CR suggestions?

reanjr

First Post
I'm looking for CR suggestions. Also, if you notice any errors or have any suggestions for skill point allotment, please tell me. You should be able to get an idea of what the creatures are supposed to do by their spell-like abilities and names.

I know the formatting of this is going to be bad, but here goes anyway:

Watcher
Size/Type Small Outsider (Evil, Native)
Hit Dice 3d8 (17 hp)
Initiative +4
Speed 40 ft. (8 squares), climb 20 ft.
Armor Class 19 (+4 Dex, +4 natural, +1 size) touch 15, flat-footed 15
Base Attack/Grapple +3/+1
Attack Claw +8 melee (1d4+1 plus cold)
Full Attack 2 claws +8 melee (1d4+1 plus cold)
Space/Reach 5 ft./5 ft.
Special Attacks Despairing Aura
Special Qualities Damage reduction 10/good, darkvision 120 ft., immunity to poison and mind-
affecting effects, resistance to cold 20 and electricity 10, see in darkness,
spell-like abilities, telepathy 120 ft.
Saves Fort +3, Ref +7, Will +4
Abilities Str 12, Dex 19, Con 11, Int 4, Wis 12, Cha 16
Skills Hide +18, Move Silently +14, 18 more skill points
Feats Stealthy, Weapon Finesse
Environment Any
Organization Solitary, pair, team (3-5), or squad (6-10)
Challenge Rating
Treasure None
Alignment Always neutral evil
Advancement None
Level Adjustment -

Despairing Aura (Su): A continuous emanation of despair surrounds watchers. This aura reaches out 10 ft. Anyone coming within 10 ft. of a watcher must make a Will save (DC ??) or suffer a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. If the affected character leaves the area, he is no longer affected, but if he returns in the next hour, he does not make a second saving throw, but instead uses the original result.

Cold Touch (Ex): Watchers attack with their claws, inflicting 1d4+1 points of damage plus 1d6 points of cold damage on a successful hit.

+2 racial bonus to Hide and Move Silently checks

Spell-like abilities:
3/day cause fear
1/day deeper darkness

Hunter
Size/Type Medium Outsider (Evil, Native)
Hit Dice 9d8+27 (71 hp)
Initiative +0
Speed 30 ft. (6 squares)
Armor Class 18 (+8 natural) touch 10, flat-footed 18
Base Attack/Grapple +9/+19
Attack Claw +15 melee (1d6+6 plus cold) or heavy flail +16 melee (1d10+9)
Full Attack 2 claws +15 melee (1d6+6 plus cold) or heavy flail +16/+11 melee (1d10+9)
Space/Reach 5 ft./5 ft.
Special Attacks Despairing aura, improved grab
Special Qualities Damage Reduction 10/good, darkvision 60 ft., immunity to poison and mind-
affecting effects, resistance to cold 20 and electricity 10, see in darkness,
spell-like abilities, telepathy 120 ft.
Saves Fort +9, Ref +6, Will +8
Abilities Str 22, Dex 11, Con 16, Int 13, Wis 14, Cha 21
Skills Bluff +19, Intimidate +21, 84 more skill points
Feats Improved Feint, Improved Grapple, Persuasive, Weapon Focus (heavy flail)
Environment Any
Organization Solitary or squad (6-10)
Challenge Rating
Treasure None
Alignment Always neutral evil
Advancement By character class
Level Adjustment --

Despairing Aura (Su): A continuous emanation of despair surrounds hunters. This aura reaches out 10 ft. Anyone coming within 10 ft. of a hunter must make a Will save (DC ??) or suffer a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. If the affected character leaves the area, he is no longer affected, but if he returns in the next hour, he does not make a second saving throw, but instead uses the original result.

Cold Touch (Ex): Hunters attack with their claws, inflicting 1d6+6 points of damage plus 1d6 points of cold damage on a successful hit.

Spell-like abilities:
At will cause fear, hypnotic pattern
3/day charm person, deep slumber, fear
1/day deeper darkness, phantasmal killer, nightmare
1/week symbol of fear, hallucinatory terrain
 

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I am just eyeballing this but I would say CR 5 for the watcher and CR 11 for the hunter.

Their Aura DC should be 10 +cha bonus +1/2 HD I think.
 

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