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Immortals Handbook - Epic Bestiary (Epic Monster Discussion)
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<blockquote data-quote="Ltheb Silverfrond" data-source="post: 3479076" data-attributes="member: 39867"><p>Hey everyone, I have a question: (Intended towards U_K, but I'd like other opinions as well)</p><p></p><p>While planning a campaign, I thought of a rather "interesting" monster idea. Inspired by several similar creatures I went about to throw stats together for this thing, which I am pegging in the niche of "campaign supermonster." (like the tarrasque)</p><p></p><p>But I am unsure of what it's challenge rating will be due to a couple of problematic powers it possess. In case it matters, It flies, it only possess 1 natural attack (a bite), is huge sized (maybe gargantuan) and probably will have 24-32 dragon hit dice, a Intelligence of about 5 or 6, and a host of immunities (Ability damage/drain, death, form-altering, mind control, etc. All the things that would take this thing down quick). Picture a really big mean Couatl for an idea of what it would sort of look like. It's problematic powers are as follows - </p><p></p><p>It can "absorb" energy. Now, I don't mean energy as in energy drain or energy types specifically. What I mean is that using energy against it heals the darn thing. But it has to be real "energy" IE Fire damage from a volcano or natural heat won't heal it, but a natural lighting bolt or a fireball spell would. A Flaming weapon could heal it, but alchemist's fire wont. Cone of Cold and Disintigrate heal it, but cold weather won't. Etc. Also, negative energy would not heal it either. </p><p>Now, this is all fine and good, but here's the tricky part: I want this thing to be truly nasty if fought foolishly, so instead of merely healing from these effects, it gains "temporary hitpoints". But the difference is, I want those hit points to stack. IE If it gains 30 from being hit from a fireball, if it later is hit by a magic missile for 10, it would now have a total of 40 temporary hitpoints. There would be no cap to how many hit points it could gain, but they would deteriorate over time (takes 5 damage each hour it doesn't absorb energy) and they would also be expended to power it's spell-like abilities. (Mostly spells which in turn could not be used to recharge itself. Invoking these spell-likes costs it 5 hit points per spell level)</p><p></p><p>Now I don't know how much this power will meaningfully affect it's CR. It is an extremely potent ability with no real parallels. I am aiming to stick this monster's CR between 15-25, though as high as 40 or 50 would not be too problematic. (Since I want it to be possible for 20th level or epic (21-30th) level characters to face off against this thing and have a hard fight ahead of them, while still standing a chance) But I don't know where it's CR is going to fall. Any ideas?</p></blockquote><p></p>
[QUOTE="Ltheb Silverfrond, post: 3479076, member: 39867"] Hey everyone, I have a question: (Intended towards U_K, but I'd like other opinions as well) While planning a campaign, I thought of a rather "interesting" monster idea. Inspired by several similar creatures I went about to throw stats together for this thing, which I am pegging in the niche of "campaign supermonster." (like the tarrasque) But I am unsure of what it's challenge rating will be due to a couple of problematic powers it possess. In case it matters, It flies, it only possess 1 natural attack (a bite), is huge sized (maybe gargantuan) and probably will have 24-32 dragon hit dice, a Intelligence of about 5 or 6, and a host of immunities (Ability damage/drain, death, form-altering, mind control, etc. All the things that would take this thing down quick). Picture a really big mean Couatl for an idea of what it would sort of look like. It's problematic powers are as follows - It can "absorb" energy. Now, I don't mean energy as in energy drain or energy types specifically. What I mean is that using energy against it heals the darn thing. But it has to be real "energy" IE Fire damage from a volcano or natural heat won't heal it, but a natural lighting bolt or a fireball spell would. A Flaming weapon could heal it, but alchemist's fire wont. Cone of Cold and Disintigrate heal it, but cold weather won't. Etc. Also, negative energy would not heal it either. Now, this is all fine and good, but here's the tricky part: I want this thing to be truly nasty if fought foolishly, so instead of merely healing from these effects, it gains "temporary hitpoints". But the difference is, I want those hit points to stack. IE If it gains 30 from being hit from a fireball, if it later is hit by a magic missile for 10, it would now have a total of 40 temporary hitpoints. There would be no cap to how many hit points it could gain, but they would deteriorate over time (takes 5 damage each hour it doesn't absorb energy) and they would also be expended to power it's spell-like abilities. (Mostly spells which in turn could not be used to recharge itself. Invoking these spell-likes costs it 5 hit points per spell level) Now I don't know how much this power will meaningfully affect it's CR. It is an extremely potent ability with no real parallels. I am aiming to stick this monster's CR between 15-25, though as high as 40 or 50 would not be too problematic. (Since I want it to be possible for 20th level or epic (21-30th) level characters to face off against this thing and have a hard fight ahead of them, while still standing a chance) But I don't know where it's CR is going to fall. Any ideas? [/QUOTE]
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