CR Help on a coulple modified monsters

RedShirtNo5

First Post
Here are a couple creatures that my players might run into next weekend. I don't have much experience estimating CRs. I've listed the monsters in my personal statblock format - I put the attack line at the bottom - along with my CR guess, and would welcome comments on that or 3.5 compliance. I use a combination of 3.0/3.5 for DR. Oh, and I use half+0.5 for ease of hp calculation.


The following is an advanced spectre with some fire-based modifications. It could use a new name. I wanted something similar to the effigy, but less powerful and without possession.

Fiery Spectre, CR 9?; Medium-size Undead (Incorporeal, Fire); HD: 13d12 (91 hp); Init +8; Spd 40, fly 80; AC 17 (+4 dex, +2 deflection, +1 dodge), BAB/Gpl: +6/-; Space/Reach: 5 ft./5 ft.; SA: Energy drain, fiery aura, ignite; SQ: undead traits, incorporeal traits, immunity to fire, darkvision, sunlight powerlessness, unnatural aura; SV Fort +4, Ref +7, Will +10; Str -, Dex 18, Con -, Int 14, Wis 14, Cha 15
Skills: Hide +20, Intimidate +18, Knowledge (religion) +18, Listen +18, Search +18, Spot +18; Feats: Alertness, Blind-fight, Combat Reflexes, Dodge, Improved Initiative
incorporeal touch +10, 1d8+energy drain+2d6 fire, 20/x2
Energy drain: creature hit by fiery spectre gains 2 negative levels (and the fiery spectre gains 10 hp) (DC 18 to remove negative level)
Ignite: creature hit by fiery spectre must save (DC 18 Reflex) or catch on fire (1d6 damage/round)
Incorporeal traits: not affected by normal damage, 50% miss chance to magic
Unnatural aura: animals sense presence of Fiery Spectre at a distance of 30 feet.
Sunlight powerlessness: fiery spectres are powerless in sunlight; they cannot attack and can take only a single move action.


The next one is a cross between the iron maiden golem and the furnance golem found in the Tome of Horrors 2. It will be found in a torture chamber. I liked the idea of a golem picking up the PCs and shoving them into the maiden. I didn't like the steal essence power of the iron maiden golem.

Iron Maiden Golem; CR 9?; Large Construct; HD: 12d10+30 (102 hp); Init.: -1; Spd: 20; AC: 28 (-1 size, -1 dex, +20 natural); BAB/Gpl: +9/+21; Space/Reach: 10 ft./10 ft.; SA: Improved grab; bladed lid; SQ: Construct traits, DR 15/adamantium, darkvision 60, immunity to magic, rust vulnerability; SV Fort +4, Ref +3, Will +4; Str 27, Dex 9, Con -, Int -, Wis 11, Cha 1
2 slams +16, 2d10+8, 20/x2
Improved Grab: If iron maiden golem hits a creature smaller than itself, it may start a grapple as a free action.
Bladed lid: At the start of a round that the iron maiden golem is grappling a creature, it may attempt to place the creature in its chamber with a successful grapple check. Once inside, the creature takes 10d6 damage per round. The lid seals with arcane lock (14th level), and can be opened with a sucessful Strength check (DC 34) or when the iron maiden golem is destroyed.
Magic Immunity: Fire heals 1/3 points damage, electricity damage slows iron maiden golem for 3 rounds. A dispel magic spell can negate the arcane lock.


And finally, this is low-power version of the ragewind MM2 or MM3 (I forgot which)

Ragewind, Lesser; CR 10?; Large Undead; 15d12 (105 hp); Init +4; Spd: fly 60; AC 21 (-1 size, +4 dex, +8 deflection); Face/Reach 5 ft./10 ft.; SA: Blade fury, whirlwind; SQ: DR 20/+3 [but reduce 5 per +1 of weapon], SR 16, invisibility, see invisibility, undead traits, superior multiweapon; SV: Fort +5, Ref +9, Will +17; Str 17, Dex 18, Con -, Int 13, Wis 12, Cha 12
Skills: Balance +22, Hide +22, Jump +21, Listen +19, Spot +19, Tumble +22; Feats: Combat Reflexes, Dodge, Expertise, Flyby Attack, Improved Disarm, Mobility
3 longswords +9, 1d9+3, 19-20/x2
Blade Furry: 3/day, expand itself outwards to deal 10d6 slashing damage in 15-radius spread (Reflex 18 half)
Whirlwind: transform to whirlwinds 5 ft. wide, 20 ft. high as free action, deal 3d6 damage (Reflex 18 half), creatures of small size must make Ref 18 save or be picked up. Whirlwind ma touch ground kicking up debris in 10 ft. radius that obscures vision beyond 5 feet.
Invisibility: at will
See invisibility: always active



Thanks

-RedShirt
 

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RedShirtNo5 said:
The following is an advanced spectre with some fire-based modifications. It could use a new name. I wanted something similar to the effigy, but less powerful and without possession.

