Monster Evaluation
I've designed a monster to act as a main boss for my group. I have 6 characters who I expect will be around 12th level when they face this creature. The monster is modeled after Anima from Final Fantasy, Ive included a good picture I found on google so you can get a picture of it. The fight will occur in a circular room of radius 30ft. with Anima centered at the middle. All of the players will be in the room when Anima arrives. They only see the upper half at first, and after they defeat it, a circular portion of the floor rises, revealing the second half. During this time, the outer-most squares fall out. Note that Anima can never move.
Anima (Chained)
Gargantuan Aberration (Chaos)
Hit Dice: 20d8+200 (290)
Initiative: +4
Speed: 0 ft
Armor Class: 28 (-4 size,+22 natural) “Flat Footed”
B.A./Grapple: +15/+28
Attack: -
Full Attack: -
Space/Reach: 20ft/0ft
Special Attacks: Spell-Like Abilities, Tormenting Gaze, Pain, Chains of Sorrow, Full Gaze
Special Qualities: Frightful Presence, Spell Resistance 20, Damage Reduction 15/magic or lawful
Saves: Fort +20, Ref +10, Will +17
Abilities: Str 36, Dex 10, Con 30, Int 24, Wis 24, Cha 18
Skills:
Feats: Improved Initiative, Improved Natural Attack (Claws) & (Bite), Power Attack, Awesome Blow, Snatch, Improved Critical (Claws)
10th Level Caster: Anima is considered a 10th level caster
Spell-Like Abilities (Sp): Unlimited (Greater Dispel Magic, Truesight) 3/day (Confusion DC 20, Hold Monster DC 20)
Tormenting Gaze (Ex): Gaze; At the beginning of every round, players take DC 20 Will or be sickened for 1 round.
Pain (Ex): Deals 5d6 damage +1/10 of the damage Anima has taken to target creature within 60 ft. Target must pass a DC 20 Will save or be paralyzed for 1 round.
Chains of Sorrow (Ex): The two chains lying beside Anima rise and entangle a target, then over the next 2 turns, raise them to meet Anima’s gaze. Range 60 ft, requires successful ranged attack roll vs. target (touch AC). If successful the target is completely entangled and their distance from Anima is halved. An escape artist check DC 22 releases or if Anima takes 50 points of damage. The next turn the remaining distance is halved again, and the target is lifted 10 ft above ground. One more turn later the target is brought face to face with Anima, triggering Full Gaze.
Full Gaze (Ex): Anima’s second eye reveals itself for an instant while the enchained target is forced to look. The target screams in agony as they feel horrible sorrow and pain unimaginable. The target must pass a DC30 will save or die.
Frightful Presence: DC 20 Will or be paralyzed for 1d4 rounds in fear upon first sighting.
Anima (Unchained)
Gargantuan Aberration (Chaos)
Hit Dice: 20d8+200 (290)
Initiative: +9
Speed: 0 ft
Armor Class: 26 (-4 size, +15 natural, +5 Dex)
B.A./Grapple: +15/+28
Attack: Claw +28 (2d8+13, 19-20/x2) or Gore +28 (2d8+13) or Bite +28 (4d6+13)
Full Attack: 2 Claws +28 (2d8+13, 19-20/x2), Gore +28 (2d8+13), Bite +28 (4d6+13)
Space/Reach: 20ft/15ft (/w Claws), 10ft (/w Gore), 5ft (/w Bite)
Special Attacks: Spell-Like Abilities, Awesome Blow, Snatch, Consume Suffering
Special Qualities: Frightful Presence, Spell Resistance 20, Damage Reduction 15/magic or lawful
Saves: Fort +20, Ref +15, Will +17
Abilities: Str 36, Dex 20, Con 30, Int 24, Wis 24, Cha 18
Skills:
Feats: Improved Initiative, Improved Natural Attack (Claws) & (Bite), Power Attack, Awesome Blow, Snatch, Improved Critical (Claws)
10th Level Caster: Anima is considered a 10th level caster
Spell-Like Abilities (Sp): Unlimited (Greater Dispel Magic, Truesight) 3/day (Confusion DC 20, Hold Monster DC 20)
Awesome Blow: Makes a claw attack at -4 to hit, target must make Reflex check (DC = damage) or fly 10 ft and fall prone.
Snatch: After a Claw attack, Anima may grapple the target. If successful the target takes claw damage every round. Can fling held creature 1d6x10ft, dealing 1d6 damage for every 10ft traveled. Anima may have two creatures held at once. Creatures can attempt an escape artist check DC 25 or a grapple check to free themselves each round.
Consume Suffering (Ex): Anima brings a snatched creature to its face and feeds off of and amplifies the creature’s pain. The creature must pass a Will save (DC=damage target has taken) or suffer damage equal to half the total damage they have taken. Anima gains HP equal to the damage dealt.
Rip (Ex): Anima brings a creature to its mouth and bites and tears it. Anima makes a bite attack, though the held target is considered flat-footed, if successful the held creature takes Bite damage and 4d6 slashing damage. A creature killed in this manner is ripped in half.
Frightful Presence: DC 20 Will or be paralyzed for 1d4 rounds in fear upon first sighting.
