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Am I making this monster too deadly?
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<blockquote data-quote="takyris" data-source="post: 2350151" data-attributes="member: 5171"><p>Hey all,</p><p></p><p>First off, hopefully this is the right area -- I'm playing a d20 Past (ish) game set in a historical fantasy setting. My players are using d20 Modern, Urban Arcana (minus the tech), d20 Past, and a few d20 Future feats and Advanced Classes (the ones that aren't tech-dependent). So basically, I'm putting them in a D&D-like world with d20 Modern classes, which, from what I've heard, immediately means that you should add about +1 or +2 to the average monster CR right off the bat, unless you're also weakening monsters.</p><p></p><p>In addition, I'm using a house rule involving size. My large monsters aren't going to have enormous Strength or Con scores. Instead, for every size category above Medium, a monster gains +3 hit points per hit die, +3 on all damage rolls, +3 to MDT, +3 on Fort saves against Poison or Disease, and +8 on any Strength check (including bull-rush stuff), Strength-based skill check, or Grapple check (instead of the usual +4 that a larger creature gets). I've done this so that I can have a large monster with a low or average strength -- such a monster wouldn't hit often, but when it did, the damage would still be heavy enough to force a Massive Damage save. (For example, I have an ogre that attacks at only +1 melee but hits for 2d8+4 damage.)</p><p></p><p>So, to be honest, I've changed enough stuff that I'm not entirely sure how powerful something is going to turn out to be. I've got a monster -- my homebrewed version of a wyvern, which is the first and weakest monster in a progressive series of draconic monsters I'm going to be slinging their way -- that I'd like to run by folks to get an idea of the possible CR. Bear in mind that this is a d20 Modern group, not a D&D group, so they'll be a few levels behind in magical ability and magic-level for equipment.</p><p></p><p>Thanks!</p><p></p><p><strong>Wyvern:</strong></p><p><em>Large Dragon (Unguided*)</em></p><p>HD: 6d12 +6 Con +18 size (63 hp)</p><p>MDT: 19 (13 Con, +3 Size, +3 Improved DT)</p><p>Init: -1 (-1 Dex)</p><p>Speed: 20, fly 60 (poor)</p><p>Defense: 14 (-1 size, -1 Dex, +6 natural), touch 8, flat 14</p><p>BAB/GRP: +6/+12</p><p>Attack: (+6 BAB -2 Str -1 size) Sting +3 melee (1d6+1 + 3d6 energy) or Bite +3 melee (2d8+1)</p><p>Full Attack: Sting +3 melee (1d6+1 + 3d6 energy), Bite -2 melee (2d8+1), 2 talons -2 melee (2d6+1)</p><p>Face/Reach: 10/10</p><p>SA: Stinger energy, improved grab</p><p>SQ: Low-light vision, Dragon Qualities</p><p>Saves: F+6(+3 size), R+4, W+5</p><p>Abil: Str7, Dex9, Con13, Int2, Wis11, Cha4</p><p>Skills: Listen+13, Navigate+9, Spot+13, Survival+9(+4 when tracking)</p><p>Feats: Power Attack**, Improved Damage Threshold(bonus), Cleave, Sunder</p><p>CR: ???</p><p></p><p>* A guided dragon is a dragon possessed by the mind of outsider, which makes it stronger, faster, far more intelligent, and capable of spellcasting. An unguided dragon is simply an incredibly powerful beast, no more intelligent than a wolf or a bear.</p><p></p><p>** Wyverns can take Power Attack despite not qualifying for it due to their low Strength score.</p><p></p><p><em>Dragon Qualities in this game</em></p><p>Low-light vision</p><p>The bonus feat "Improved Damage Threshold"</p><p>+4 Racial Bonus to Spot, Listen, and Track checks</p><p></p><p></p><p><strong>Appearance:</strong> A wyvern is a creature of nightmares, standing twelve feet tall on legs with cruelly hooked talons and lashing the air with a scorpion-like stinger that glows and crackles in all the colors of the rainbow. Its scales are a dull brown, and its wings are vaguely translucent. It moves with a clumsy, awkward gait.</p><p></p><p><strong>Tactics:</strong> The wyvern is an unintelligent beast. It swoops down and attacks its prey with reckless abandon, attacking quickly and savagely to destroy opponents before they can react.</p><p></p><p><em>Stinger Energy:</em> Chaotic energy swirls around a wyvern’s tail. If it hits, roll 1d6 to determine what kind of damage is delivered as bonus energy damage that round:</p><p></p><p>1: No bonus damage, but a Dispel check at +12 is made against all effects on the character, and any damage reduction that is magical in origin is lowered by 3d6. It returns at a rate of 1 point per hour.</p><p>2: Fire</p><p>3: Electricity</p><p>4: Acid</p><p>5: Cold</p><p>6: Sonic</p><p></p><p><em>Improved Grab:</em> If the wyvern hits with a bite attack, it may attempt to start a grapple as a free action that does not provoke attacks of opportunity. If it succeeds, it either continues to bite (doing bite damage automatically each round) or transfers the victim to its tail (does 2d6+1 constriction damage each round as well as bonus damage from the stinger). In either case, it will use normal grappling tactics unless it is struck for damage by an ally of the grappled victim, in which case it will take the -20 to not be considered grappling.</p><p></p><p>So there you go... the stinger does an average of 15 damage a hit, the bite can easily trigger a massive damage save, and the talons are nasty in their own right. On the other hand, even a d20 Modern group is going to have a little magic at some point, and it's possible that their Defenses could be high enough to make this guy miss almost all the time. </p><p></p><p>Thoughts? What CR would you put this at? Right now, I'm thinking that I'd have the players encounter this as a solo-monster fight that was a good, solid, rest-afterward but little-chance-of-TPK adventure at:</p><p></p><p>Level 6 if they had fair warning, time to plan an ambush, and possibly help</p><p>Level 7 if they had fair warning and possibly help</p><p>Level 8 if they had fair warning</p><p>Level 9 if they had less than ideal circumstances (got ambushed by it, fought it in bad terrain for them)</p><p></p><p>How does that sound?</p></blockquote><p></p>
