, the Marilith can cast Mirror Image on it's Projected Image, so even if the party hits the image itself, they might not actually know the Marilith is an image as opposed to a Mirror Image :P
So Ms. Marilith could be sitting well out of sight, using Projected Images to chain cast from a distant hidden area, and each image is encountered with Mirror Image. Each image nails the party with Chaos Hammer/Unholy Blight (depending on what works best) to whittle away at HP and keep debuffs going.
Ashiel's Marilith could defeat the party without ever even being threatened >:)
Well, I generally keep in mind that the average game is based around the idea that you'll have have at least 1/4th of your total party power capable of rocking martial, 1/4th rocking arcanist-type stuff, 1/4th rocking rocking divine-type stuff, and 1/4th rocking support-type stuff. You can tweak these a good bit without breaking, and thanks to spellcasting services, magic items, consumables, and the like you can rest assured knowing that if the party is at all prepared they can probably deal with something like this, though for a 14th level party to fight a CR 17th Ashiel-Marilith, well I would dare say that it would be a struggle.
But nothing that a 14th level party couldn't handle. Especially since at this level your pets have true seeing, people are walking around with things like arcane sight and see invisibility, and all sorts of goodies.

Undone |
As a note for AMF
http://paizo.com/threads/rzs2kl37?Emanations-and-the-Big-Guys
You can pick any square you occupy as the center of the AMF. Select a square at the edge. Pull in players. Enjoy. Also widen exists.
That said literally any monster which can fit in AMF is hilariously strong for it's level.
The dragon is still a very under CR'ed encounter. SR 30, Spell turning, a contingent spell, and a nightmarish full attack is pretty sweet. His numbers are very good as well. The only exploitable weakness is the low reflex save which can be negated with a contingent dispel/teleport, spell turning, a high SR, or simply getting to the caster with limited wish ->disintegrate. A group of 19s will not have an easy time with a dragon. And if the party doesn't have 9th level magic it's possible... no probable that if they don't get the drop on it a TPK will come soon after.
Also fiendish and celestial are two templates which aren't fair to those with >3 natural attacks. They will kill someone with a smite effect and a single full attack.
Allips are also hideously strong for the CR. Babble is 2d4 rounds save or suck as an aura to the whole party. Two of these things vs a 5th level party (CR 5 encounter) should TPK any party who isn't 6 paladins. I GM'ed one of these recently as part of a series. It's a really rough fight.

Tels |

As a note for AMF
http://paizo.com/threads/rzs2kl37?Emanations-and-the-Big-GuysYou can pick any square you occupy as the center of the AMF. Select a square at the edge. Pull in players. Enjoy. Also widen exists.
That said literally any monster which can fit in AMF is hilariously strong for it's level.
The dragon is still a very under CR'ed encounter. SR 30, Spell turning, a contingent spell, and a nightmarish full attack is pretty sweet. His numbers are very good as well. The only exploitable weakness is the low reflex save which can be negated with a contingent dispel/teleport, spell turning, a high SR, or simply getting to the caster with limited wish ->disintegrate. A group of 19s will not have an easy time with a dragon. And if the party doesn't have 9th level magic it's possible... no probable that if they don't get the drop on it a TPK will come soon after.
Also fiendish and celestial are two templates which aren't fair to those with >3 natural attacks. They will kill someone with a smite effect and a single full attack.
Allips are also hideously strong for the CR. Babble is 2d4 rounds save or suck as an aura to the whole party. Two of these things vs a 5th level party (CR 5 encounter) should TPK any party who isn't 6 paladins. I GM'ed one of these recently as part of a series. It's a really rough fight.
A Dragon's Touch AC and is Reflex save are his major weaknesses. Gunslingers murderize dragons, and something like a Dazing Fireball/Lightning Bolt is basically Game Over for dragons.

