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Estimating CR, This one asks, what are 2 negative levels worth?
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<blockquote data-quote="frankthedm" data-source="post: 3225805" data-attributes="member: 1164"><p>Thanks for th input, here is the next monster alteration. This one asks, what are 2 negative levels worth? This ashwraith was built off the specter, swapping the dreaded two negative levels with an inflict wounds [which still adds to the criters HP like inflicting negative levels would] and a produce flame effect. Keeping with the theme, it has fire subtype and an Obscuring Mist ability that has a mild side effect. Added in two weak spots to the monster that should be real easy to figure out.</p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"><strong> Ashwraith </strong> Medium Undead (Incorporeal) (Fire)</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"><strong> Hit Dice: </strong> 7d12 (45 hp) </span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"><strong> Initiative: </strong> +7</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"><strong> Speed: </strong> 40 ft. (8 squares), fly 80 ft. (perfect)</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"><strong> Armor Class: </strong> 15 (+3 Dex, +2 deflection), touch 15, flat-footed 13</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"><strong> Base Attack/Grapple: </strong> +3/—</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"><strong> Attack: </strong> Incorporeal touch +6 melee (1d8+5 plus 1d6+5 fire) or +6 ranged touch (1d6+5 fire) </span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"><strong> Full Attack: </strong> Incorporeal touch +6 melee (1d8+5 plus 1d6+5 fire) or +6 ranged touch (1d6+5 fire) </span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"><strong> Space/Reach: </strong> 5 ft./5 ft.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"><strong> Special Attacks: </strong> cause burn wounds, produce flame, create spawn, Obscuring Smoke.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"><strong> Special Qualities: </strong> Darkvision 60 ft., incorporeal traits, fire subtype, +2 turn resistance, sunlight powerlessness, undead traits, unnatural aura</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"><strong> Saves: </strong> Fort +2, Ref +5, Will +7</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"><strong> Abilities: </strong> Str —, Dex 16, Con —, Int 14, Wis 14, Cha 15</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"><strong> Skills: </strong> Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14, Search +12, Spot +14, Survival +2 (+4 following tracks)</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"><strong> Feats: </strong> Alertness, Blind-Fight, Improved Initiative</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"><strong> Environment: </strong> Any land and underground</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"><strong> Organization: </strong> Solitary, gang (2–4), or swarm (6–11)</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"><strong> Challenge Rating: </strong> 7</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"><strong> Treasure: </strong> None</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"><strong> Alignment: </strong> Always Chaotic Evil</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"><strong> Advancement: </strong> 8–14 HD (Medium)</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"><strong> Level Adjustment: </strong> —</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"><em>The scent of burning hair and searing flesh fill your nose while screams of agony begin to assault your ears as a flaming apparition of some poor soul being burned to cinders bursts into view. Your worst fears are proven true as you realize its anguished screams are a condemnation of your own deeds…</em></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'">Those who are killed by the undead and life draining attacks often rise as undead. Many adventures recognize the danger this poses to the world around them and even if they cannot restore an ally to life, they make sure the unfortunate soul won’t spend eternity walking the world. Fire is the usual solution. Ghouls, wights, and vampire spawn need a body more intact than a pile of ashes.