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New Creature Critique - Dagonspawn
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<blockquote data-quote="Leatherhead" data-source="post: 6991785" data-attributes="member: 53176"><p>The Two stat blocks are much easier to parse, thanks. Though I don't understand why the embryo has a move speed, and 0 dex, that shouldn't be possible. Actually, it should have like 2 or 3 dex, because 0 dex means you can't move.</p><p></p><p>Lets see what we got here. I will refrain from calculating the CR until you have down something that you really want to use, though as a rule of thumb, the Newborn should be a higher CR than the Embryo.</p><p></p><p>Well for starters, the Dagonspawn Newborn is very boring compared to their embryonic state. I'm not sure if that is intended or not, as it is meant to be a multi-stage battle. But the newborn should be frightening, and a result that the PC's don't want to happen. As it is, a generic melee-only demon isn't going to cut it. even Dreches have more going on for them, and they are just "The smelly demon." look to other Demons, Devils, and even Yugoloths to see what makes those creatures more interesting. In particular, look to things with CRs 1-6.</p><p></p><p>If the embryo is hooked up to 8 creatures on average per tun, it will take 4 turns to fully heal. Of course, this is assuming that the PC's aren't attacking the egg, you may want to up the healing rate. Take your PC's (or a generic PC party) and run a mock encounter with them doing damage to the egg, see how long it lasts. By mock encounter I mean you run all the combatants and they do a semi-logical battle, first attacking the egg, then perhaps moving to the tentacles after a round or two. Ideally, you want the Egg to last three or 4 rounds, then hatch. tweak the numbers as necessary to make that happen, at least for the "first fight" other encounters the PC's can smash the egg because they know what they are up against.</p><p></p><p>Other than that, the 100 turns until they die mechanic is really useless for you. It takes just over 10 minutes to kill something that way. And ironically, it would take less than one person to die for the egg to hatch.</p><p></p><p>Here is how you do the two time scales thing: You use hand-waving and narrative control. Instead of requiring the Embryo to get to x hit points, say it has to kill y people. Killing a creature can take a day or exactly as long as the plot demands. Rework the drain (keep the hp gain that is a nice touch) just rework the time scales into something like 3 turns to kill something. The key to this setting up this encounter, is the embryo is just about to kill the last few people it needs to hatch, and it only needs 3 or 4 rounds to finish them.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 6991785, member: 53176"] The Two stat blocks are much easier to parse, thanks. Though I don't understand why the embryo has a move speed, and 0 dex, that shouldn't be possible. Actually, it should have like 2 or 3 dex, because 0 dex means you can't move. Lets see what we got here. I will refrain from calculating the CR until you have down something that you really want to use, though as a rule of thumb, the Newborn should be a higher CR than the Embryo. Well for starters, the Dagonspawn Newborn is very boring compared to their embryonic state. I'm not sure if that is intended or not, as it is meant to be a multi-stage battle. But the newborn should be frightening, and a result that the PC's don't want to happen. As it is, a generic melee-only demon isn't going to cut it. even Dreches have more going on for them, and they are just "The smelly demon." look to other Demons, Devils, and even Yugoloths to see what makes those creatures more interesting. In particular, look to things with CRs 1-6. If the embryo is hooked up to 8 creatures on average per tun, it will take 4 turns to fully heal. Of course, this is assuming that the PC's aren't attacking the egg, you may want to up the healing rate. Take your PC's (or a generic PC party) and run a mock encounter with them doing damage to the egg, see how long it lasts. By mock encounter I mean you run all the combatants and they do a semi-logical battle, first attacking the egg, then perhaps moving to the tentacles after a round or two. Ideally, you want the Egg to last three or 4 rounds, then hatch. tweak the numbers as necessary to make that happen, at least for the "first fight" other encounters the PC's can smash the egg because they know what they are up against. Other than that, the 100 turns until they die mechanic is really useless for you. It takes just over 10 minutes to kill something that way. And ironically, it would take less than one person to die for the egg to hatch. Here is how you do the two time scales thing: You use hand-waving and narrative control. Instead of requiring the Embryo to get to x hit points, say it has to kill y people. Killing a creature can take a day or exactly as long as the plot demands. Rework the drain (keep the hp gain that is a nice touch) just rework the time scales into something like 3 turns to kill something. The key to this setting up this encounter, is the embryo is just about to kill the last few people it needs to hatch, and it only needs 3 or 4 rounds to finish them. [/QUOTE]
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