Undone |
Undone wrote:A Dragon's Touch AC and is Reflex save are his major weaknesses. Gunslingers murderize dragons, and something like a Dazing Fireball/Lightning Bolt is basically Game Over for dragons.As a note for AMF
http://paizo.com/threads/rzs2kl37?Emanations-and-the-Big-GuysYou can pick any square you occupy as the center of the AMF. Select a square at the edge. Pull in players. Enjoy. Also widen exists.
That said literally any monster which can fit in AMF is hilariously strong for it's level.
The dragon is still a very under CR'ed encounter. SR 30, Spell turning, a contingent spell, and a nightmarish full attack is pretty sweet. His numbers are very good as well. The only exploitable weakness is the low reflex save which can be negated with a contingent dispel/teleport, spell turning, a high SR, or simply getting to the caster with limited wish ->disintegrate. A group of 19s will not have an easy time with a dragon. And if the party doesn't have 9th level magic it's possible... no probable that if they don't get the drop on it a TPK will come soon after.
Also fiendish and celestial are two templates which aren't fair to those with >3 natural attacks. They will kill someone with a smite effect and a single full attack.
Allips are also hideously strong for the CR. Babble is 2d4 rounds save or suck as an aura to the whole party. Two of these things vs a 5th level party (CR 5 encounter) should TPK any party who isn't 6 paladins. I GM'ed one of these recently as part of a series. It's a really rough fight.
Limited wish wind wall/control wind/other wind spell. Gunslinger suddenly has an improvised weapon.
Also contingency, SR and spell turning are reasonable defenses against the save or suck dazing spells. It should also be noted with resistance 30 (Likely all elements) if it saves vs the likely low save spell it takes 0 damage. If you rolled slightly below average it takes no damage.
Ancient red dragons are literally no push over. All the insta gib stuff is at least partially mitigated or complete immunity.

Kudaku |

Forcecage is a 10 ft cube IIRC. Unless you widen it most dragons are too big for it.
You can choose between a 10 ft solid wall cube and a 20 ft barred cage option - the barred cage is large enough to fit anything up to Gargantuan size.
Limited wish wind wall/control wind/other wind spell. Gunslinger suddenly has an improvised weapon.
Note that wind wall/fickle winds only negates arrows and bolts - bullets get a 30% miss chance, but otherwise work as normal. At the levels we're talking about I would expect a gunslinger to have Improved Precise Shot and/or a seeking gun.
Control Winds to whip up a wind storm might work (though strangely there is a fortitude save to negate the effects of it), but then you might accidentally ground the dragon as well since flying in a windstorm is rough.

Undone |
wraithstrike wrote:Forcecage is a 10 ft cube IIRC. Unless you widen it most dragons are too big for it.You can choose between a 10 ft solid wall cube and a 20 ft barred cage option - the barred cage is large enough to fit anything up to Gargantuan size.
Undone wrote:Limited wish wind wall/control wind/other wind spell. Gunslinger suddenly has an improvised weapon.Note that wind wall/fickle winds only negates arrows and bolts - bullets get a 30% miss chance, but otherwise work as normal. At the levels we're talking about I would expect a gunslinger to have Improved Precise Shot and/or a seeking gun.
Control Winds to whip up a wind storm might work (though strangely there is a fortitude save to negate the effects of it), but then you might accidentally ground the dragon as well since flying in a windstorm is rough.
http://paizo.com/prd/environment.html
Nope. Gargantuan and larger aren't even checked in a tornado. Ranged attacks are straight up impossible even siege weapons. Gunslingers straight up can't fight it.
EDIT: The fort save is for getting picked up by the tornado.

Tels |

You realize that SR 30 isn't actually that good right?
You mention a party of 19s having trouble with such a dragon, but a party of 19s roll 1d20+19 to overcome SR, which means they need an 11 to succeed, not great odds, but not hard either.
If they have Spell Pen./Greater Pen, they have a +4 bonus which means they only need to roll a 7. Then you have items like Deomer's Essence or Otherworldly Kimono that can further skew this in the party's favor.
I mean, with just 500 GP (Dweomer's Essence) and the two feats, a Caster of 19th level basically auto succeeds (only fails on a 1) to overcome the SR of the dragon. Not exactly difficult.
Unless the Dragon is ambushing the party, they likely know they're going up against him, so they would know what spells to bring and not to bring. Red Dragon? Dazing Cone of Cold should solve that problem. Maybe even a a few Enervations or Energy Drains to suck out his levels, lowering all of his stats and defenses. Limited Wish for an instant -7 penalty on saves followed up with some other Save-or-Suck or even stacking Bestow Curse+Limited Wish for instant **** YOU!
As for spells to negate the Gunslinger... well the only one that really works is Fickle Winds, but that can be dispelled. Any party that goes against the Dragon with a Gunslinger is going to know they need to prepare for Gunslinger counters and how to remove them. Tossing in a Mage's Disjunction or a Greater Dispel to counter that Fickle Winds/Wind Wall etc. is going to open up an opportunity for the Gunslinger to 1-round the Dragon.
Heaven forbid something like a Paladin walking up and lol!smiting the Dragon, or a Halfling Cavalier ChallengeLanceKill the Dragon. Barbarian's might just go along and see that Draogn and be all, "Cute lizard there. I'm gonna ride it!"
Dragons absolutely can be scary, but they kind of need to be in their lair or ambush the party to do it. In their lair, the Dragon should have set up all kinds of defenses and traps that won't affect him, and on the ambush, the Dragon can swoop in and do serious damage or effects before the party can even react.
However nearly any time a Party knows what they are going up against and has even a few minutes to prepare, god forbid they can plan their spell selection, then just about any enemy in the game is little more than a bump in the road.

