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*Pathfinder & Starfinder
CR for this custom monster?
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<blockquote data-quote="CRGreathouse" data-source="post: 481487" data-attributes="member: 474"><p>My CR Estimator puts it at 7, but it doesn't takle into account the immobility. I'd drop it to ~5, I think.</p><p></p><p>TENTACLE HORROR</p><p>--------------------------------------------------------------------------------</p><p>Huge Aberration</p><p>Hit Dice: 8d8+40 (76 hp)</p><p>Initiative: +2 (+2 Dex)</p><p>Speed: 30 ft</p><p>AC: 19 (+2 Dex, -2 size, +9 natural)</p><p>Attacks: Tentacle slam +12/+7 melee</p><p>Damage: Tentacle slam 2d6+12 and 1d6 cold subdual</p><p>Face/Reach: 10 ft by 10 ft/15 ft</p><p>Special Attacks: cold aura, constrict, improved grab</p><p>Special Qualities: Mindless, no anatomy, blindsight</p><p>Saves: Fort +7, Ref +4, Will +6</p><p>Abilities: Str 27, Dex 14, Con 20, Int ---, Wis 10, Cha 7</p><p>Feats: Combat Reflexes, Snatch (B)</p><p>--------------------------------------------------------------------------------</p><p>Climate/Terrain: Any land or underground</p><p>Challenge Rating: 7</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p></p><p>Blindsight: Using nonvisual senses, such as sensitivity to vibrations, scent, acute hearing, or echolocation, the creature maneuvers and fights as well as sighted creatures. Invisibility and darkness are irrelevant, though the creature still can't discern ethereal beings. The creature does not need to make Spot or Listen checks to notice creatures within 30.</p><p>Improved Grab (Ex): When this creature hits with its Tentacle Slam, it attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can constrict.</p><p>Constrict: This creature deals 2d6+8 on a sucessful grapple check, in addition to the grappling weapon's normal damage.</p></blockquote><p></p>
[QUOTE="CRGreathouse, post: 481487, member: 474"] My CR Estimator puts it at 7, but it doesn't takle into account the immobility. I'd drop it to ~5, I think. TENTACLE HORROR -------------------------------------------------------------------------------- Huge Aberration Hit Dice: 8d8+40 (76 hp) Initiative: +2 (+2 Dex) Speed: 30 ft AC: 19 (+2 Dex, -2 size, +9 natural) Attacks: Tentacle slam +12/+7 melee Damage: Tentacle slam 2d6+12 and 1d6 cold subdual Face/Reach: 10 ft by 10 ft/15 ft Special Attacks: cold aura, constrict, improved grab Special Qualities: Mindless, no anatomy, blindsight Saves: Fort +7, Ref +4, Will +6 Abilities: Str 27, Dex 14, Con 20, Int ---, Wis 10, Cha 7 Feats: Combat Reflexes, Snatch (B) -------------------------------------------------------------------------------- Climate/Terrain: Any land or underground Challenge Rating: 7 Treasure: None Alignment: Always neutral Blindsight: Using nonvisual senses, such as sensitivity to vibrations, scent, acute hearing, or echolocation, the creature maneuvers and fights as well as sighted creatures. Invisibility and darkness are irrelevant, though the creature still can't discern ethereal beings. The creature does not need to make Spot or Listen checks to notice creatures within 30. Improved Grab (Ex): When this creature hits with its Tentacle Slam, it attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can constrict. Constrict: This creature deals 2d6+8 on a sucessful grapple check, in addition to the grappling weapon's normal damage. [/QUOTE]
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CR for this custom monster?
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