Shade Monster Junkie Mar 20, 2009 #691 Sounds good. +2 Con? Raise swarm damage to 3d6 plus 1d10 acid? Resistance to fire 5 or 10?
freyar Extradimensional Explorer Mar 20, 2009 #692 Those boosts sound right. Let's say resistance 5, since they're swarms. Give them too much, and their CR will go sky-high.
Those boosts sound right. Let's say resistance 5, since they're swarms. Give them too much, and their CR will go sky-high.
freyar Extradimensional Explorer Mar 20, 2009 #694 Let's change the environment to swamps and marshes. CR 7? It's not quite as good as a hellwasp swarm, I think. Speaking of hellwasps, should we make the Int of these and the forest moss dependent on a hp threshhold, like the hellwasp's Hive Mind?
Let's change the environment to swamps and marshes. CR 7? It's not quite as good as a hellwasp swarm, I think. Speaking of hellwasps, should we make the Int of these and the forest moss dependent on a hp threshhold, like the hellwasp's Hive Mind?
demiurge1138 Inventor of Super-Toast Mar 20, 2009 #695 Agreed to hive mind. Half damage from fire makes me think at least resistance 10, which is mitigated by the cold vulnerability. Instead of cold slowing them, how about paralysis? I'd rather give them 2d6 acid instead of 1d10, as well.
Agreed to hive mind. Half damage from fire makes me think at least resistance 10, which is mitigated by the cold vulnerability. Instead of cold slowing them, how about paralysis? I'd rather give them 2d6 acid instead of 1d10, as well.
freyar Extradimensional Explorer Mar 20, 2009 #696 That's fine, but then I think these jump to CR 8 or maybe even 9 compared to the hellwasps.
demiurge1138 Inventor of Super-Toast Mar 20, 2009 #697 ...you do realize that hellwasps also have fire resistance 10, right?
freyar Extradimensional Explorer Mar 21, 2009 #698 Oh yeah, I saw that before and then forgot. Hmmm, ok then, no more than CR 8, maybe a strong 7.
Shade Monster Junkie Mar 23, 2009 #699 Updated. For the hive mind, stick with Int 3, or borrow Int 6 like the hellwasp? Duration for cold paralyis? I'm thinking CR 7, since these things are essentially hellwasp swarms with 4 less HD and far worse mobility.
Updated. For the hive mind, stick with Int 3, or borrow Int 6 like the hellwasp? Duration for cold paralyis? I'm thinking CR 7, since these things are essentially hellwasp swarms with 4 less HD and far worse mobility.
demiurge1138 Inventor of Super-Toast Mar 23, 2009 #700 Stick to Int 3. Paralyzed for 1 round per spell level?