Kudaku |

http://paizo.com/prd/environment.html
Nope. Gargantuan and larger aren't even checked in a tornado. Ranged attacks are straight up impossible even siege weapons. Gunslingers straight up can't fight it.
EDIT: The fort save is for getting picked up by the tornado.
I was thinking about the fly skill penalty actually. An ancient red dragon would have a fly modifier of -1 in a hurricane.

Ravingdork |

undone wrote:I was thinking about the fly skill penalty actually. An ancient red dragon would have a fly modifier of -1 in a hurricane.http://paizo.com/prd/environment.html
Nope. Gargantuan and larger aren't even checked in a tornado. Ranged attacks are straight up impossible even siege weapons. Gunslingers straight up can't fight it.
EDIT: The fort save is for getting picked up by the tornado.
Making even basic flying tasks quite complicated.

Sissyl |
1 person marked this as a favorite. |

And from the time they were called type V demons, how about calling your new variants Aishapra, Kevokulli or Rehnaremme? Marilith was just an example of an individual name, that was then used when "demon" became no go, for the entire type of demon. That could be done again, no? Aishapra is pretty neat.

andreww |
If you want to see what Mariliths REALLY used to be, go back to the 1E version.
In terms of flexibility and utility, it'll drop your jaw. It didn't have a few spell like powers. It had a freaking SPELL LIKE POWER LIST. 20+ SP.
==Aelryinth
Not really. This is the 1e list of Marilith SLA's:
Other extraordinary abilities, any one of which can be performed as desired are:
charm person, levitate (as an 11th level magic-user), read languages, detect invisible object, cause pyrotechnics, polymorph self, project image, and gate in a type I (30% chance), type II (25% chance), type 111 (15% chance), type IV (15% chance), type VI (10% chance), or one of the lords or princes (5%); but the chance of successfully opening such a gate is a mere 50%.

andreww |
The dragon is still a very under CR'ed encounter. SR 30, Spell turning, a contingent spell, and a nightmarish full attack is pretty sweet. His numbers are very good as well. The only exploitable weakness is the low reflex save which can be negated with a contingent dispel/teleport, spell turning, a high SR, or simply getting to the caster with limited wish ->disintegrate. A group of 19s will not have an easy time with a dragon. And if the party doesn't have 9th level magic it's possible... no probable that if they don't get the drop on it a TPK will come soon after.
SR30 is actually quite low against level 15 characters. I would expect most Wizards or Sorcerers to have greater spell penetration by then. It's trickier for Clerics and Druids as they get fewer feats. Dweomer Essence, Rods of Piercing Spell and the Otherworldly Kimono have a major impact. The you add in that spell perfection will double your spell penetration benefit and it no longer matters.
Spell Turning is a great spell BUT it only works on single target spells. The Dragons weakness is its reflex save and most reflex based dazing effects are going to be area effect spells. Dazing Ball Lighting for example forces multiple saves and is wholly unaffected by Spell Turning.
The dragon might well be a terrifying opponent for a mid level 14 or so group but at 15+ it is going down to competent casters unless you stack the deck in its favour (which you should if you want it to survive).

![]() |
2 people marked this as a favorite. |

Tels wrote:[Edit, Part the Second] Ugh, I do wish Google Docs didn't always screw up pictures. :(Here you go. ^_^
Awesome Marilith
If I am to say nothing else excellent pic man and fun quotes. I love the idea of a Marilith quad amputating an enemy to keep them like a purse dog. Very evil and appropriate.

