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I Calculated CRs for the Tasha Summon Stat Blocks
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<blockquote data-quote="MonkeezOnFire" data-source="post: 8136136" data-attributes="member: 6784845"><p>Alright so adjustments have been made based on taking into account abilities as well as resistances and fly speeds. There are no saving throw proficiencies in the stat blocks so I didn't have to worry about those. Increases to effective stats used for CR calculations are in the notes section on the damage and defenses sheets. For many abilities there was direct version of it to use in the chart on page 280 to adjust the calculation by but for others I had to use a bit of subjective judgement.</p><p></p><p>For example the defender celestial spirit grants 1d10 temp hp to itself or another creature on a hit with it's weapon. I treated this as flat 5 hp regeneration for purposes of granting bonus effective hp. Temp hp can't stack meaning that the spirit will have to target allies with this ability, so I didn't scale it up as the spell level increases when the celestial makes more attacks.</p><p></p><p>The only monster I applied the effective hp multiplier to for resistances was the earth elemental as I feel that physical weapon damage types are by far the most prevalent damage type the party is to face. This gave the earth elemental quite the boost, especially at higher spell levels when there was more hp to multiply.</p><p></p><p>I left the clay golem damage calculation to include it's reaction attack as the guidelines indicate you should include reactions.</p><p></p><p>Other big winners from this pass were the devil fiend with both flying and magic resist. as well as the demon getting a large damage boost from it's death effect.</p></blockquote><p></p>
[QUOTE="MonkeezOnFire, post: 8136136, member: 6784845"] Alright so adjustments have been made based on taking into account abilities as well as resistances and fly speeds. There are no saving throw proficiencies in the stat blocks so I didn't have to worry about those. Increases to effective stats used for CR calculations are in the notes section on the damage and defenses sheets. For many abilities there was direct version of it to use in the chart on page 280 to adjust the calculation by but for others I had to use a bit of subjective judgement. For example the defender celestial spirit grants 1d10 temp hp to itself or another creature on a hit with it's weapon. I treated this as flat 5 hp regeneration for purposes of granting bonus effective hp. Temp hp can't stack meaning that the spirit will have to target allies with this ability, so I didn't scale it up as the spell level increases when the celestial makes more attacks. The only monster I applied the effective hp multiplier to for resistances was the earth elemental as I feel that physical weapon damage types are by far the most prevalent damage type the party is to face. This gave the earth elemental quite the boost, especially at higher spell levels when there was more hp to multiply. I left the clay golem damage calculation to include it's reaction attack as the guidelines indicate you should include reactions. Other big winners from this pass were the devil fiend with both flying and magic resist. as well as the demon getting a large damage boost from it's death effect. [/QUOTE]
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