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justinsluder

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Mystery Beast
Small Outsider (extraplanar)
Hit Dice: 1d8+4 (8 hp)
Initiative: +4
Speed: 80 ft.
Armor Class: 31 (+1 size, +4 Dex, +16 natural armor) touch 15, flat-footed 27
Base Attack/Grapple: +1/+6 (+10 with tentacles)
Attack: Bite +11 melee (1d4+4, x2) or Tentacle +11 melee (2d4+4, x2)
Full Attack Bite +11 melee (1d4+4, x2) or 2 Tentacles +11 melee (2d4+4, x2)
Space/Reach: 5 ft./5 ft. (10 ft. with tentacles)
Special Attacks: constant insight, improved grab, rotting constriction, spell-like abilities
Special Qualities: alternate form, damage reduction 1/magic and law, darkvision 60 ft., low-light vision, resistance to acid and electricity 2, scent, SR 3
Saves: Fort +6, Ref +6, Will +4
Abilities: Str 19, Dex 19, Con 19, Int 3, Wis 14, Cha 6
Skills: Jump +28, Listen +8, Spot +8, Survival +6
Feats: Alertness, TrackB
CR: 10?

Constant Insight (Su): The mystery beast makes all its attacks with a +5 insight bonus. It is not affect by the miss chance that applies to attacks against an opponent with anything less than 100% concealment.
Improved Grab (Ex): If the mystery beast hits an opponent of a size at least one category smaller than it with a tentacle, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The mystery beast gains a +4 bonus to grapple checks with its tentacles.
Rotting Constriction (Su): Once the mystery beast has a hold of an opponent, each successful grapple check it makes during subsequent rounds deals 1d2 points of Constitution drain to the held opponent. The mystery beast heals 5 points of damage for each point of Constitution drain it inflicts.
Spell-like Abilities: 1/day – blur, dimension door, shield. Caster level 1st.
Alternate Form (Su): At will, a mystery beast can take the form of a grotesque, tentacled mass, but all its abilities remain unchanged. Changing shape is a standard action which draws attacks of opportunity. Other creatures receive a -1 morale penalty on their attack rolls against mystery beast in this alternate form.

I'm just looking for a CR for this little nasty.
 

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Somebody out there must have an opinion on this creature.

If you don't like it, tell me.
If you think I should increase it's hit dice, let me know.
Please, let me know what you think about this creature.
 

CR 10 is waaaay to high. Despite it's high attack and AC numbers, it's low hit points severly limit it. I would put it's CR at 3.

A 3rd level Sorcerer with Magic Missile would do an average of 7 damage, and would automatically beat it's Spell resistance. In fact, only a 1st level wizard even has a chance to fail, and only a 5% one. It's damage reduction barely protects it.

That said it would be a tough encounter for a 3rd level party, so maybe a CR of 4 might be better. Of course, at that point, the arcane caster should be able to take it down nice and easily.

On the other hand, increasing the HD would be a better option. It is too easy to kill this way. At worst, it will weaken the party by draining a few points of Con before it is taken down.

If you are aiming for a CR of 10, I recommend increasing its Hit Dice to about 8.
 

Mystery Beast
Small Outsider (extraplanar)
Hit Dice: 8d8+32 (96 hp)
Initiative: +4
Speed: 80 ft.
Armor Class: 31 (+1 size, +4 Dex, +16 natural armor) touch 15, flat-footed 27
Base Attack/Grapple: +8/+13 (+17 with tentacles)
Attack: Bite +18 melee (1d4+4, x2) or Tentacle +18 melee (2d6+4, x2)
Full Attack Bite +18 melee (1d4+4, x2) or 2 Tentacles +18 melee (2d6+4, x2)
Space/Reach: 5 ft./5 ft. (10 ft. with tentacles)
Special Attacks: constant insight, improved grab, rotting constriction, spell-like abilities
Special Qualities: alternate form, damage reduction 8/magic and law, darkvision 60 ft., low-light vision, resistance to acid and electricity 16, scent, SR 24
Saves: Fort +10, Ref +10, Will +8
Abilities: Str 19, Dex 19, Con 19, Int 3, Wis 14, Cha 6
Skills: Jump +35, Listen +15, Spot +15, Survival +15
Feats: Alertness, Improved Initiative, Improved Natural Attack (tentacle), TrackB
CR: 10?

Constant Insight (Su): The mystery beast makes all its attacks with a +5 insight bonus. It is not affect by the miss chance that applies to attacks against an opponent with anything less than 100% concealment.
Improved Grab (Ex): If the mystery beast hits an opponent of a size at least one category smaller than it with a tentacle, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The mystery beast gains a +4 bonus to grapple checks with its tentacles.
Rotting Constriction (Su): Once the mystery beast has a hold of an opponent, each successful grapple check it makes during subsequent rounds deals 1d2 points of Constitution drain to the held opponent. The mystery beast heals 5 points of damage for each point of Constitution drain it inflicts.
Spell-like Abilities: 2/day – blur, dimension door, shield. Caster level 8th.
Alternate Form (Su): At will, a mystery beast can take the form of a grotesque, tentacled mass, but all its abilities remain unchanged. Changing shape is a standard action which draws attacks of opportunity. Other creatures receive a -1 morale penalty on their attack rolls against mystery beast in this alternate form.


What do you think of it now?
 

Hmmm, The SR is a bit high, but that may be ok, a 10th-level sorcerer or wizard would have to roll a 14 or better to beat it's SR. That may be mitigated by Spell Penetration/Greater Spell Penetration, but assuming it is not, that is a 70% spell failure rate. The standard rate is 55% (11+CR), but if you want it higher, that is fine.

With 96 hp, it can take a beating, but not a whole lot. A 31 AC is decent against a 10th-level party. A fighter with Str 18, gauntlets of ogre power +2 and a +1 sword with Weapon Focus and Greater Weapon Focus has a BAB of +18, which means a roll of 14 or higher (70%). And this does not include any buffs the fighter may have. That is well within range. To corollate, a 10th-level half-orc barbarian with Str 20, gauntlets +1 axe and weapon focus would have +20 and need a 12+ to hit (60%). Blur and shield can make it harder to hit, but the party may have some buffs too, like haste/prayer/bless/etc.

It's attack is high, so it will hit at the same rate as it will be hit. A fighter with 12 Dex, +1 full plate and a +1 large shield will have an AC of 33, and it's +18 gives it a 15 or better needed to hit. On the other hand, the Barbarian, with +1 breastplate, Dex 14, +1 large shield and a +1 ring of prot would have a 22 AC, and it would hit with a 5 or better.

I just noticed that it can only use improved grab with Tiny or smaller opponents. Was this an oversight??

Otherwise, I think CR 10 may be about right now.
 

Not a mistake regarding the improved grab.

This is actually an 8 HD dog from the MM with a not-so-epic pseudonatural template added to it. The SR is HD x3, DR = HD, SLA 1/day/3HD, acid/elect resist = HD x2.

Does that make more sense now?
 

Actually, yes. Still, it is an example on how templates may not get the CR right all the time. You should acid test to see how things stand when applying templates. Especially big ones like Pseudonatural (ELH) and Paragon.
 

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