Ashiel |

Ashiel wrote:If I am to say nothing else excellent pic man and fun quotes. I love the idea of a Marilith quad amputating an enemy to keep them like a purse dog. Very evil and appropriate.Tels wrote:[Edit, Part the Second] Ugh, I do wish Google Docs didn't always screw up pictures. :(Here you go. ^_^
Awesome Marilith
Glad you enjoyed it. ^_^
I might take a crack at the Balor next.

FuelDrop |
1 person marked this as a favorite. |

I get a 403 forbidden for that file, so I can't really comment on it. If any of these suggestions are already there, sorry but I couldn't access the Awesomelith. :(
A good spell to overcome the whole teleport encumbrance issue would be for many powerful outsiders to simply have the APG spell 'Instant Armor' available for them at will, possibly with an option for them to dismiss it as a swift action and for certain high-end demons to have it quickened. Swift action to buff AC for close combat, then dismissing it when you need to teleport? That sounds like a solid option to me.
Mass Ghostbane Dirge also sounds like a good spell-like ability for many high-level demons. Makes incorporeal creatures just real enough to hit.
Finally, Fester and mass Fester (gives target SR against healing effects) fit demons thematically. Really not that great for the action economy side of things normally (Though dropping mass fester then teleporting out to quickly heal up while the PCs can't is a perfectly valid tactic), but it's a very demon thing to have, you know?

Selgard |

If they were to fix it, I'd say just insert a line in the Bestiary about how their Teleport ability is maximum load but doesn't allow teleporting of unwilling parties. We have universal monster rules for alot of abilities- they could just slide this in with the rest and be done with it. Then if they wanted a specific monster to "Teleport drop" a PC they could be given an exclusion to the normal rule.
-S

Ashiel |
3 people marked this as a favorite. |

I took a crack at the balor and making it more interesting/frightening. While the Pit Fiend is the superior of the two from a spellcasting standpoint (having far more nasty save or get owned spells like mass hold monster and trap the soul as a SLA as well as a beautiful variety of extra spells) the balor now is clearly the dominant of the two in martial matters and excels at inflicting fire damage in lots of beautiful ways. It also has an ability that is useless to it by its lonesome but exists to turn legions of demons into scary badasses (most likely as a result of their new organization a "massacre" which consists of 1 balor + 1d3+1 mariliths, which is about CR 22).
I dropped their vorpal weapons because I don't find them particularly interesting and don't consider them a critical part of the balor ideal. It's just a fairly wonky mechanic, and if a balor wants a vorpal weapon then it can buy its own damn sword with its treasure value instead of having a weapon that randomly kills people and then becomes useless after the fact.
However, I returned their tactics significantly. In a similar manner to the ancient red dragon's breath weapon, the balor's body now puts off heat that damages everyone adjacent to it and turns adjacent areas into difficult terrain which makes it that much harder to escape his grasp if you lack certain feats or magic items. This combos nicely with his ability to snatch you up with his whip and plant you next to him. The flames also channel through his weaponry and unarmed attacks, which means that if you want to fight a balor, whip out your scrolls of resist energy and protection from energy because you're going to fry.
Finally his newest and most noteworthy ability is the Mosh of Terror, which allows the balor to move before, during, and after attacks while making a full-attack, up to his normal speed in total movement. As a result he can pseudo-pounce, or do crazy stuff like move around while yanking enemies to him with his whip, allowing him to do some crazy **** with the battlefield. It also makes walking away from him and eating a single AoO a bit less appealing unless you're also faster than the balor.
Here's the link to the Marilith + Balor. If FuelDrop has trouble with this link, I'll try uploading it to my mediafire account or something. :)

![]() |

And from the time they were called type V demons, how about calling your new variants Aishapra, Kevokulli or Rehnaremme? Marilith was just an example of an individual name, that was then used when "demon" became no go, for the entire type of demon. That could be done again, no? Aishapra is pretty neat.
Oh wow, I knew about Type VI's being named Errtu, Balor, Ter-Soth and Wendonai, but did not know (or recall) that the other Type V's and Type IV's also had names other than Marilith and Nalfashnee!

wraithstrike |

wraithstrike wrote:I cant access your latest link Ashiel.Try this one? Testing?
This one works.

wraithstrike |

Once again you have better SLA's than I chose. One thing we did both do was bane, but I have the Balor's weapon being Bane against any creature type it successfully attacks instead of just against outsiders. This is a property of the Balor. If he hits a new creature type then it changes to that creature type. If the creature can fall into two categories the Balor chooses which Bane type the sword gains.

