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<blockquote data-quote="Grazzt" data-source="post: 206721" data-attributes="member: 7"><p>Should have the (Chaotic, Evil) descriptor</p><p></p><p></p><p></p><p>Hit points should be 5d8+25 (Con bonus is +5). Avg hp should be 27 (4.5*5 +5)</p><p></p><p></p><p></p><p>Flying speed needs a maneuverability class (I would recommend Poor). Also, Astral movement is not a type of speed so it shouldn't really be listed here. I would just list it as its normal move speed (which should be lower I think).</p><p></p><p></p><p></p><p>Attack bonus is a little off. Should be "primary mouth +11 melee, 5 secondary mouths +9 melee". Here is a breakdown for ya:</p><p>5 (BAB) + 6 (Str) - 1 (size) + 1 (Weapon Focus)</p><p></p><p></p><p></p><p>Large (long) creatures have 5 ft by 10 ft/5 ft Face/Reach. This guy's reach should be "5 ft."</p><p></p><p></p><p></p><p>Removing all skill modifiers for ability scores, this guy has 56 skill points (ranks). By his HD he should only have 50 total skill points (ranks). (outsiders get 8 + Int mod per HD).</p><p></p><p></p><p></p><p>The monster needs a set CR. Since it can cast spells (if it absorbs a spellcasting creature) it should be factored in already because the chance that it can is there. Even if it doesn't get to use this ability. I would set its CR to 5. CR 7 is a little high for this guy, even though he can cast spells sometimes.</p><p></p><p></p><p></p><p>Monsters can advance to a maxmimum of 3x their HD, so this guy's cut-off is 15 HD.</p><p></p><p></p><p></p><p>CR shouldn't flucuate based on this. While I can see the rationale for it, 3e doesn't handle things this way. I would rephrase this as such: </p><p></p><p>"Spells (Sp): The garmorm gains the spellcasting abilities of any creature whose mind it has absorbed and can cast spells as a caster equal to the casting level of the creature absorbed. The garmorm cannot regain spells and cannot cast spells the creature already cast before being absorbed. Spells cast are of the same type (divine or arcane) as the creature absorbed."</p></blockquote><p></p>
[QUOTE="Grazzt, post: 206721, member: 7"] Should have the (Chaotic, Evil) descriptor Hit points should be 5d8+25 (Con bonus is +5). Avg hp should be 27 (4.5*5 +5) Flying speed needs a maneuverability class (I would recommend Poor). Also, Astral movement is not a type of speed so it shouldn't really be listed here. I would just list it as its normal move speed (which should be lower I think). Attack bonus is a little off. Should be "primary mouth +11 melee, 5 secondary mouths +9 melee". Here is a breakdown for ya: 5 (BAB) + 6 (Str) - 1 (size) + 1 (Weapon Focus) Large (long) creatures have 5 ft by 10 ft/5 ft Face/Reach. This guy's reach should be "5 ft." Removing all skill modifiers for ability scores, this guy has 56 skill points (ranks). By his HD he should only have 50 total skill points (ranks). (outsiders get 8 + Int mod per HD). The monster needs a set CR. Since it can cast spells (if it absorbs a spellcasting creature) it should be factored in already because the chance that it can is there. Even if it doesn't get to use this ability. I would set its CR to 5. CR 7 is a little high for this guy, even though he can cast spells sometimes. Monsters can advance to a maxmimum of 3x their HD, so this guy's cut-off is 15 HD. CR shouldn't flucuate based on this. While I can see the rationale for it, 3e doesn't handle things this way. I would rephrase this as such: "Spells (Sp): The garmorm gains the spellcasting abilities of any creature whose mind it has absorbed and can cast spells as a caster equal to the casting level of the creature absorbed. The garmorm cannot regain spells and cannot cast spells the creature already cast before being absorbed. Spells cast are of the same type (divine or arcane) as the creature absorbed." [/QUOTE]
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