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<blockquote data-quote="Argyle King" data-source="post: 6598455" data-attributes="member: 58416"><p>The rhino is one of the creatures I compared to (as well as an elephant.) I tried to take into consideration that the rhino has far more offensive power considering the higher base damage and the ability to charge.</p><p></p><p>Still, I think you have a fair point. I do like the idea of lowering the hit dice and putting the typical specimen at around 47 HP though. Part of my thinking for that is to make a fight against one of these things (in the event that occurs) not feeling like it's dragging against a hard to hit bag of HP. Also, thematically, I imagine that the exoskeleton is tough to break through, but, once you do, it's a big squishy bug underneath.</p><p></p><p></p><p>A bit of a sidetrack...</p><p></p><p>If what I posted already is a more powerful or advance specimen, these are my thoughts....</p><p></p><p>This is way more detail than necessary, but I was bored, so...</p><p></p><p>Zeetle Juvenile: size changes to medium; AC is probably lower (14,) HP is lower (using d8s instead of d10s) exactly stats depend on how old you want it to be. For a quick "juvenile," subtract 1 from all statistics except for DEX; anything involving DEX gets a +1. I do have a rough ballpark in mind to get to a CR 1/4 specimen and for a specimen that would be suitable for a ranger or druid's companion in the event that would ever come up.</p><p></p><p>Zeetle Young Adult: same stats as above, but change HP to 38 (4d10+16) and CR is 1/2... also change speed to 30. </p><p>Thematically, this would be explained by saying it's an adult, but not quite full size yet, so lighter. Mechanically, I think the increased speed helps offset the lessened HP to still be the same CR as an "adult.". I know the rules suggest that regular movement speed shouldn't factor into CR, but I tend to feel that the ability of a melee focused creature to actually engage its enemy should be taken into consideration here.</p><p></p><p>Zeetle Adult: same stats as above, but change HP to 47 (5d10+20) and CR is 1/2 with XP being as for a CR 1/2 creature.</p><p></p><p>Zeetle Elder: same stats as above, but the slam does 1d6+5. CR is 3/4 (as posted above) and it is worth 150 XP. (I still don't feel it's worth a full CR 1 due to limited offensive capabilities, but would appreciate feedback if anyone would like to playtest some Zeetles.)</p><p></p><p>I'm debating upon whether they can Burrow or not. I'm thinking they can, but only through sand (or similar) material. There's a storyline reason why. The short version is that there is a group of lizardfolk who live underground and have a dispute with the desert elves over who the Zeetles belong to. At night, the Zeetles surface and roam the desert; the elves (who are semi-nomadic) often follow the trails of the Zeetles.</p><p></p><p>On a side note: The desert elves were something of a way to use the Egyptian gods in the setting. These particular elves are loosely based upon a few Native American tribes (with perhaps a little African influence.) The various nature spirits they pray to are spiritual versions of the Egyptian pantheon. I'm not really sure how this fits into the religious views of other elves, so I'm currently settled on the idea of the various nomadic groups not fully agreeing on how they are related to other elves. Some believe Ra is simply a brother/cousin/whatever to Corellon; a few believe they were originally part of the group who eventually became Drow but turned away from Lolth before it was too late (though still too late to go back home); some simply accept that their beliefs are what they are and don't think a whole lot about other elves whom they seldom interact with.</p><p></p><p>The baseline assumption I'm using for this game is the set of Dawn War Deities with a few additions.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 6598455, member: 58416"] The rhino is one of the creatures I compared to (as well as an elephant.) I tried to take into consideration that the rhino has far more offensive power considering the higher base damage and the ability to charge. Still, I think you have a fair point. I do like the idea of lowering the hit dice and putting the typical specimen at around 47 HP though. Part of my thinking for that is to make a fight against one of these things (in the event that occurs) not feeling like it's dragging against a hard to hit bag of HP. Also, thematically, I imagine that the exoskeleton is tough to break through, but, once you do, it's a big squishy bug underneath. A bit of a sidetrack... If what I posted already is a more powerful or advance specimen, these are my thoughts.... This is way more detail than necessary, but I was bored, so... Zeetle Juvenile: size changes to medium; AC is probably lower (14,) HP is lower (using d8s instead of d10s) exactly stats depend on how old you want it to be. For a quick "juvenile," subtract 1 from all statistics except for DEX; anything involving DEX gets a +1. I do have a rough ballpark in mind to get to a CR 1/4 specimen and for a specimen that would be suitable for a ranger or druid's companion in the event that would ever come up. Zeetle Young Adult: same stats as above, but change HP to 38 (4d10+16) and CR is 1/2... also change speed to 30. Thematically, this would be explained by saying it's an adult, but not quite full size yet, so lighter. Mechanically, I think the increased speed helps offset the lessened HP to still be the same CR as an "adult.". I know the rules suggest that regular movement speed shouldn't factor into CR, but I tend to feel that the ability of a melee focused creature to actually engage its enemy should be taken into consideration here. Zeetle Adult: same stats as above, but change HP to 47 (5d10+20) and CR is 1/2 with XP being as for a CR 1/2 creature. Zeetle Elder: same stats as above, but the slam does 1d6+5. CR is 3/4 (as posted above) and it is worth 150 XP. (I still don't feel it's worth a full CR 1 due to limited offensive capabilities, but would appreciate feedback if anyone would like to playtest some Zeetles.) I'm debating upon whether they can Burrow or not. I'm thinking they can, but only through sand (or similar) material. There's a storyline reason why. The short version is that there is a group of lizardfolk who live underground and have a dispute with the desert elves over who the Zeetles belong to. At night, the Zeetles surface and roam the desert; the elves (who are semi-nomadic) often follow the trails of the Zeetles. On a side note: The desert elves were something of a way to use the Egyptian gods in the setting. These particular elves are loosely based upon a few Native American tribes (with perhaps a little African influence.) The various nature spirits they pray to are spiritual versions of the Egyptian pantheon. I'm not really sure how this fits into the religious views of other elves, so I'm currently settled on the idea of the various nomadic groups not fully agreeing on how they are related to other elves. Some believe Ra is simply a brother/cousin/whatever to Corellon; a few believe they were originally part of the group who eventually became Drow but turned away from Lolth before it was too late (though still too late to go back home); some simply accept that their beliefs are what they are and don't think a whole lot about other elves whom they seldom interact with. The baseline assumption I'm using for this game is the set of Dawn War Deities with a few additions. [/QUOTE]
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