Continuando con la idea de simplificar los stats blocks para los monstruos en 3.5 y hacerlos más simples de entender para el DM rápidamente, esta vez voy a hacerle un digno stat block a una de las criaturas más complicadas: el Balor.
Ya vimos a la succubus estrenando su nuevo bloque. Pero su hermano mayor tiene muchas más habilidades. Como con la succubus, podemos comparar el stat block de 3.5 con el de 4ta edición. En este caso, el Balor en 4ta es muy diferente, mientras que en 3.5 tiene demasiados poderes y habilidades, en 4ta lo único que puede hacer es full attack. Una y otra vez.
BALOR CR 20
CE Large outsider (chaotic, extraplanar, evil, tanar’ri)
Init +11 (Improved Initiative); Senses darkvision 60 ft., true seeing; Perception +38
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
Flaming Body (Su): Anyone grappling a balor takes 6d6 points of fire damage each round.
Unholy Aura A balor is immune to possession and mental influence by good creatures; if a good creature succeeds on a melee attack against a balor, it takes 1d6 points of temporary Strength damage (Fort DC 26 negates). A balor can extend this aura to creatures within 20 ft. of it, which also gain +4 deflection bonus AC, a +4 resistance bonus on saves, and SR 25 against good spells and spells cast by good creatures.
death throes When killed, a balor explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet (Reflex DC 30 half). This explosion automatically destroys any weapons the balor is holding.
AC 40, touch 20, flat-footed 32; Two-Weapon Defense
hp 290 (20 HD); DR 15/cold iron and good
Immune electricity, fire, poison
Resist acid 10, cold 10; SR 28
Fort +26, Ref +23, Will +23
Speed 40 ft. (8 squares), fly 90 ft. (good)
Space 10 ft.; Reach 10 ft.
Base Atk +20; CMB +33
Melee +1 vorpal longsword +31/+26/+21/+16 (2d6+8/19–20 and sever head) and
+1 flaming whip +30/+25 (1d4+8 plus 1d6 fire plus entangle plus 1d10+12 Two-Weapon Rend); or
Melee 2 slams +31 (1d10+7)
Atk Options Cleave, Power Attack, Improved Two-Weapon Fighting, Two-Weapon Fighting, Weapon Focus (longsword), Double Slice, Two-Weapon Rend
entangle A balor’s +1 flaming whip has 20 hit points. If it hits, the target and the balor immediately make opposed Strength checks; if the balor wins, it drags the target against its flaming body (see above). The target remains anchored against the balor’s body until its escapes the whip.
Summon Tanar’ri Once per day, a balor can summon 4d10 dretches, 1d4 hezrous, or one nalfeshness, glabrezu, marilith, or balor.
Blasphemy Will DC 25 partial; creatures in 40-ft. radius are dazed (20 HD or less), weakened (2d6 STR penalty for 2d4 rounds, 19 HD or less), paralyzed (15 HD or less), and killed (HD 10 or less).
Dominate Monster Will DC 27 negates; target obeys the balor's commands for 20 days.
Greater Dispel Magic A balor can end ongoing spells , temporarily suppress the magical abilities of a magic item, or counter a spellcaster’s spell. Dispel check +20 against a DC equal to 11 + target's caster level.
Greater Teleport The balor is instantly transported to a designated destination with no range limit or chance of failure.
Insanity Will DC 25 negates; the target suffers from a continuous confusion effect. (26-50% do nothing, 51-75% deal 1d8 + Str damage to itself with item in hand, 76-100% attack nearest creature.)
Power Word Stun No save; stuns one creature with 150 or fewer hit points. If in 50 hp or less, for 4d4 rounds; 51-100 hp, 2d4 rounds; and 101-150 hp for 1d4 rounds.
Telekinesis Will DC 23 negates; Force moves an object with total weight of 375 pounds, hurls up to 20 objects, or performs combat maneuver with +28 modifier; Quicken Spell-Like Ability 3/day
Fire Storm 1/day; Reflex DC 26 half; 20d6 fire damage in 400 square feet. Creatures that fail their saves catch on fire, taking 4d6 points of fire damage per round until the flames are extinguished. Extinguishing the flames is a full-round action that requires a DC 20 Reflex save.
Implosion 1/day; Fortitude DC 27 negates. While concentrating, one corporeal creature per round implodes taking 200 points of damage.
Abilities Str 35, Dex 25, Con 31, Int 24, Wis 24, Cha 26
Skills Bluff +31, Diplomacy +35, Fly +30, Intimidate +33, Knowledge (any two) +30, Stealth +30, Sense Motive +30, Spellcraft +33, Use Magic Device +31
Algo importante de notar es el formato simplificado de las habilidades.
