At the end of the Aurora component of The Choking Tower the party will face off against a named invisible stalked called Sahasho. As written this is not necessarily a combat encounter. PCs can get past Sahasho without resorting to combat but if they do, in a 5e game, the stalker would be quickly overwhelmed and destroyed – kind of anti-climatic end to the first dungeon in that adventure. I initially just beefed him up from a standard CR 5 to a CR 7 creature but still, my party of 6 characters would kill him off. I toyed with the idea of taking the 4e Air Elemental Archon, converting it and giving Sahasho legendary actions. However the same day Angry DM posted his Paragon rules part 2 so decided to try them out.
The result below.
He looks fine on paper but he will be tested at my next game session. I am also not convinced this is the best way to present a composite style monster. The stat blocks becomes more and more unwieldy the larger it gets. Will see how it goes in action soon enough.
- Armored Form 18 (natural armor)
- Elemental Form 15 (natural armor)
- Armored Form 117 (18d8 + 36)
- Elemental Form 117 (18d8 + 36)
Speed 0 ft., fly 50 ft.
|18 (+4)||14 (+2)||14 (+2)||9 (-1)||10 (+0)||10 (+0)|
Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Challenge Paragon 7 (2,900 XP), 2 Creatures
Magic Weapons [Armored Form]. The zephyrhaunt’s weapon attacks are magical.
Air Form [Elemental Form]. The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Invisibility [Elemental Form]. The zephyrhaunt is invisible.
Uncontrolled [Elemental Form]. The archon does not have allies and it is not an ally of any creature. On each turn, it attacks the last creature that dealt damage to it. If no creature has done damage to it, it attacks the nearest creature that it can see. If it cannot see any creatures, it attacks the nearest object.
Multiattack. The zephyrhaunt’s makes three flail attacks or slam attacks as appropriate.
Flail [Armored Form]. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) bludgeoning damage.
Lighting Strike [Armored Form] (Recharge 6). The zephyrhaunt’s makes one flail attack. If the attack hits, it deals an extra 18 (4d8) lightning damage, and the target must succeed on a DC 14 Constitution saving throw or be stunned until the end of the zephyrhaunt’s next turn.
Slam [Elemental Form]. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage.
Whirlwind [Elemental Form] (Recharge 4-6). Each creature in the elemental’s space must make a DC 14 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a· wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 14 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.
Cyclone Fling. As a reaction the zephyrhaunt may interrupt an attack and may fling all adjacent creatures back 15 feet. All affected creatures must make a DC 14 Strength save or be knocked back and fall prone.
Paragon Fortitude. The zephyrhaunt has multiple pools of hit points, each of which is tracked separately. All damage and healing must be completely applied to only one pool. When a pool is reduced to zero, all ongoing conditions and effects affecting the zephyrhaunt end. Once a pool is reduced to zero, that pool cannot receive any healing until a long rest. If all hit of the point pools are reduced to zero, the zephyrhaunt is killed.
Paragon Fury. The zephyrhaunt may take one additional turn in each round of combat for each of its hit point pools that have been reduced to zero. The archon determines initiative normally for its first turn, though it gains advantage on the roll. Each subsequent turn the archon gains is inserted immediately after any one PC’s turn in the initiative order.
Paragon Transformation. The zephyrhaunt has multiple forms, each corresponding to one of the zephyrhaunt’s hit point pools. It begins the battle in its primary form. When that form’s hit point pool has been reduced to zero, it assumes its next form immediately. Statistics, traits, or actions keyed to a specific form are only used when the archon is in that form.