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I Calculated CRs for the Tasha Summon Stat Blocks
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<blockquote data-quote="Asisreo" data-source="post: 8135688" data-attributes="member: 7019027"><p>So, you may have rechecked by now, but I want to clarify a few things about CR that you may have missed.</p><p></p><p>Even discrete features in a statblock are taken into account with CR. In the detailed Custom Monster process, there's a list of features. Some of these features change the "effective" of whatever they say. For instance, a Ghost has the Possession Action and therefore its "effective" HP is doubled, even though its actual HP remains the same. Likewise, a Wolf's Pact Tactics Feature increases their effective To-Hit by +1. </p><p></p><p>There's also flying, which increases the creature's effective AC by 2 if its expected to have less than a CR 10. </p><p></p><p> Some creatures can do AoE attacks. Apparently, they're considered as hitting 2 targets as they both fail their save. Attack Riders may also increase the creature's AC, like the restrain from Web. </p><p></p><p>A combat is assumed to last for 3 rounds. Therefore, if a monster has a variable attack pattern due to spells and such, take the average damage over 3 turns (as well as any regen features). </p><p></p><p>Finally, the amount of saving throws a creature is proficient in also affects CR. If the creature has 3-4 save proficiencies, their effective AC increases by 2. If its more than that, their effective CR increases by 4.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8135688, member: 7019027"] So, you may have rechecked by now, but I want to clarify a few things about CR that you may have missed. Even discrete features in a statblock are taken into account with CR. In the detailed Custom Monster process, there's a list of features. Some of these features change the "effective" of whatever they say. For instance, a Ghost has the Possession Action and therefore its "effective" HP is doubled, even though its actual HP remains the same. Likewise, a Wolf's Pact Tactics Feature increases their effective To-Hit by +1. There's also flying, which increases the creature's effective AC by 2 if its expected to have less than a CR 10. Some creatures can do AoE attacks. Apparently, they're considered as hitting 2 targets as they both fail their save. Attack Riders may also increase the creature's AC, like the restrain from Web. A combat is assumed to last for 3 rounds. Therefore, if a monster has a variable attack pattern due to spells and such, take the average damage over 3 turns (as well as any regen features). Finally, the amount of saving throws a creature is proficient in also affects CR. If the creature has 3-4 save proficiencies, their effective AC increases by 2. If its more than that, their effective CR increases by 4. [/QUOTE]
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