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'">But sometimes that is not enough. Sometimes whatever spirit it is that causes an undead creature to rise up refuses to be denied. When that happens an ashwraith is born into unlife. Sadly, this is not the only way these creatures come to be, for those who are unjustly burned alive also may become ashwraiths if their desire for vengeance burns too hot. </span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'">Above the waist, an ashwraith looks like a person burned to skeletal remains, below a roaring pyre with ashes swirling. Those who knew the individual in life may recognize the screams of agony it emits whenever it wishes to make its presence known. Its one driving goal is to burn living and undead creatures, preferably those who hand in its death and or incineration, though it is not picky. An ashwraith that succeeds in obtaining vengeance will likely realize its burning agony will never end and usually goes on a fiery rampage until destroyed.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"><strong>COMBAT</strong></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'">In close combat an ashwraith attacks with its flaming touch that also inflicts horrific burn scars. It makes full use of its incorporeal nature, moving through walls, ceilings, and floors as it attacks.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'">Supernatural sources of cold ignore the 50% incorporeal miss chance of an ashwraith.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'">Holy water deals an extra 1d6 damage when used against an ashwraith.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"><strong>Create Spawn (Su): </strong> Any humanoid slain by an ashwraith becomes an ashwraith in 1d4 rounds as their remains burst into a horrific conflagration. Spawn are under the command of the ashwraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"><strong>Fire Subtype: </strong> An ashraith has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure. </span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"><strong>Inflict burn wounds (Su): </strong> Living creatures, and only living creatures, hit by an ashwraith’s incorporeal touch attack suffer an effect similar to an inflict wounds spell [1d8+5]. A will save; DC 15 reduces this amount by half. The ashwraith also gains 10 temporary HP each time this ability harms a living creature. This is a negative energy effect.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"><strong>Produce flame(Sp):</strong> An ashwraith has Produce Flame in effect at a caster level equal to its hit dice. An ashwraith can suppress or resume this ability as a swift action. This flame also damages any object the ashwraith touches or passes through. Those who pass through or otherwise enter an Ashwraith’s space also suffer the damage of a produce flame spell.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"><strong>Obscuring smoke (Sp): </strong> Once per hour as a standard action, an ashwraith can create an Obscuring Mist effect that also has the properties of smoke as listed in the DMG under heat dangers. This is the equivalent of a second level spell.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"><strong>Sunlight Powerlessness (Ex): </strong> Ashwraiths are powerless in natural sunlight (not merely a daylight spell) and flee from it. An ashwraith caught in sunlight cannot attack and can take only a single move or attack action in a round.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'"><strong>Unnatural Aura (Su):</strong> Animals, whether wild or domesticated, can sense the unnatural presence of an ashwraith at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.</span></span></p><p></p><p>So is it too mean, too easy? Should the obscuring smoke be at will? Originally I was going to keep the specter's base 1d8 damage in addition to the <em>inflict burn wounds</em> 1d8+5 though i was thining that might be too much damage. Though it is aimed to be at CR 7</p></blockquote><p></p>
[QUOTE="frankthedm, post: 3225805, member: 1164"] Thanks for th input, here is the next monster alteration. This one asks, what are 2 negative levels worth? This ashwraith was built off the specter, swapping the dreaded two negative levels with an inflict wounds [which still adds to the criters HP like inflicting negative levels would] and a produce flame effect. Keeping with the theme, it has fire subtype and an Obscuring Mist ability that has a mild side effect. Added in two weak spots to the monster that should be real easy to figure out. [SIZE=3][FONT=Garamond][b] Ashwraith [/b] Medium Undead (Incorporeal) (Fire) [b] Hit Dice: [/b] 7d12 (45 hp) [b] Initiative: [/b] +7 [b] Speed: [/b] 40 ft. (8 squares), fly 80 ft. (perfect) [b] Armor Class: [/b] 15 (+3 Dex, +2 deflection), touch 15, flat-footed 13 [b] Base Attack/Grapple: [/b] +3/— [b] Attack: [/b] Incorporeal touch +6 melee (1d8+5 plus 1d6+5 fire) or +6 ranged touch (1d6+5 fire) [b] Full Attack: [/b] Incorporeal touch +6 melee (1d8+5 plus 1d6+5 fire) or +6 ranged touch (1d6+5 fire) [b] Space/Reach: [/b] 5 ft./5 ft. [b] Special Attacks: [/b] cause burn wounds, produce flame, create spawn, Obscuring Smoke. [b] Special Qualities: [/b] Darkvision 60 