Creature needs reworking? Help. [Archive] - Wizards Community

Post/Author/DateTimePost
GrandMarquis

02-23-05, 09:07 PM
My rolseiaht creature, found here (http://boards1.wizards.com/showthread.php?t=350880), seems to be underpowered for its CR (which R.M.G.C.L.F. said the first time around I think, should've listened). The first time I used it, I sent it after a party of 5 (snicker) 3rd levels, who whittled it down with arrows and javelins as it tried to scare them off with its Flyby Attack. When it landed, the fighter promptly cut it in half. I hoped this was just because it flew too long, so later the fighter wanted to test it one-on-one in a 'fake' battle. I expected it to kill him, you know, since it's CR 4 and he's a level 3. Didn't work out that way. It took a while, but super-fighter eventually killed it without taking 10 damage or getting poisoned. Now I need to fix poor old rolsie, either by lowering its CR (I'd rather not, since that means I can't use it much in the future) or making it stronger (which may surprise and anger some PCs). Or it's possible that super-fighter is just... super (23 AC for 3rd level is insane!... to me).

So, what do you suggest? I was thinking giving it more strength, so that it actually does some damage, and/or increasing it's wing and talon damage to d6. I could give it a bit of DR... but I'd rather not have it resistant to magic and weapons. A generic HP boost, either Con or dice? Something else? I made it's stats compared to a harpy, so theorectically it should have the same CR 4... apparently not.

Post here or in the rolseiaht thread, doesn't really matter. In fact, I'm not sure why I made this new thread and didn't post it there... oh well.
GrandMarquis

02-25-05, 06:55 PM
:bump:
Raymond_Luxury_Yacht

02-25-05, 07:11 PM
The thing isn't a CR 4, because the poison requires a successful attack roll. I'd peg it at a CR 3, which, considering how your PCs easily defeated it, is accurate. If you want a CR 4, you may want to boost the Hit Dice slightly, to up both the attack bonus and the poison DC. If it gets another feat from advancement, I'd suggest Ability Focus (Poison).
Vatras

02-26-05, 05:23 PM
Boost STR and CON by 4 and DEX by 6.
Consider throwing out Alertness and giving it some combat feat...Dodge or Point Blank Shot (and make it use archery or javelins).
Dont count on poisons to have immediate effects.
GrandMarquis

02-28-05, 03:53 AM
Ok, I think I'll leave it mostly as-is and drop it to CR 3, maybe switch one feat for Ability Focus (Poison), suggestions for which one?

Also, If it's advanced to a Large creature (15+ HD), I'm thinking a more powerful version of the creature, like a Displacer Beast Pack Lord or something. Reduce it's flying ability, boost it's physcal stats and Int and/or Cha, give it some spell-like abilities (as per my original idea). Ought to be a nice challenge for levels to come. I'll work on it later since I don't have the MM at the moment, so leave your thoughts, suggestions, and criticism here, and thanks for the help.
Vatras

02-28-05, 12:22 PM
I have written an elite template for my game, which I use on melee monsters I like to make an appearance in levels when they have become too weak. I post it here for your use:

Elite Template
HD: maximum hitpoints
Speed: double for all types or normal, as more fitting
AC: +6 insight and +6 luck bonus
Attack: +15 luck bonus to all attack rolls
Damage: +6 luck bonus on all melee and thrown weapon damage
SA: +6 insight bonus to special attacks, which refers to DC and damage
SQ: +5 to existing elemental resistances, fast healing 10, unless has better, DR 5/- unless has better of this type
Saves: competence bonus of +6
Abilities: +12 to physical stats
Skills: +6 competence bonus to all physical skills
Feats: 2 bonus feats pertaining to melee
CR: +9

It is a watered-down version of the paragon template, so you know in what levels its appropriate to use.