how's my bad guy?


Advice


this is my first time posting to this thread so I was just hoping for some feedback on my monster choice. I just used the pre-made templates to create this monstrosity but I'm hoping it's not too over/underwheling. I haven't modified his skills because I don't think they'll come into play really besides bluff and stealth.
The encounter is going to take place in the Kingmaker AP on Candlmere Island for some hopefully added spookiness. The monster is going to be harassing the PC's and it's villagers via it's night terror abilities. I just don't want the party to show up and get wiped or the contrary to happen. They're transplants from previous adventures so they started off higher in level then the adventure. They consist of bloodrager, UC summoner, cleric, and kineticist all level 10.

Devourer of Dreams CR 12
giant half-fiend nightmare lord will-o-wisp
CE Large outsider (air, evil, native)
Init +15; Senses darkvision 120 ft.; Perception +19
Aura fear (DC 21) 60 ft., frightful presence 30 ft.
DEFENSE
AC 32, touch 26, flat-footed 20; (+5 deflection, +11 Dex, +1 dodge, +6 natural, -1 size)
hp 94 (9d8+54) regeneration 5 (good)
Fort +9, Ref +14, Will +12; +4 illusions, +2 against good
Defensive Abilities feign death (DC 21), natural invisibility; Immune acid, cold, electricity, magic, poison Resist fire 10 DR 5/ magic, good or silver
Weakness fear of the radiant
OFFENSE
Speed fly 50 ft. (perfect)
Melee 4 tentacles +15 touch (3d8 electricity plus 3d8 cold)
Special Attacks smite good 1/day, dream slave
Spell-like Abilities (CL 9th; concentration +16)
3/day – darkness, deep slumber (DC 20), detect thoughts (DC19), dream (DC 26), invisibility, nightmare (DC 26) plane shift, poison (DC 21), shadow walk, suggestion (DC 20)
1/day – contagion (DC21), desecrate, feeblemind (DC22), modify memory (DC 23), shadow conjuration (DC 21), shadow evocation (DC 22), shadow walk, unholy blight (DC 21)
STATISTICS
Str 15, Dex 33, Con 22, Int 21, Wis 20, Cha 24
Base Atk +6; CMB +10; CMD 35
Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +23, Bluff +16, Escape Artist +21, Fly +31, Perception+19, Stealth +23
Languages Abyssal, Aklo, Common, Infernal
SQ feed on fear
SPECIAL ABILITIES

Fear of the Radiant (Ex)
Spells with the good or light descriptor bypass the Devourer of Dreams’ immunity to magic. If a spell with either descriptor is cast by a good aligned devine speelcaster of a good aligned deity, the Devourer of Dreams takes a -5 penalty to saving throws per descriptor. If the Devourer of Dreams fails its saving throw it loses access to its damage reduction, deflection bonus ,fast healing, and fear aura for 1d4 rounds.

Feed on Fear (Su)
Any time a will-o'-wisp is within 15 feet of a dying creature or creature subject to a fear effect, it gains fast healing 5.

Immunity to Magic (Ex)
Will-o'-wisps are immune to all spells and spell-like abilities that allow spell resistance, except magic missile and maze.

Natural Invisibility (Ex)
Will-o'-wisps have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell.
isible, as per the spell.


Nice concept, I like it a lot.

Looks like it will be a good challenge for a party of level 10 characters. If this monster is intended to be the boss fight I would probably include 6 or more will'o'wisps in the encounter.

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