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| Aryxbez07-28-07, 09:12 PM | Minotaur Colossus CR 13 CE Monstrous Humanoid Init +; Senses: Listen +4, Spot +4,Scent,Darkvision 60ft Aura Languages:Common,Giant ____________________________ AC:20 (-8 size,-1 dex, +19 natural), touch 1 HP:348 (24+240 HD); Immune cannot be flatfooted Resist Fort +16, Ref +12, Will +13 ___________________________ Speed 30 ft. (6 sq) Melee:Greataxe +32/27/22/17 (10d6+27/×3) and Gore +30 (6d6+9) Melee:Gore +34 (6d6+18) Space:10ft Reach:10ft BAB:+24 Grapple:+58 Atk Options: Powerattack, Special Actions: Powerful charge Spell-Like Abilities/Spells: ___________________________ Abilities: Str 46 Dex 8 Con 28 Int 10 Wis 10 Cha 8 SQ: Feats: (9) Powerattack,Improved Toughness,Improved Natural Attack(Gore),Monkey grip, Cleave, Great cleave, Skills: (54 sp) Intimidate +2, Listen +4, Search +4, Spot +4 Possessions:Colossal+ Greataxe _________________________ Changes:gave him 24 HD(minimum for colossal), 4 ability increases +3 to strength +1 to con, CR is estimate taken using the MM to increase CR, and what I would otherwise guess. Powerful Charge (Ex) A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +9 attack bonus that deals 12d6+27 points of damage. Natural Cunning (Ex) Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed. Skills Skills Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks. Cereberus CR 20 Divine Rank 0 LE Huge Outsider (Evil, Extraplanar, Fire, Lawful) Init +6; Senses: Listen +29, Spot +29, scent, Darkvision 60 ft Aura Frightful Presence (Will DC 24) Languages:Infernal (don't speak) ____________________________ AC:21 (-2 size, +1 Dex, +12 natural), touch 9 , flat-footed 18 HP:384 (24d8+192 24HD);10/epic, SR 32 Immune Fire, not subject to energy drain, ability drain, ability damage, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Resist vulnerability to cold Fort +20, Ref +14, Will +14 ___________________________ Speed 140 ft (28 sq) Melee:3 Bites +30 melee* (4d6+18 + 2d6 fire) Space:15ft Reach:10ft BAB:+24 Grapple:+44 Atk Options: Powerattack* Special Actions:Breath weapon, fiery bite ___________________________ Abilities: Str 37 Dex 12 Con 28 Int 4 Wis 12 Cha 15 SQ: Feats: (9 feats) Weapon focus(bite), Powerattack, Improved Natural attack, Improved Toughness,Improved Initiative, Frightful Presence Skills: (extra 50 sp) Hide +13, Jump +24, Listen +29, Move Silently +21, Spot +29, Survival +8*, Tumble +20, Intimidate +21 ________________________ * Powerattacks -6 off for +6 damage (9+5 HD, +1 size increase +2 template, +3 Divine rank 0)=20 Changes:base creature was the Nessian Warhound, an advanced Hell hound Given multiheaded template +2 heads, Two ability increases:+3 strength, Gave it CHA 15 for the Frightful presence feat. Breath Weapon (Su) 10-foot cone, once every 2d4 rounds, damage 4d6 fire, Reflex DC 29 half. The save DC is Constitution-based. Fiery Bite (Su) A hell hound deals an extra 2d6 points of fire damage every time it bites an opponent, as if its bite were a flaming weapon. Skills Hell hounds have a +5 racial bonus on Hide and Move Silently checks. Due to Multiheaded Template, gains a +4 to spot and listen checks. *They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell. Orc wort Tree CR 20 N Colossal Plant Init +4; Senses: Listen +12, Spot +12;telepathy,woodsense Aura Languages:Common ____________________________ AC:24 (-8 size,+22 natural,), touch 2 , flat-footed 24 HP:464 (32HD);DR 15/- Immune all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). poison, sleep effects, paralysis, polymorph, and stunning. Critical hits. Resist Fort +28, Ref +9, Will +13 ___________________________ Speed 10ft. ( 2 sq), Melee:6 slams +32 (3d8+15) Space:30ft Reach:25ft BAB:+24 Grapple:+55 Atk Options: offensive abilities, feats Special Actions:Improved Grab,Entangling roots,Paralysis, Swallow whole ___________________________ Abilities: Str 40 Dex 10 Con 30 Int 10 Wis 16 Cha 8 SQ: Swallow Whole Feats: (11 feats)Improved Initiative,Wpn focus,Improved natural attack , Skills:Hide +20, Move Silently +18 (2 skill points spent on a language) Possessions: ________________________ Note: Wortlings = CR 1-2 (MM2 pg 165), needs to have 2 feats Orcwort tree:given major changes due to lack of feats, and other such underpowered like abilities. Originally from the Monster Manual 2 Pg 168 I have two creatures which I need help to finish and such. Here are the following: 1. Need to get all the feats for the creatures need ideas for some more feats to give them 2. To see if they have a valid CR, I merely got the CR's from using the rules in the MM. 3. Skills especially, however I will do these myself most likely. Since I'm sure many of you would rather not do skills. 4. If I made any mistakes, point them out to me please. |
| sensestaker07-30-07, 03:22 AM | Sorry, too tired to go over any details right now (I'll try to check back in tomorrow) but a quick glance tells me that the colossal Minotaur is definately NOT a CR 13-nearly 350 hp and obliterating attacks (average damage of 62 per hit) make that pretty clear to me. Yeah he's pretty much a one-trick pony, but it's one hell of a trick. Also size and reach are too small for a colossal creature. That's all I'm good for right now, I'll be more help after a little sleep. :embarrass (that's a yawn, not shame :D ) |