Ya vimos a la succubus estrenando su nuevo bloque. Pero su hermano mayor tiene muchas más habilidades. Como con la succubus, podemos comparar el stat block de 3.5 con el de 4ta edición. En este caso, el Balor en 4ta es muy diferente, mientras que en 3.5 tiene demasiados poderes y habilidades, en 4ta lo único que puede hacer es full attack. Una y otra vez.
BALOR CR 20
CE Large outsider (chaotic, extraplanar, evil, tanar’ri)
Init +11 (Improved Initiative); Senses darkvision 60 ft., true seeing; Perception +38
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
Flaming Body (Su): Anyone grappling a balor takes 6d6 points of fire damage each round.
Unholy Aura A balor is immune to possession and mental influence by good creatures; if a good creature succeeds on a melee attack against a balor, it takes 1d6 points of temporary Strength damage (Fort DC 26 negates). A balor can extend this aura to creatures within 20 ft. of it, which also gain +4 deflection bonus AC, a +4 resistance bonus on saves, and SR 25 against good spells and spells cast by good creatures.
death throes When killed, a balor explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet (Reflex DC 30 half). This explosion automatically destroys any weapons the balor is holding.
AC 40, touch 20, flat-footed 32; Two-Weapon Defense
hp 290 (20 HD); DR 15/cold iron and good
Immune electricity, fire, poison
Resist acid 10, cold 10; SR 28
Fort +26, Ref +23, Will +23
Speed 40 ft. (8 squares), fly 90 ft. (good)
Space 10 ft.; Reach 10 ft.
Base Atk +20; CMB +33
Melee +1 vorpal longsword +31/+26/+21/+16 (2d6+8/19–20 and sever head) and
+1 flaming whip +30/+25 (1d4+8 plus 1d6 fire plus entangle plus 1d10+12 Two-Weapon Rend); or
Melee 2 slams +31 (1d10+7)
Atk Options Cleave, Power Attack, Improved Two-Weapon Fighting, Two-Weapon Fighting, Weapon Focus (longsword), Double Slice, Two-Weapon Rend
entangle A balor’s +1 flaming whip has 20 hit points. If it hits, the target and the balor immediately make opposed Strength checks; if the balor wins, it drags the target against its flaming body (see above). The target remains anchored against the balor’s body until its escapes the whip.
Summon Tanar’ri Once per day, a balor can summon 4d10 dretches, 1d4 hezrous, or one nalfeshness, glabrezu, marilith, or balor.
Blasphemy Will DC 25 partial; creatures in 40-ft. radius are dazed (20 HD or less), weakened (2d6 STR penalty for 2d4 rounds, 19 HD or less), paralyzed (15 HD or less), and killed (HD 10 or less).
Dominate Monster Will DC 27 negates; target obeys the balor's commands for 20 days.
Greater Dispel Magic A balor can end ongoing spells , temporarily suppress the magical abilities of a magic item, or counter a spellcaster’s spell. Dispel check +20 against a DC equal to 11 + target's caster level.
Greater Teleport The balor is instantly transported to a designated destination with no range limit or chance of failure.
Insanity Will DC 25 negates; the target suffers from a continuous confusion effect. (26-50% do nothing, 51-75% deal 1d8 + Str damage to itself with item in hand, 76-100% attack nearest creature.)
Power Word Stun No save; stuns one creature with 150 or fewer hit points. If in 50 hp or less, for 4d4 rounds; 51-100 hp, 2d4 rounds; and 101-150 hp for 1d4 rounds.
Telekinesis Will DC 23 negates; Force moves an object with total weight of 375 pounds, hurls up to 20 objects, or performs combat maneuver with +28 modifier; Quicken Spell-Like Ability 3/day
Fire Storm 1/day; Reflex DC 26 half; 20d6 fire damage in 400 square feet. Creatures that fail their saves catch on fire, taking 4d6 points of fire damage per round until the flames are extinguished. Extinguishing the flames is a full-round action that requires a DC 20 Reflex save.
Implosion 1/day; Fortitude DC 27 negates. While concentrating, one corporeal creature per round implodes taking 200 points of damage.
Abilities Str 35, Dex 25, Con 31, Int 24, Wis 24, Cha 26
Skills Bluff +31, Diplomacy +35, Fly +30, Intimidate +33, Knowledge (any two) +30, Stealth +30, Sense Motive +30, Spellcraft +33, Use Magic Device +31
Algo importante de notar es el formato simplificado de las habilidades.
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