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Am I adding hit-dice to creatures incorrectly?
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<blockquote data-quote="frankthedm" data-source="post: 3358788" data-attributes="member: 1164"><p>Your math was fine. CR is more of an art than a science and the tentacle DC does add a dire monkey wrench into the mix</p><p></p><p>You only have 3 characters. That really changes things. The cohort came from the rogue's feet so he should not be added in to determine a CR approriate encounter. </p><p></p><p>None of the party packing freedom of movement? At 18th level the onus is on the party to have some of that. The chuuls have to grab to even have a chance to paralyze on the next round</p><p></p><p>A small 18th level party hurts baaad with advanced improved grabbers! Normally improved grabbers snag on persone and die as the party concentrates thier attacks. One per body means thats not happening.</p><p></p><p>Constrict is a very, very strong ability, in my own game i change the damage it does to non lethal damage since the constric is dealt in <em>addition</em> to normal improved grab damage.</p><p></p><p>No Cleric! Advanced monsters are supposed to deal tons of damage so the cleric is forced to spend every action healing.</p><p></p><p>Advanced monsters loooooove improved toughness.</p><p></p><p>A <em>Take you out of the combat</em> ability that scales with HD and Con advancement can be a problem. An energy damage effect can be resisted and rarly scales with advencment in damage. A poison can be stopped dead with all day heroes feast, but freedom of movement is usually a precious buff saved for when really needed. A very High DC paralysis effect can dramaticly affect combat.</p><p></p><p>BTW, do you have the culs fully typed up? I could give them a home in my advanced monster thread.</p></blockquote><p></p>
[QUOTE="frankthedm, post: 3358788, member: 1164"] Your math was fine. CR is more of an art than a science and the tentacle DC does add a dire monkey wrench into the mix You only have 3 characters. That really changes things. The cohort came from the rogue's feet so he should not be added in to determine a CR approriate encounter. None of the party packing freedom of movement? At 18th level the onus is on the party to have some of that. The chuuls have to grab to even have a chance to paralyze on the next round A small 18th level party hurts baaad with advanced improved grabbers! Normally improved grabbers snag on persone and die as the party concentrates thier attacks. One per body means thats not happening. Constrict is a very, very strong ability, in my own game i change the damage it does to non lethal damage since the constric is dealt in [I]addition[/I] to normal improved grab damage. No Cleric! Advanced monsters are supposed to deal tons of damage so the cleric is forced to spend every action healing. Advanced monsters loooooove improved toughness. A [I]Take you out of the combat[/I] ability that scales with HD and Con advancement can be a problem. An energy damage effect can be resisted and rarly scales with advencment in damage. A poison can be stopped dead with all day heroes feast, but freedom of movement is usually a precious buff saved for when really needed. A very High DC paralysis effect can dramaticly affect combat. BTW, do you have the culs fully typed up? I could give them a home in my advanced monster thread. [/QUOTE]
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Am I adding hit-dice to creatures incorrectly?
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