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Balancing a particular encounter

Since 3.5 doesn't have the "bloodied" value, to be honest you can decide after the fight starts. But I would give it as many hit points as four or five CR 1 monsters.

We tend to House Rule "Bloodied" in, it is one of the few things 4e came up with that we really like (although it does seem to show the party that they are damaging a strong monster, some monsters have custom abilities that activate when Bloodied) but yea, I just have to decide "yea, this is halfway through the fight" and that's it.

4 or 5 *15=60/75 (I thought 50 was high but I am OK with more since it is not Invisible)

It might be too strong if it can focus on one PC. You could give it a Spring Attack-like ability, where it can move about the battlefield and make one attack per target.

I really like that idea, especially if it avoids difficult terrain by Jumping around, I best brush up on "Jump/Climb During Movement" in combat rules and design some buildings for the creature to damage to make the area difficult...I might be getting carried away, making this too hard >:)

No, that's not too good. It basically needs to match each of a PC's decent stats (at least in Con/Dex/Wis) to have a chance. No matter how powerful it is, if someone hits it with Color Spray or Sleep, it's out of the fight.

fair enough, those are the stats:

Hp=60/70 (see how the fight progresses)
AC=13=5+Dex(+3)+Natural Armour(+4)+BAB(+2)+Size(-1)
Hit=+4=BAB(+2)+Dex(+3)+Size(-1) (yea, this still seems a stumbling block, how can improve this without improving anything else?)

Damages:
(P)2*Claws=1d4+Str(+2)
(S)Bite=1d4+0.5*Str(+1)
(S)Tail=1d4+0.5*Str(+1) (Reach 10") (Maybe 15", or is that too wide?)

Racial Bonuses to Jump/Climb? +2 or higher like +10?

EDIT: Dodge/Mobility/Spring Attack/Multi-attack feats as well (Agile feat, custom +2 to Jump and Climb checks, combining half of the Acrobatic and Athletic feats)
 
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For attack bonuses, feel free to give it an extraordinary ability: Skirmisher Extraordinaire. If it moves more than 10 feet or 20 feet, it gains a bonus to melee attack rolls. Whatever bonus you like. (This might be relevant if a PC grapples it or otherwise hinders it.)

A long tail reach is fine. It can literally reach over the fighter's head and hit the mage, or however your PCs are set up :)
 

For attack bonuses, feel free to give it an extraordinary ability: Skirmisher Extraordinaire. If it moves more than 10 feet or 20 feet, it gains a bonus to melee attack rolls. Whatever bonus you like. (This might be relevant if a PC grapples it or otherwise hinders it.)

I love that, I'm thinking it gains +1 to Hit for every 10" it moves (what should its movement be? 60"?)
 

I think 60 feet would be too much if it has a Spring Attack-like ability.

I think 40 feet as a speed is fine. If there's enough buildings, rocks, etc, for it to jump onto, the PCs will still be challenged by its speed, but it might have to spend a round taking a full rotation of attacks each time. (Or PCs could climb or jump after it. Or shoot it.)
 

I think 60 feet would be too much if it has a Spring Attack-like ability.

I think 40 feet as a speed is fine. If there's enough buildings, rocks, etc, for it to jump onto, the PCs will still be challenged by its speed, but it might have to spend a round taking a full rotation of attacks each time. (Or PCs could climb or jump after it. Or shoot it.)

I meant 30" (6 tiles not 60"), my bad

I like it, I will be testing it once I have the party composition but I might tailor its powers a bit more

Thanks for your help

EDIT: That might be misunderstood a bit, I'm not going to change the monster completely but I might tweak it a bit if a player's character has a strength that is either ignored or overpowered
 
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