So thats it. Please comment on if you think hes too powerful, or the encounter will be impossible (or too easy). My players are pretty powerful for their level, though I haven't given out treasure or exp much. 3 are power gamers. There is a duskblade, able to deal out massive damage, a thief that does average damage, a shapeshifter druid able to do tons of damage and reheal constantly, a monk that just recently got an insane number of attacks with good damage, a wizard that focused on summoning and can transform into big creatures too, and a ranger that does good damage.
Anima (Chained)
Gargantuan Aberration (Chaos)
Hit Dice: 20d8+200 (290)
Initiative: +4
Speed: 0 ft
Armor Class: 28 (-4 size,+22 natural) “Flat Footed”
B.A./Grapple: +15/+28
Attack: -
Full Attack: -
Space/Reach: 20ft/0ft
Special Attacks: Spell-Like Abilities, Tormenting Gaze, Pain, Chains of Sorrow, Full Gaze
Special Qualities: Frightful Presence, Spell Resistance 20, Damage Reduction 15/magic or lawful
Saves: Fort +20, Ref +10, Will +17
Abilities: Str 36, Dex 10, Con 30, Int 24, Wis 24, Cha 18
Skills:
Feats: Improved Initiative, Improved Natural Attack (Claws) & (Bite), Power Attack, Awesome Blow, Snatch, Improved Critical (Claws)
10th Level Caster: Anima is considered a 10th level caster
Spell-Like Abilities (Sp): Unlimited (Greater Dispel Magic, Truesight) 3/day (Confusion DC 20, Hold Monster DC 20)
Tormenting Gaze (Ex): Gaze; At the beginning of every round, players take DC 20 Will or be sickened for 1 round.
Pain (Ex): Deals 5d6 damage +1/10 of the damage Anima has taken to target creature within 60 ft. Target must pass a DC 20 Will save or be paralyzed for 1 round.
Chains of Sorrow (Ex): The two chains lying beside Anima rise and entangle a target, then over the next 2 turns, raise them to meet Anima’s gaze. Range 60 ft, requires successful ranged attack roll vs. target (touch AC). If successful the target is completely entangled and their distance from Anima is halved. An escape artist check DC 22 releases or if Anima takes 50 points of damage. The next turn the remaining distance is halved again, and the target is lifted 10 ft above ground. One more turn later the target is brought face to face with Anima, triggering Full Gaze.
Full Gaze (Ex): Anima’s second eye reveals itself for an instant while the enchained target is forced to look. The target screams in agony as they feel horrible sorrow and pain unimaginable. The target must pass a DC30 will save or die.
Frightful Presence: DC 20 Will or be paralyzed for 1d4 rounds in fear upon first sighting.
Anima (Unchained)
Gargantuan Aberration (Chaos)
Hit Dice: 20d8+200 (290)
Initiative: +9
Speed: 0 ft
Armor Class: 26 (-4 size, +15 natural, +5 Dex)
B.A./Grapple: +15/+28
Attack: Claw +28 (2d8+13, 19-20/x2) or Gore +28 (2d8+13) or Bite +28 (4d6+13)
Full Attack: 2 Claws +28 (2d8+13, 19-20/x2), Gore +28 (2d8+13), Bite +28 (4d6+13)
Space/Reach: 20ft/15ft (/w Claws), 10ft (/w Gore), 5ft (/w Bite)
Special Attacks: Spell-Like Abilities, Awesome Blow, Snatch, Consume Suffering
Special Qualities: Frightful Presence, Spell Resistance 20, Damage Reduction 15/magic or lawful
Saves: Fort +20, Ref +15, Will +17
Abilities: Str 36, Dex 20, Con 30, Int 24, Wis 24, Cha 18
Skills:
Feats: Improved Initiative, Improved Natural Attack (Claws) & (Bite), Power Attack, Awesome Blow, Snatch, Improved Critical (Claws)
10th Level Caster: Anima is considered a 10th level caster
Spell-Like Abilities (Sp): Unlimited (Greater Dispel Magic, Truesight) 3/day (Confusion DC 20, Hold Monster DC 20)
Awesome Blow: Makes a claw attack at -4 to hit, target must make Reflex check (DC = damage) or fly 10 ft and fall prone.
Snatch: After a Claw attack, Anima may grapple the target. If successful the target takes claw damage every round. Can fling held creature 1d6x10ft, dealing 1d6 damage for every 10ft traveled. Anima may have two creatures held at once. Creatures can attempt an escape artist check DC 25 or a grapple check to free themselves each round.
Consume Suffering (Ex): Anima brings a snatched creature to its face and feeds off of and amplifies the creature’s pain. The creature must pass a Will save (DC=damage target has taken) or suffer damage equal to half the total damage they have taken. Anima gains HP equal to the damage dealt.
Rip (Ex): Anima brings a creature to its mouth and bites and tears it. Anima makes a bite attack, though the held target is considered flat-footed, if successful the held creature takes Bite damage and 4d6 slashing damage. A creature killed in this manner is ripped in half.
Frightful Presence: DC 20 Will or be paralyzed for 1d4 rounds in fear upon first sighting.
So thats it. Please comment on if you think hes too powerful, or the encounter will be impossible (or too easy). My players are pretty powerful for their level, though I haven't given out treasure or exp much. 3 are power gamers. There is a duskblade, able to deal out massive damage, a thief that does average damage, a shapeshifter druid able to do tons of damage and reheal constantly, a monk that just recently got an insane number of attacks with good damage, a wizard that focused on summoning and can transform into big creatures too, and a ranger that does good damage.