Fiery Spectre, CR 9?; Medium-size Undead (Incorporeal, Fire); HD: 13d12 (91 hp); Init +8; Spd 40, fly 80; AC 17 (+4 dex, +2 deflection, +1 dodge), BAB/Gpl: +6/-; Space/Reach: 5 ft./5 ft.; SA: Energy drain, fiery aura, ignite; SQ: undead traits, incorporeal traits, immunity to fire, darkvision, sunlight powerlessness, unnatural aura; SV Fort +4, Ref +7, Will +10; Str -, Dex 18, Con -, Int 14, Wis 14, Cha 15
Skills: Hide +20, Intimidate +18, Knowledge (religion) +18, Listen +18, Search +18, Spot +18; Feats: Alertness, Blind-fight, Combat Reflexes, Dodge, Improved Initiative
incorporeal touch +10, 1d8+energy drain+2d6 fire, 20/x2
Energy drain: creature hit by fiery spectre gains 2 negative levels (and the fiery spectre gains 10 hp) (DC 18 to remove negative level)
Ignite: creature hit by fiery spectre must save (DC 18 Reflex) or catch on fire (1d6 damage/round)
Incorporeal traits: not affected by normal damage, 50% miss chance to magic
Unnatural aura: animals sense presence of Fiery Spectre at a distance of 30 feet.
Sunlight powerlessness: fiery spectres are powerless in sunlight; they cannot attack and can take only a single move action.

Advancing a spectre 6 HD would add 1 to the CR. Other than that, maybe 1 more for the fire subtype and ignite ability, so you're right-on at CR 9.

RedShirtNo5 said:
The next one is a cross between the iron maiden golem and the furnance golem found in the Tome of Horrors 2. It will be found in a torture chamber. I liked the idea of a golem picking up the PCs and shoving them into the maiden. I didn't like the steal essence power of the iron maiden golem.

Iron Maiden Golem; CR 9?; Large Construct; HD: 12d10+30 (102 hp); Init.: -1; Spd: 20; AC: 28 (-1 size, -1 dex, +20 natural); BAB/Gpl: +9/+21; Space/Reach: 10 ft./10 ft.; SA: Improved grab; bladed lid; SQ: Construct traits, DR 15/adamantium, darkvision 60, immunity to magic, rust vulnerability; SV Fort +4, Ref +3, Will +4; Str 27, Dex 9, Con -, Int -, Wis 11, Cha 1
2 slams +16, 2d10+8, 20/x2
Improved Grab: If iron maiden golem hits a creature smaller than itself, it may start a grapple as a free action.
Bladed lid: At the start of a round that the iron maiden golem is grappling a creature, it may attempt to place the creature in its chamber with a successful grapple check. Once inside, the creature takes 10d6 damage per round. The lid seals with arcane lock (14th level), and can be opened with a sucessful Strength check (DC 34) or when the iron maiden golem is destroyed.
Magic Immunity: Fire heals 1/3 points damage, electricity damage slows iron maiden golem for 3 rounds. A dispel magic spell can negate the arcane lock.

I'd go CR 10-11 on this fella.

RedShirtNo5 said:
And finally, this is low-power version of the ragewind MM2 or MM3 (I forgot which)

Ragewind, Lesser; CR 10?; Large Undead; 15d12 (105 hp); Init +4; Spd: fly 60; AC 21 (-1 size, +4 dex, +8 deflection); Face/Reach 5 ft./10 ft.; SA: Blade fury, whirlwind; SQ: DR 20/+3 [but reduce 5 per +1 of weapon], SR 16, invisibility, see invisibility, undead traits, superior multiweapon; SV: Fort +5, Ref +9, Will +17; Str 17, Dex 18, Con -, Int 13, Wis 12, Cha 12
Skills: Balance +22, Hide +22, Jump +21, Listen +19, Spot +19, Tumble +22; Feats: Combat Reflexes, Dodge, Expertise, Flyby Attack, Improved Disarm, Mobility
3 longswords +9, 1d9+3, 19-20/x2
Blade Furry: 3/day, expand itself outwards to deal 10d6 slashing damage in 15-radius spread (Reflex 18 half)
Whirlwind: transform to whirlwinds 5 ft. wide, 20 ft. high as free action, deal 3d6 damage (Reflex 18 half), creatures of small size must make Ref 18 save or be picked up. Whirlwind ma touch ground kicking up debris in 10 ft. radius that obscures vision beyond 5 feet.
Invisibility: at will
See invisibility: always active

Taking off 16 HD would probably lower it by 4 CR; cutting the attacks in half probably reduces it by another 1, so maybe CR 14. Did you remove anything else?
 

Shade said:
Advancing a spectre 6 HD would add 1 to the CR. Other than that, maybe 1 more for the fire subtype and ignite ability, so you're right-on at CR 9.
Cool. That was the easy one.

Shade said:
I'd go CR 10-11 on this fella.?
That makes sense.

Shade said:
Taking off 16 HD would probably lower it by 4 CR; cutting the attacks in half probably reduces it by another 1, so maybe CR 14. Did you remove anything else?
Well, the blade fury was also cut in half, but yeah, that mostly brings it line with the rest. But 14 seems rather high, since the main attack is just 3 longswords for d8+3. On the other hand, it can do hit and run for a long time.

Thanks for the help shade.

-RedShirt
 

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