Designer notes for Devil Moon
This is an attempt to create both plot device and complicated high CR creature.
Given high DCs and non-standard large areas of creature abilities, one would assume higher CR... however this particular creature is relatively harmless (for this level) and potential defeat of a party is most unlikely to result in TPK.
In other words, the party is expected to lose big time initially, and then, after appropriate measures are taken, exploit creature's weaknesses (it's practically a sitting duck for long range attacks, Screaming Dark can be used only once per day, creature is nigh incapable of hiding) and kill it.
Since I haven't been able to playtest this particular creature, I have decided to go easy way, and assemble its statistics as a mix of Nalfeshnee (to get into proper CR range for abilities), advanced Aboleth (to shuffle abilities properly) and Retriever (eye rays independent on melee). It's very difficult to estimate appropriate range of DC on such different abilities (note the Prismatic Spray inspirations), so I have decided to aim for standard CR 14 DCs with lethal abilities and go wild with non-lethal or defensive ones.
Little errors do creep in. Standard rules for Monster Creation published by Paizo are not complete. Design of the creature took almost a week, while for the last three days I have kept coming to it and removing noticed issues.
As a side benefit, this contest motivated me to finally complete my OpenOffice template for creature conversions, which out of base data produces neat html and bbcode statblocks. This is going to be of huge advantage for converting high CR monsters of Creature Collection series.
A short list of inspirations and ideas put into the creature:
- UFO kidnappings, people turning up later with no memories, reports of strange lights, associated memory lapses. Bonus points for identifying second plot hook as being X-Files derivative.
- One of the things I like about 4E is that some creatures change tactics drastically upon being reduced below half of their initial hitpoints. Screaming Dark is meant to produce a "Oh shiiiiiiit" look on players faces by separating them, disabling them and suddenly turning tables. The creature runs away, but the chances are that the players take quite a long time to recuperate. By the way, the rationale for not TPKing: creatures damaged by Screaming Dark are low food quality for the Devil Moon (low Wisdom), hence no killing.
- Subjective Gravity (and various little aspects, like Cure Light Wounds and results of Wisdom Drain) are in place to counteract permanent negative conditions and huge damage numbers of high level parties. The creature should be ready to face players again in 24 hours (for the second and decisive battle).
- The immunity to mind-affecting spells and divinations is to prevent from exploiting creature's weaknesses too early. The latter is also meant to enforce the flavor of the creature being so outside standard ecosystem, as to ignoring certain mechanics completely.
- The final lore point is for the GMs to use as a bonus plot device. For mature-themed campaigns, or for dastardly villains to exploit.
That's it. I hope that someone is going to have fun using this creature. At some point of time I may even put it into PDF (unless Mark has some dark designs concerning the picture and my humble entry into this contest).
Regards,
Ruemere
This is an attempt to create both plot device and complicated high CR creature.
Given high DCs and non-standard large areas of creature abilities, one would assume higher CR... however this particular creature is relatively harmless (for this level) and potential defeat of a party is most unlikely to result in TPK.
In other words, the party is expected to lose big time initially, and then, after appropriate measures are taken, exploit creature's weaknesses (it's practically a sitting duck for long range attacks, Screaming Dark can be used only once per day, creature is nigh incapable of hiding) and kill it.
Since I haven't been able to playtest this particular creature, I have decided to go easy way, and assemble its statistics as a mix of Nalfeshnee (to get into proper CR range for abilities), advanced Aboleth (to shuffle abilities properly) and Retriever (eye rays independent on melee). It's very difficult to estimate appropriate range of DC on such different abilities (note the Prismatic Spray inspirations), so I have decided to aim for standard CR 14 DCs with lethal abilities and go wild with non-lethal or defensive ones.
Little errors do creep in. Standard rules for Monster Creation published by Paizo are not complete. Design of the creature took almost a week, while for the last three days I have kept coming to it and removing noticed issues.
As a side benefit, this contest motivated me to finally complete my OpenOffice template for creature conversions, which out of base data produces neat html and bbcode statblocks. This is going to be of huge advantage for converting high CR monsters of Creature Collection series.
A short list of inspirations and ideas put into the creature:
- UFO kidnappings, people turning up later with no memories, reports of strange lights, associated memory lapses. Bonus points for identifying second plot hook as being X-Files derivative.
- One of the things I like about 4E is that some creatures change tactics drastically upon being reduced below half of their initial hitpoints. Screaming Dark is meant to produce a "Oh shiiiiiiit" look on players faces by separating them, disabling them and suddenly turning tables. The creature runs away, but the chances are that the players take quite a long time to recuperate. By the way, the rationale for not TPKing: creatures damaged by Screaming Dark are low food quality for the Devil Moon (low Wisdom), hence no killing.
- Subjective Gravity (and various little aspects, like Cure Light Wounds and results of Wisdom Drain) are in place to counteract permanent negative conditions and huge damage numbers of high level parties. The creature should be ready to face players again in 24 hours (for the second and decisive battle).
- The immunity to mind-affecting spells and divinations is to prevent from exploiting creature's weaknesses too early. The latter is also meant to enforce the flavor of the creature being so outside standard ecosystem, as to ignoring certain mechanics completely.
- The final lore point is for the GMs to use as a bonus plot device. For mature-themed campaigns, or for dastardly villains to exploit.
That's it. I hope that someone is going to have fun using this creature. At some point of time I may even put it into PDF (unless Mark has some dark designs concerning the picture and my humble entry into this contest).
Regards,
Ruemere
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