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<blockquote data-quote="Hairy Minotaur" data-source="post: 1304906" data-attributes="member: 11574"><p>I use DM's Familiar. I set up a battle with 2 fighters, 1 cleric, 1 mage, 1 rogue, and 1 other character (for this guy I used a paladin) all at 7th level. I can control the tactics of the monster, as far as who it attacks, and what abilities it uses and on whom. I run minimum 5 battles, sometimes 10-15. Using initially what I think the CR should be. In this case I started with CR 7: 5 for the HD, 1 for the paralysis, and 1 for the decay. The turn resistance only comes into play, if the party doesn't have a cleric.</p><p></p><p>I "played" out 8 battles. With it's 60 move I had it hit the cleric, and/or the mage first in 6 of the battles. The other two I hit the rogue and then fighters. When I took out the cleric and mage first, I had almost all TPKs. When I hit the rogue and fighters, I didn't kill anyone, but if I hit more than 2 characters with the decay, it really wipes out a cleric's healing. Forcing the party to have to rest (assuming no potions nor scrolls were used). </p><p></p><p>After seeing how the battles played out, I knew that this gut was going to be an ambushing creature, and I would attempt to take out the cleric first, then the mage. So, I bumped the CR to 8 (for a +1 home field advantage) because if I use this guy in near to total darkness (like it would want to stick to anyway) I can get a surprise round in and maybe 1 character down before the others can react. </p><p></p><p>If your party has more fighters, or if you have a fighter type in the front and rear of the party, then this thing gets decimated, as it's AC is really easy to hit for a 7 or 8 level fighter. If you want a tougher fight for the fighters, then I would suggest adding some DR, or giving it the ability to also go incorpreal. </p><p></p><p></p><p>Thanks Pogre, and feel free to use one in your game. The clerics will fail to turn it anyway <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Hairy Minotaur, post: 1304906, member: 11574"] I use DM's Familiar. I set up a battle with 2 fighters, 1 cleric, 1 mage, 1 rogue, and 1 other character (for this guy I used a paladin) all at 7th level. I can control the tactics of the monster, as far as who it attacks, and what abilities it uses and on whom. I run minimum 5 battles, sometimes 10-15. Using initially what I think the CR should be. In this case I started with CR 7: 5 for the HD, 1 for the paralysis, and 1 for the decay. The turn resistance only comes into play, if the party doesn't have a cleric. I "played" out 8 battles. With it's 60 move I had it hit the cleric, and/or the mage first in 6 of the battles. The other two I hit the rogue and then fighters. When I took out the cleric and mage first, I had almost all TPKs. When I hit the rogue and fighters, I didn't kill anyone, but if I hit more than 2 characters with the decay, it really wipes out a cleric's healing. Forcing the party to have to rest (assuming no potions nor scrolls were used). After seeing how the battles played out, I knew that this gut was going to be an ambushing creature, and I would attempt to take out the cleric first, then the mage. So, I bumped the CR to 8 (for a +1 home field advantage) because if I use this guy in near to total darkness (like it would want to stick to anyway) I can get a surprise round in and maybe 1 character down before the others can react. If your party has more fighters, or if you have a fighter type in the front and rear of the party, then this thing gets decimated, as it's AC is really easy to hit for a 7 or 8 level fighter. If you want a tougher fight for the fighters, then I would suggest adding some DR, or giving it the ability to also go incorpreal. Thanks Pogre, and feel free to use one in your game. The clerics will fail to turn it anyway :p [/QUOTE]
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