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| Kensan_Oni02-09-07, 10:16 AM | I am considering springing this upon my party, as a neat new monster that is causing a near riot on the edge of one of the towns they are going to. It's loosely based of the Shadow, with a few things changed around. Does the CR still look good for this, or do you think that the CR needs to be adjusted? Thank you for your time. Trepidatis Small Abberation HD 3d8+6 (19 hp's) Init +2 Speed: Fly 40' (Good) AC 14 (+2 Dex +1 Natural, +1 Small) Touch 13 FlatFooted 12 BAB +2 Attack +3 Incorpral Ectoplasm + (1d6 Wis Damage) Space/Reach 5/5 Special Attacks: Wisdom Damage, Aura of Fear Special Qualities: Incorpreal, Darkvision 60, Saves Fort: +3, Ref +3, Will +5 Abilities Str 0, Dex 14, Con 14 , Int 2, Wis 14 Chr 15 Skills: Spot +5 Feats: Hover, Dodge Enviroment: Mournlands or Haunted Areas Orginization: Solitary, Pair, or Swarm (3-12) Challenge Rating 4 Treasure: None Alignment: Always Neutral Evil Advancment 4-5 HD (Small) 6-9HD (Medium) A Trepidatis is a small floating ball, about two foot in diamiter, that emits a glowing green light. Along it's transparent surface can be made out ghostly shapes of faces, all wailing. The Trepidatis is an energy that was created with the death of many in the Mournlands. Often confused with undead spirits, the Trepidatis is more of a reflection of magic then it is of spirit. Combat: The Trepidatis desires to feed of other peoples emotions. It will chase after those that are struck by it's aura of fear, and wait till it corners them, and will use it's touch to drain the life out of their victim. It avoids direct confrontation, prefering to withdraw to persue it's prey. Aura of Fear [Ex]: All creatures within 60' that are twice the Trepidatis's hit dice or less must make a Will save (DC 13 Chr Based) or be panicked, as the Cause Fear spell. This save must be made every round. Creatures with Hit Dice of more then twice the Trepidatis's Hit Dice are not affected. Wisdom Drain [Ex]: On a successful attack, the Trepidatis deals wisdom damage. All wisdom damage that they deal heals them for an equal amount of Hit Points. If a victim is drained of all their wisdom, they make a fort save (DC 13 Chr). If they fail their fort save, they die. |
| Roivas02-09-07, 05:14 PM | I'd advise making the creature incorporeal like the Will-o-Wisp. And maybe drop one HD to make them easier, if you go with the incorporeal thing. |
| Kensan_Oni02-09-07, 05:26 PM | Wish Granted! Actually, it already had the Incorporeal... I just can't spell. :P |
| Kensan_Oni02-11-07, 09:18 PM | Edit: increased CR to 4. Being able to turn Shadows makes them weaker. The creature was an absolute terror on a 6 man 2nd level party, and almost killed off the poor Warlock. I think CR 4 seems more appropriate. |
| dok02-12-07, 12:04 AM | Small Abberation If it's incorporeal, it should both have the [ Incorporeal ] subtype, and follow all of the rules for Incorporeal Subtype (http://www.d20srd.org/srd/typesSubtypes.htm#incorporealSubtype) Speed: Fly 40' (Good) AC 14 (+2 Dex +1 Natural, +1 Small) Touch 13 FlatFooted 12 Here are two examples of where the subtype has rules that you haven't followed. Incorporeal creatures always have Perfect Manueverabilty on their flight. Incorporeal creautres do not have any Natural Armor bonuses, because they don't have natural armor. Instead, they recieve a Deflection bonus equal to their Charisma modifier, or +1, whichever is higher. Attack +3 Incorpral Ectoplasm + (1d6 Wis Damage) Attack bonus for an incorporeal creature would be its BAB (+2) plus it's Dexterity modifier (+2) plus it's Size modifier (+1), and it would be an Incorporeal Touch, for a total of +5 Aura of Fear [Ex]: All creatures within 60' that are twice the Trepidatis's hit dice or less must make a Will save (DC 13 Chr Based) or be panicked, as the Cause Fear spell. This save must be made every round. Creatures with Hit Dice of more then twice the Trepidatis's Hit Dice are not affected. Fear Auras (http://www.d20srd.org/srd/specialAbilities.htm#fear) are Su, not Ex. Only Frightful Presence is an Ex abiltiy. Further, most Fear effects allow that a successful saving throw protects the character for 24 hours against repeated exposure to the same creature's aura. Also, the Cause Fear (http://www.d20srd.org/srd/spells/causeFear.htm) spell causes creatures to become Frightened, not panicked, and has no effect on creatures with more than 6 HD. This is an important distinction, because you could advance this creature to 9 HD, giving this ability a saving throw DC of 16 minimum, and have it affect 17th level PCs. That's not quite right. So I'd suggest changing it to be Frightened, and capping the effect to creatures with 6 HD or less. Wisdom Drain [Ex]: On a successful attack, the Trepidatis deals wisdom damage. All wisdom damage that they deal heals them for an equal amount of Hit Points. If a victim is drained of all their wisdom, they make a fort save (DC 13 Chr). If they fail their fort save, they die. You're using two very different terms here interchangibly, and they're not. Does this attack deal wisdom damage, or does it cause Wisdom drain? Ability Damage heals at a rate of 1 per day, or can be healed with [i]lesser restoration; ability drain does not ever heal without the aid of magic, and requires a restoration spell. Creatures using Ability Damage (http://www.d20srd.org/srd/specialAbilities.htm#abilityDamage) typically don't heal any hit points from using the ability. Creatures using ability drain heal a fixed number of points (usually 5) Also, if you don't change the Fear Aura (to allow a successful save to protect against that creature's aura for 24 hours) then the combination of needing to roll a saving throw every round and having an increasing penalty to that saving throw due to Wisdom drain/damage makes this monster incredibly dangerous. I don't think this is a CR issue, I just think the fear aura shouldn't trigger each & every round. Either make it a "one save gives immunity for 24 hours", or give the creature scare as a spell-like ability, usable at will. The combination of a fear effect that's usable as a free action and that requires a new saving throw every round is pretty powerful for a low CR monster. Swapping it out to be a spell-like ability evens things up, taking a standard action and drawing AoOs. |