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Non Dragon CR 10 LE flyer?
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<blockquote data-quote="Kalendraf" data-source="post: 1709591" data-attributes="member: 3433"><p>I missed the part about having a CR14 & 15 version as well. You could simply keep advancing the HD, I suppose. Adding Fiendish to something this big bumps the CR by 2, and I think Axiomatic is similar, so potentially an Axiomatic Fiendish M.O.A.M is around CR 14.</p><p></p><p>Another option is bumping the stats slightly, going up to the Elite array, for example, which I think adds +1 to the CR.</p><p></p><p></p><p>If you decide to use the M.O.A.M., be careful with the tailspikes. The high ranged attack value let them hit most of the time. Avg damage per spike (non-crit) is 11 points, so on average (again, non-crit) a single tail volley will do around 66 damage. However, the improved crit usually means that 1 or 2 spikes per volley will wind up dealing double damage. Thus, it's very easy to drop certain Low-HD characters in 1 shot. Imagine your group's wizard, sorcerer, bard or rogue taking 80+ points or so in a single hit w/ no save. That's what the M.O.A.M can do. I'd suggest instead scattering the tailspikes between 2 lesser armored foes in the opening volley, greatly hurting them, and then have the M.O.A.M (or its master) call for the groups surrender or ask for some kind of payment or tribute to avoid dying. But if you feel like killing characters, those 4 volleys of tailspikes are likely to kill a few PCs. If it closes, it will likely try to grapple and just squeeze the life out of anyone that survived the spikes.</p></blockquote><p></p>
[QUOTE="Kalendraf, post: 1709591, member: 3433"] I missed the part about having a CR14 & 15 version as well. You could simply keep advancing the HD, I suppose. Adding Fiendish to something this big bumps the CR by 2, and I think Axiomatic is similar, so potentially an Axiomatic Fiendish M.O.A.M is around CR 14. Another option is bumping the stats slightly, going up to the Elite array, for example, which I think adds +1 to the CR. If you decide to use the M.O.A.M., be careful with the tailspikes. The high ranged attack value let them hit most of the time. Avg damage per spike (non-crit) is 11 points, so on average (again, non-crit) a single tail volley will do around 66 damage. However, the improved crit usually means that 1 or 2 spikes per volley will wind up dealing double damage. Thus, it's very easy to drop certain Low-HD characters in 1 shot. Imagine your group's wizard, sorcerer, bard or rogue taking 80+ points or so in a single hit w/ no save. That's what the M.O.A.M can do. I'd suggest instead scattering the tailspikes between 2 lesser armored foes in the opening volley, greatly hurting them, and then have the M.O.A.M (or its master) call for the groups surrender or ask for some kind of payment or tribute to avoid dying. But if you feel like killing characters, those 4 volleys of tailspikes are likely to kill a few PCs. If it closes, it will likely try to grapple and just squeeze the life out of anyone that survived the spikes. [/QUOTE]
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