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| Teh Lurv11-21-03, 01:28 AM | ATTN: Any players in my campaign please do not read this thread as it contains spoiliers! With that out of the way, This monster is based on the Myrkridia unit from the Bungie Game Myth II. I always liked the creature concept of the Myrkridia and I wanted to translate the creature into a D&D monster for my campaign with some slight modifications for the enviroment they will be in. This monster will be introduced to my 6 person party towards the end of my campaign. By then the party should be between 10 - 13th level (they are 3rd level right now.) For this creature I am aiming at a CR 9 or 10. I followed the instructions in the 3.5 MM about the general range of AC, BAB, etc for CR type. What I would like to know from the monster creation gurus on this forum is whether this monster is too strong, too weak, or just about right at the CR 9 or 10 mark? Any suggestions would be appreciated and welcome. Thanks. Medium Monsterous Humaniod HD: 12d8+24 (72hp) Initiative: +5 Speed: 40ft AC: 21 (+1 Dex, +10 Natural Armor) Touch: 11 Flat-footed: 20 Base Attack/Grapple: +12/+15 Attack: Claw +15 melee (1d10+3, 19-20/x2) Full Attack: 2 Claws +15 (1d10+3, 19-20/x2), 1 Bite +13 (1d8+1, x2) space/reach: 5/5 Special attacks: Pounce, Rend (2d10+6), Rage, Uncontrollable Beserk Special qualities: Darkvision 120ft, Scent, Light Blindness, Frightful Presence (DC 18) Saves: F/R/W 8/10/9 Str: 16 Dex: 13 Con: 14 Int: 6 Wis: 12 Cha: 13 Skills: Climb 14, Jump 14, Listen 12, Spot 12, Swim 14 Feats: Multiattack, Improved Initiative, Power Attack, Great Fortitude, Improved Critical(claw) Here is the text for Uncontrollable Beserk which I homebrewed for the needed effect for this creature: Uncontrollable Beserk (Ex): When a subjects's hit points are reduced to 25% or less, the subject enters a fury that clouds it's perception and reason. The subject attacks the closest creature to it during it's turn, regardless whether the creature is friend or foe. The subject cannot use any spells, triggered items, or spell-like abilities while under the effect of Uncontrollable Beserk. It eschews ranged attacks in favor of melee attacks. If the subject has natural weapons, it uses those in favor of manufactured weapons. If the closest creature to the subject is not within melee range at the beginning of the subject's turn, the subject must move towards that creature using the fastest possible route (incurring any AoO in the process.) If two or more creatures are within equal distance of the subject, the DM rolls randomly to determine which creature the subject attacks. This effect lasts until there are no creatures other than the subject within 120ft of the subject or the subject's hp is reduced below 0. If the subject's hp is somehow raised above 25%, the effects of Uncontrollable Beserk end in 1d6 - Wis Modifier rounds (minimun 1 round.) Creature Tactics: This creature is not very intelligent, but extremely perceptive and possessing a degree of cunning. It's scent ability and decent spot and listen will make it difficult for adventurers to sneak up on the creature. In combat, this creature will use it's pounce ability to quickly get into full round melee. If the opportunity presents itself, the creature will strike at weaker looking targets first (usually adventures in light armor or already wounded.) It's frightful presence helps to soften resistance to it's attacks. The creature's Rage ability allows it extra punch as combat progresses. The creature continues to attack the foe until either it or the foe is dead. It then moves on to the next foe. |
| R.M.G.C.L.F.11-21-03, 06:32 AM | You forgot to specify how the rage ability works. How long does it last? Is it identical to a barbarians rage? Right now I'd put it around seven but that's just a guess. |
| Teh Lurv11-21-03, 12:12 PM | Opps, sorry. The Rage ability works like the Dire Badger's Rage ability. |
| Teh Lurv11-21-03, 06:22 PM | :bump: |
| R.M.G.C.L.F.11-21-03, 06:24 PM | I'd put CR around 5. |
| Teh Lurv11-21-03, 06:40 PM | Originally posted by R.M.G.C.L.F. I'd put CR around 5. Really? What are the reasons for a CR that low? What could I tweak to pump up the difficulty of the monster? |
| R.M.G.C.L.F.11-21-03, 06:47 PM | Well, I used a rough estimation based on the 3.5 statement that increasing a creature's monsterous humanoid hit dice by three is worth 1 point of CR, then I divided the total hit dice by that number, then added some CR for special attacks frightful presence, rend, pounce, and rage and then subtracted for the drawbacks (fury, light blindness). However, I'm not sure how accurate that is. It would be nice if somebody else could throw in a few comments. |
| Teh Lurv11-22-03, 05:23 PM | :bump: Okay, I beefed the creatures' Hit Dice by 2, increased str to 18 and con to 16, and gave the creature SR 20 and DR 10/Adamanite. Certainly a tougher encounter previous to the last version. Anyone have any comments? Medium Monsterous Humaniod HD: 14d8+38 (98hp) Initiative: +5 Speed: 40ft AC: 21 (+1 Dex, +10 Natural Armor) Touch: 11 Flat-footed: 20 Base Attack/Grapple: +14/+17 Attack: Claw* +18 melee (1d10+4, 19-20/x2) Full Attack: 2 Claws* +18 (1d10+4, 19-20/x2), 1 Bite* +16 (1d8+2, x2) space/reach: 5/5 Special attacks: Pounce, Rend (2d10+8), Rage, Uncontrollable Beserk Special qualities: Darkvision 120ft, Scent, Light Blindness, Frightful Presence (DC 18), SR 20, DR 10/Adamanite Saves: F/R/W 9/10/10 Str: 18 Dex: 13 Con: 16 Int: 6 Wis: 12 Cha: 13 Skills: Climb +15, Jump +15, Listen +13, Spot +13, Swim +15 Feats: Multiattack, Improved Initiative, Power Attack, Great Fortitude, Improved Critical(claw) *Claws and Bite are considered Adamanite weapons for purposes of bypassing DR. |