ft., incorporeal traits, fire subtype, +2 turn resistance, sunlight powerlessness, undead traits, unnatural aura [b] Saves: [/b] Fort +2, Ref +5, Will +7 [b] Abilities: [/b] Str —, Dex 16, Con —, Int 14, Wis 14, Cha 15 [b] Skills: [/b] Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14, Search +12, Spot +14, Survival +2 (+4 following tracks) [b] Feats: [/b] Alertness, Blind-Fight, Improved Initiative [b] Environment: [/b] Any land and underground [b] Organization: [/b] Solitary, gang (2–4), or swarm (6–11) [b] Challenge Rating: [/b] 7 [b] Treasure: [/b] None [b] Alignment: [/b] Always Chaotic Evil [b] Advancement: [/b] 8–14 HD (Medium) [b] Level Adjustment: [/b] — [I]The scent of burning hair and searing flesh fill your nose while screams of agony begin to assault your ears as a flaming apparition of some poor soul being burned to cinders bursts into view. Your worst fears are proven true as you realize its anguished screams are a condemnation of your own deeds…[/I] Those who are killed by the undead and life draining attacks often rise as undead. Many adventures recognize the danger this poses to the world around them and even if they cannot restore an ally to life, they make sure the unfortunate soul won’t spend eternity walking the world. Fire is the usual solution. Ghouls, wights, and vampire spawn need a body more intact than a pile of ashes. But sometimes that is not enough. Sometimes whatever spirit it is that causes an undead creature to rise up refuses to be denied. When that happens an ashwraith is born into unlife. Sadly, this is not the only way these creatures come to be, for those who are unjustly burned alive also may become ashwraiths if their desire for vengeance burns too hot. Above the waist, an ashwraith looks like a person burned to skeletal remains, below a roaring pyre with ashes swirling. Those who knew the individual in life may recognize the screams of agony it emits whenever it wishes to make its presence known. Its one driving goal is to burn living and undead creatures, preferably those who hand in its death and or incineration, though it is not picky. An ashwraith that succeeds in obtaining vengeance will likely realize its burning agony will never end and usually goes on a fiery rampage until destroyed. [B]COMBAT[/B] In close combat an ashwraith attacks with its flaming touch that also inflicts horrific burn scars. It makes full use of its incorporeal nature, moving through walls, ceilings, and floors as it attacks. Supernatural sources of cold ignore the 50% incorporeal miss chance of an ashwraith. Holy water deals an extra 1d6 damage when used against an ashwraith. [B]Create Spawn (Su): [/B] Any humanoid slain by an ashwraith becomes an ashwraith in 1d4 rounds as their remains burst into a horrific conflagration. Spawn are under the command of the ashwraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life. [B]Fire Subtype: [/B] An ashraith has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure. [B]Inflict burn wounds (Su): [/B] Living creatures, and only living creatures, hit by an ashwraith’s incorporeal touch attack suffer an effect similar to an inflict wounds spell [1d8+5]. A will save; DC 15 reduces this amount by half. The ashwraith also gains 10 temporary HP each time this ability harms a living creature. This is a negative energy effect. [B]Produce flame(Sp):[/B] An ashwraith has Produce Flame in effect at a caster level equal to its hit dice. An ashwraith can suppress or resume this ability as a swift action. This flame also damages any object the ashwraith touches or passes through. Those who pass through or otherwise enter an Ashwraith’s space also suffer the damage of a produce flame spell. [B]Obscuring smoke (Sp): [/B] Once per hour as a standard action, an ashwraith can create an Obscuring Mist effect that also has the properties of smoke as listed in the DMG under heat dangers. This is the equivalent of a second level spell. [B]Sunlight Powerlessness (Ex): [/B] Ashwraiths are powerless in natural sunlight (not merely a daylight spell) and flee from it. An ashwraith caught in sunlight cannot attack and can take only a single move or attack action in a round. [B]Unnatural Aura (Su):[/B] Animals, whether wild or domesticated, can sense the unnatural presence of an ashwraith at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.[/FONT][/SIZE] So is it too mean, too easy? Should the obscuring smoke be at will? Originally I was going to keep the specter's base 1d8 damage in addition to the [I]inflict burn wounds[/I] 1d8+5 though i was thining that might be too much damage. Though it is aimed to be at CR 7 [/QUOTE]
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Estimating CR, This one asks, what are 2 negative levels worth?
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