CoDzilla? [Archive] - Wizards Community

Post/Author/DateTimePost
nobodez

01-12-07, 04:37 PM
Well, i was looking through my books, and found a very dangerous combo of monster, templates, and class, and wanted y'all's take on it.

I'm pretty sure this as been done before, and probably to death, but I don't have the time to search (on my way to work and all).

Take Big T (CR 20), slap the Effigy template (now CR 21), and then the Incarnate template (now CR 10), and then 20 levels of Cleric (CR 20 again).

Is this wrong, am I wrong, or is this just under CR-ed?
dok

01-12-07, 05:35 PM
slap the Effigy template (now CR 21),

That means the big T loses all of it's Special Qualities (Carapace, damage reduction 15/epic, immunity to fire, poison, disease, energy drain, and ability damage, regeneration 40, scent, spell resistance 32) and gains DR 15/Adamantine.

It also loses all of its skill points, and all of its feats.

Incarnate template (now CR 10)

Full-stop. The Incarnate Construct template (SS) can only be applied to a construct with "a generally humanoid form". With horns, a tail, and a huge carapice, I'd be inclined to say that's not generally humanoid. But let's ignore that...

The big T then looses all of its Natural Armor bonus except 9 points. (the maximum allowed for an Incarnate Construct)

It also loses all of it's Natural attacks, and gains one Slam Attack based on Size. (probably 2d6+ strength)

It loses all of its Special Attacks, and all of its special qualities.

It gains no feats, and no skill points.

and then 20 levels of Cleric (CR 20 again).

Well, the Effigy template lowers Wisdom to 12, and the Incarnate construct template gives no Wisdom bonus, so all the creature can do is cast 1st- and 2nd-level spells.


Our Final creature would have

68d8 hit points (plus con modifier, for between 300 & 600 hp), have a BAB of +51, and base saves of +34. It would have six feats, 20 * (2+int modifier) skill points, and an AC of 12. (-8 size, +9 natural, +1 dexterity) It would have one natural attack for 2d6+10 damage.

It would have no DR, no SR, no energy resistances, no immunities, a movement rate of 20 ft. a round, terrible Spot & Listen scores, and the ability to cast 0-, 1st-, and 2nd-level cleric spells.

I'd write the full stat block, but that's the heart of it. Lots of hit points, great saves, terrible AC, one attack that will hit for some damage, and vulnerable to all kinds of pain. I'd say the CR is just about right.