| Teh Lurv11-24-03, 06:23 PM | :bump: |
| Galduil lvl15/1 NWN11-24-03, 07:26 PM | That's a wicked little monster you got there. I might have to use it in my campaign if you don't mind that is...There about level 10 too so I guess it will give em a hard time if I put up against a couple of those monsters. |
| Teh Lurv11-24-03, 08:11 PM | No problem. If you do use it, let me know how the party handled it. |
| Teh Lurv01-05-04, 05:27 PM | :bump: Okay, over the past couple of weeks I have been refining my concept for this creature and adjusting it's abilities accordingly. I've also been closely following the monster creation guidelines in the back of the MM, hoping to adjust this monster to my target CR of 10 or 11. I haven't had to opportunity yet to playtest this creature verus a standard 10th lvl party. Until then, I was hoping if I could get any additional feedback about this creature. Description: This humaniod creature is nearly 7' feet tall, with a hunched back and an almost simian gaunt. It has mottled grey skin that give way to hard scales at it's claws and bird-like feet. It's claws and feet seem oversized for a creature of this size. Sabertooth canines protude down from it's upper jawline. Medium Monsterous Humaniod HD: 15d8+45 (112hp) Initiative: +5 Speed: 40ft AC: 23 (+1 Dex, +12 Natural Armor) Touch: 11 Flat-footed: 22 Base Attack/Grapple: +15/+18 Attack: Claw** +18 melee (1d8+3, 19-20/x2) Full Attack: 2 Claws** +18 (1d8+3, 19-20/x2), 1 Bite** +16 (1d10+1, x2) space/reach: 5/5 Special attacks: Pounce, Rake, Improved Grab***(Bite) Special qualities: Darkvision 120ft, Scent, Light Blindness, Frightful Presence (DC 18), Spell Immunity, DR 10/Adamanite, Uncontrollable Beserk, Fast Healing 5, Racial Skill Bonus Saves: F/R/W 10/10/14 Str: 16 Dex: 13 Con: 16 Int: 7 Wis: 16 Cha: 13 Skills: Climb +10, Listen +10, Spot +10, Hide +8, Move Silently +8, Survival +3* Feats: Multiattack, Improved Initiative, Power Attack, Great Fortitude, Improved Critical(claw), Iron Will, Track(B) Racial Skill Bonus: +4 to Climb, Hide, Move Silently, Spot, Listen. *+4 Bonus to Survival when Tracking a creature by scent **Claws and Bite are considered Adamanite weapons for purposes of bypassing DR. ***This monster can initiate a grabble with a creature up to it's size catagory Light Blindness: This creature is blinded if exposed to sources of bright light (such as the sun or a daylight spell.) In addition, the creature takes a -2 to attack rolls, skill checks, and saves in addition to the normal effects of blindness. This effect lasts as long as the creature is exposed to the light source plus 1d6 rounds. Uncontrollable Beserk (Ex): When a subjects's hit points are reduced to 25% or less, the subject enters a fury that clouds it's perception and reason. The subject attacks the closest creature to it during it's turn, regardless whether the creature is friend or foe. The subject cannot use any spells, triggered items, or spell-like abilities while under the effect of Uncontrollable Beserk. It eschews ranged attacks in favor of melee attacks. If the subject has natural weapons, it uses those in favor of manufactured weapons. In addition, the subject falls under the effects of a Barbarian's rage ability as described except that the rage does not end until this effect ends. If the closest creature to the subject is not within melee range at the beginning of the subject's turn, the subject must move towards that creature using the fastest possible route (incurring any AoO in the process.) If two or more creatures are within equal distance of the subject, the DM rolls randomly to determine which creature the subject attacks. This effect lasts until there are no creatures other than the subject within 120ft of the subject or the subject is rendered unconcious or killed. Creature Tactics: This creature is not very intelligent, but extremely perceptive and possessing a degree of cunning. It's scent ability and decent spot and listen will make it difficult for adventurers to sneak up on the creature. In combat, this creature will use it's pounce ability to quickly get into full round melee. The creature will try to make full use of it's rake ability (either through pounce or Improved Grab.) If the opportunity presents itself, the creature will strike at weaker looking targets first (usually adventures in light armor or already wounded.) It's frightful presence helps to soften resistance to it's attacks. The creature continues to attack the foe until either it or the foe is dead. It then moves on to the next foe. |
| Ogre4Hire01-05-04, 08:29 PM | You forgot to list the effect of Frightful Presence (shaken, panicked, or frightened) as well as the duration and what action triggers it (probably attacking or raging). If you want the creature to be able to bypass DR as Adamanite, you should also give it an ability like "Adamanite Strike" as a Special Attack, since normally only creatures with DR X/magic (or outsiders with alignment subtypes) can overcome DR with their own natural weapons. Otherwise pretty cool. |