Herzog
Adventurer
I've been running a converted Basic D&D adventure for some time now using 3.5, and I'm finally getting to the closing encounter of The Lost City, namely Zargon.
I've been using either 3.0 conversions of monsters or the 3.5 versions straight out of the 3.5 MM's, but the final encounter, Zargon, is a monster written up for the adventure, and the only converted version I have of him is 3.0 AND CR 8.
My party being lvl 10 by now, this being the final encounter, and them being prepared (they found his 'hideout', which he can't leave, and are making battleplans and taking a nights rest before going in) I want to give them a challenge. Since the party is relatively low on one-shot items and, last I checked, seem to have the same or lower attack, dmg and AC as a typical NPC of lvl 10, I think CR 12 should do it.
After several attempts to 'upgrade' the CR8 version, I finally gave up and decided to start over, picking up only those parts that I couldn't derive from the monster creation section in the back of MMI.
The only thing left is to ask the nice people of ENWorld if they think the version I arrived at is, indeed, a CR 12 monster, or if not, ask for suggestions on changes to make it CR 12:
Zargon (Tentacled Horror)
CR 12(?)
Huge Aberration
HD 16d8+70(152 hp)
Init +0
Spd 30 ft
AC: 22 (+0 DEX; -2 Size; +14 NA)
Bab/Grapple: +12/+28 (+8 size,+8 STR)
Full attack: 6 tentacles(+18/1d8+8), bite (+16/2d6+4)
Size/Reach 15/15
SA: Improved Grab, Constrict (1d8+8), Rend (2d6+6)
SQ Tremorsense, Darkvision 60', Immune to poison, acid resistance 10, fire resistance 10, electricity resistance 10, cold resistance 10
SR: 20
AL: CE
Saves: Will +13;Ref +7;Fort+10
STR 26 DEX 10 CON 20 INT 14 WIS 16 CHA 18
Feats: Power Attack, Cleave, Greater Cleave, Multiattack, Lighting Reflexes
Skills: Bluff +15, Intimidate +27, Knowledge (Arcana) +14, Listen +15, Sense Motive +17, Spot +15
So, what do you think?
(also, is my constrict and Rend damage correct? I couldn't find ANY reference as to how they are calculated....)
I've been using either 3.0 conversions of monsters or the 3.5 versions straight out of the 3.5 MM's, but the final encounter, Zargon, is a monster written up for the adventure, and the only converted version I have of him is 3.0 AND CR 8.
My party being lvl 10 by now, this being the final encounter, and them being prepared (they found his 'hideout', which he can't leave, and are making battleplans and taking a nights rest before going in) I want to give them a challenge. Since the party is relatively low on one-shot items and, last I checked, seem to have the same or lower attack, dmg and AC as a typical NPC of lvl 10, I think CR 12 should do it.
After several attempts to 'upgrade' the CR8 version, I finally gave up and decided to start over, picking up only those parts that I couldn't derive from the monster creation section in the back of MMI.
The only thing left is to ask the nice people of ENWorld if they think the version I arrived at is, indeed, a CR 12 monster, or if not, ask for suggestions on changes to make it CR 12:
Zargon (Tentacled Horror)
CR 12(?)
Huge Aberration
HD 16d8+70(152 hp)
Init +0
Spd 30 ft
AC: 22 (+0 DEX; -2 Size; +14 NA)
Bab/Grapple: +12/+28 (+8 size,+8 STR)
Full attack: 6 tentacles(+18/1d8+8), bite (+16/2d6+4)
Size/Reach 15/15
SA: Improved Grab, Constrict (1d8+8), Rend (2d6+6)
SQ Tremorsense, Darkvision 60', Immune to poison, acid resistance 10, fire resistance 10, electricity resistance 10, cold resistance 10
SR: 20
AL: CE
Saves: Will +13;Ref +7;Fort+10
STR 26 DEX 10 CON 20 INT 14 WIS 16 CHA 18
Feats: Power Attack, Cleave, Greater Cleave, Multiattack, Lighting Reflexes
Skills: Bluff +15, Intimidate +27, Knowledge (Arcana) +14, Listen +15, Sense Motive +17, Spot +15
So, what do you think?
(also, is my constrict and Rend damage correct? I couldn't find ANY reference as to how they are calculated....)