[QUOTE="takyris, post: 2350151, member: 5171"] Hey all, First off, hopefully this is the right area -- I'm playing a d20 Past (ish) game set in a historical fantasy setting. My players are using d20 Modern, Urban Arcana (minus the tech), d20 Past, and a few d20 Future feats and Advanced Classes (the ones that aren't tech-dependent). So basically, I'm putting them in a D&D-like world with d20 Modern classes, which, from what I've heard, immediately means that you should add about +1 or +2 to the average monster CR right off the bat, unless you're also weakening monsters. In addition, I'm using a house rule involving size. My large monsters aren't going to have enormous Strength or Con scores. Instead, for every size category above Medium, a monster gains +3 hit points per hit die, +3 on all damage rolls, +3 to MDT, +3 on Fort saves against Poison or Disease, and +8 on any Strength check (including bull-rush stuff), Strength-based skill check, or Grapple check (instead of the usual +4 that a larger creature gets). I've done this so that I can have a large monster with a low or average strength -- such a monster wouldn't hit often, but when it did, the damage would still be heavy enough to force a Massive Damage save. (For example, I have an ogre that attacks at only +1 melee but hits for 2d8+4 damage.) So, to be honest, I've changed enough stuff that I'm not entirely sure how powerful something is going to turn out to be. I've got a monster -- my homebrewed version of a wyvern, which is the first and weakest monster in a progressive series of draconic monsters I'm going to be slinging their way -- that I'd like to run by folks to get an idea of the possible CR. Bear in mind that this is a d20 Modern group, not a D&D group, so they'll be a few levels behind in magical ability and magic-level for equipment. Thanks! [b]Wyvern:[/b] [i]Large Dragon (Unguided*)[/i] HD: 6d12 +6 Con +18 size (63 hp) MDT: 19 (13 Con, +3 Size, +3 Improved DT) Init: -1 (-1 Dex) Speed: 20, fly 60 (poor) Defense: 14 (-1 size, -1 Dex, +6 natural), touch 8, flat 14 BAB/GRP: +6/+12 Attack: (+6 BAB -2 Str -1 size) Sting +3 melee (1d6+1 + 3d6 energy) or Bite +3 melee (2d8+1) Full Attack: Sting +3 melee (1d6+1 + 3d6 energy), Bite -2 melee (2d8+1), 2 talons -2 melee (2d6+1) Face/Reach: 10/10 SA: Stinger energy, improved grab SQ: Low-light vision, Dragon Qualities Saves: F+6(+3 size), R+4, W+5 Abil: Str7, Dex9, Con13, Int2, Wis11, Cha4 Skills: Listen+13, Navigate+9, Spot+13, Survival+9(+4 when tracking) Feats: Power Attack**, Improved Damage Threshold(bonus), Cleave, Sunder CR: ??? * A guided dragon is a dragon possessed by the mind of outsider, which makes it stronger, faster, far more intelligent, and capable of spellcasting. An unguided dragon is simply an incredibly powerful beast, no more intelligent than a wolf or a bear. ** Wyverns can take Power Attack despite not qualifying for it due to their low Strength score. [i]Dragon Qualities in this game[/i] Low-light vision The bonus feat "Improved Damage Threshold" +4 Racial Bonus to Spot, Listen, and Track checks [b]Appearance:[/b] A wyvern is a creature of nightmares, standing twelve feet tall on legs with cruelly hooked talons and lashing the air with a scorpion-like stinger that glows and crackles in all the colors of the rainbow. Its scales are a dull brown, and its wings are vaguely translucent. It moves with a clumsy, awkward gait. [b]Tactics:[/b] The wyvern is an unintelligent beast. It swoops down and attacks its prey with reckless abandon, attacking quickly and savagely to destroy opponents before they can react. [i]Stinger Energy:[/i] Chaotic energy swirls around a wyvern’s tail. If it hits, roll 1d6 to determine what kind of damage is delivered as bonus energy damage that round: 1: No bonus damage, but a Dispel check at +12 is made against all effects on the character, and any damage reduction that is magical in origin is lowered by 3d6. It returns at a rate of 1 point per hour. 2: Fire 3: Electricity 4: Acid 5: Cold 6: Sonic [i]Improved Grab:[/i] If the wyvern hits with a bite attack, it may attempt to start a grapple as a free action that does not provoke attacks of opportunity. If it succeeds, it either continues to bite (doing bite damage automatically each round) or transfers the victim to its tail (does 2d6+1 constriction damage each round as well as bonus damage from the stinger). In either case, it will use normal grappling tactics unless it is struck for damage by an ally of the grappled victim, in which case it will take the -20 to not be considered grappling. So there you go... the stinger does an average of 15 damage a hit, the bite can easily trigger a massive damage save, and the talons are nasty in their own right. On the other hand, even a d20 Modern group is going to have a little magic at some point, and it's possible that their Defenses could be high enough to make this guy miss almost all the time. Thoughts? What CR would you put this at? Right now, I'm thinking that I'd have the players encounter this as a solo-monster fight that was a good, solid, rest-afterward but little-chance-of-TPK adventure at: Level 6 if they had fair warning, time to plan an ambush, and possibly help Level 7 if they had fair warning and possibly help Level 8 if they had fair warning Level 9 if they had less than ideal circumstances (got ambushed by it, fought it in bad terrain for them) How does that sound? [/QUOTE]
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