Spastic Puma |
1 person marked this as a favorite. |

Mosh of terror? Awesome.
Now someone who's good at photoshop has to make something akin to this but with balors.

Ashiel |

Once again you have better SLA's than I chose. One thing we did both do was bane, but I have the Balor's weapon being Bane against any creature type it successfully attacks instead of just against outsiders. This is a property of the Balor. If he hits a new creature type then it changes to that creature type. If the creature can fall into two categories the Balor chooses which Bane type the sword gains.
That's mostly because the sword that he has is itself a bane weapon. The balor's treasure includes a +1 keen evil/good-outsider bane ghost touch weapon. He does have the ability to temporarily overwrite a weapon's enhancements and make it a +5 unholy weapon that emanates a circle of protection against good, but beyond that it's just the weapon + magic weapon + his flames.

Rakshaka |
2 people marked this as a favorite. |

I played through the entirety of STAP, and by the last four modules, we were regularly curb stomping Mariliths and Balors, one shotting Hezrous, and just being terrible to demon-kind in general. These guys would have given me fits. Very well done Ashiel. The Mosh of Terror in particular gives the Balor more action economy without increasing his actions exponentially. Also, I really like the secondary abilities and spells you gave them.
On topic, I feel that the Purple Worm is another one that's really over CR'd. It needs to be Vermin so it can benefit from immunity to mind effects. I can count at least four separate instances of play were the worm got charmed, put to sleep, and other ridiculous fates due to its atrocious Will save. (+4 on a CR 12??? Better roll 20s against every save or suck coming at you.

Ashiel |
1 person marked this as a favorite. |

I played through the entirety of STAP, and by the last four modules, we were regularly curb stomping Mariliths and Balors, one shotting Hezrous, and just being terrible to demon-kind in general. These guys would have given me fits. Very well done Ashiel. The Mosh of Terror in particular gives the Balor more action economy without increasing his actions exponentially. Also, I really like the secondary abilities and spells you gave them.
On topic, I feel that the Purple Worm is another one that's really over CR'd. It needs to be Vermin so it can benefit from immunity to mind effects. I can count at least four separate instances of play were the worm got charmed, put to sleep, and other ridiculous fates due to its atrocious Will save. (+4 on a CR 12??? Better roll 20s against every save or suck coming at you.
Thank you. ^_^

wraithstrike |

On topic, I feel that the Purple Worm is another one that's really over CR'd. It needs to be Vermin so it can benefit from immunity to mind effects. I can count at least four separate instances of play were the worm got charmed, put to sleep, and other ridiculous fates due to its atrocious Will save. (+4 on a CR 12??? Better roll 20s against every save or suck coming at you.
That is nonsense. It should at least be an 11 for that CR. Something else for me to fix. :)

Ashiel |

Rakshaka wrote:That is nonsense. It should at least be an 11 for that CR. Something else for me to fix. :)
On topic, I feel that the Purple Worm is another one that's really over CR'd. It needs to be Vermin so it can benefit from immunity to mind effects. I can count at least four separate instances of play were the worm got charmed, put to sleep, and other ridiculous fates due to its atrocious Will save. (+4 on a CR 12??? Better roll 20s against every save or suck coming at you.
I have to admit that I've been having fun rewriting some of these monsters. I might have to do some more of this. :)

wraithstrike |

wraithstrike wrote:I have to admit that I've been having fun rewriting some of these monsters. I might have to do some more of this. :)Rakshaka wrote:That is nonsense. It should at least be an 11 for that CR. Something else for me to fix. :)
On topic, I feel that the Purple Worm is another one that's really over CR'd. It needs to be Vermin so it can benefit from immunity to mind effects. I can count at least four separate instances of play were the worm got charmed, put to sleep, and other ridiculous fates due to its atrocious Will save. (+4 on a CR 12??? Better roll 20s against every save or suck coming at you.
I have also, but I am on vacation so I have the free time. When the real world calls me again I won't be able to do it as much.
Strangely enough I feel no desire to adjust the ones that are under-CR'd. :)