Using the 3.5 SRD, I've taken the base Howler (large, 6 HD, outsider), and advanced it to 12 HD (huge, 12 HD, outsider).
There are no CR or experience guidelines in the SRD...for those with good memories or their books with them, how does CR change as a monster advances in HD?
What is the new CR of my Howler?
Did I advance it correctly (I advanced everything except the CR and the Skills).
Here it is!
HOWLER
Huge Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 12d8+48 (126 hp)
Initiative: +6
Speed: 60 ft. (12 squares)
Armor Class: 18 (–2 size, +2 Dex, +8 natural), touch 12, flat-footed 14
Base Attack/Grapple: +12/+29
Attack: Bite +21 melee (3d8+9)
Full Attack: Bite +21 melee (3d8+9) and 1d4 quills +16 melee (1d8+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Quills, howl
Special Qualities: Darkvision 60 ft.
Saves: Fort +12, Ref +10, Will +10
Abilities: Str 29, Dex 15, Con 19, Int 6,
Wis 14, Cha 8
Skills: Climb +14, Hide +8, Listen +13, Move Silently +12,
Search +7, Spot +13,
Survival +2 (+4 following tracks)
Feats: Alertness, Combat Reflexes, Improved Initiative
Environment: A chaotic-aligned plane
Organization: Solitary, gang (2–4), or pack (6–10)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic evil
Advancement: 7–9 HD (Large); 11–18 HD (Huge)
Level Adjustment: +3 (cohort)
Howlers live on planes where chaos and evil hold sway. A howler is about 8 feet long and weighs about 2,000 pounds.
Although they are surprisingly intelligent, howlers do not speak—they only howl. If there is a language within the howls, as some have suggested, even spells cannot decipher it. Howlers understand Abyssal.
COMBAT
Howlers attack in groups, for they are cowardly and cruel. They prefer to charge into combat, race out, and then charge in again. A howler’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Quills (Ex): A howler’s neck bristles with long quills. While biting, the creature thrashes about, striking with 1d4 of them.
An opponent hit by a howler’s quill attack must succeed on a DC 16 Reflex save or have the quill break off in his or her flesh. Lodged quills impose a –1 penalty on attacks, saves, and checks per quill. The save DC is Dexterity-based.
A quill can be removed safely with a DC 20 Heal check; otherwise, removing a quill deals an extra 1d6 points of damage.
Howl (Ex): All beings other than outsiders that hear the creature’s howling for an hour or longer are subject to its effect, though it does not help the howler in combat. Anyone within hearing range of a howler for a full hour must succeed on a DC 12 Will save or take 1 point of Wisdom damage. The save DC is Charisma-based. The save must be repeated for each hour of exposure. This is a sonic mind-affecting effect.
Thanks,
DM2
There are no CR or experience guidelines in the SRD...for those with good memories or their books with them, how does CR change as a monster advances in HD?
What is the new CR of my Howler?
Did I advance it correctly (I advanced everything except the CR and the Skills).
Here it is!
HOWLER
Huge Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 12d8+48 (126 hp)
Initiative: +6
Speed: 60 ft. (12 squares)
Armor Class: 18 (–2 size, +2 Dex, +8 natural), touch 12, flat-footed 14
Base Attack/Grapple: +12/+29
Attack: Bite +21 melee (3d8+9)
Full Attack: Bite +21 melee (3d8+9) and 1d4 quills +16 melee (1d8+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Quills, howl
Special Qualities: Darkvision 60 ft.
Saves: Fort +12, Ref +10, Will +10
Abilities: Str 29, Dex 15, Con 19, Int 6,
Wis 14, Cha 8
Skills: Climb +14, Hide +8, Listen +13, Move Silently +12,
Search +7, Spot +13,
Survival +2 (+4 following tracks)
Feats: Alertness, Combat Reflexes, Improved Initiative
Environment: A chaotic-aligned plane
Organization: Solitary, gang (2–4), or pack (6–10)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic evil
Advancement: 7–9 HD (Large); 11–18 HD (Huge)
Level Adjustment: +3 (cohort)
Howlers live on planes where chaos and evil hold sway. A howler is about 8 feet long and weighs about 2,000 pounds.
Although they are surprisingly intelligent, howlers do not speak—they only howl. If there is a language within the howls, as some have suggested, even spells cannot decipher it. Howlers understand Abyssal.
COMBAT
Howlers attack in groups, for they are cowardly and cruel. They prefer to charge into combat, race out, and then charge in again. A howler’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Quills (Ex): A howler’s neck bristles with long quills. While biting, the creature thrashes about, striking with 1d4 of them.
An opponent hit by a howler’s quill attack must succeed on a DC 16 Reflex save or have the quill break off in his or her flesh. Lodged quills impose a –1 penalty on attacks, saves, and checks per quill. The save DC is Dexterity-based.
A quill can be removed safely with a DC 20 Heal check; otherwise, removing a quill deals an extra 1d6 points of damage.
Howl (Ex): All beings other than outsiders that hear the creature’s howling for an hour or longer are subject to its effect, though it does not help the howler in combat. Anyone within hearing range of a howler for a full hour must succeed on a DC 12 Will save or take 1 point of Wisdom damage. The save DC is Charisma-based. The save must be repeated for each hour of exposure. This is a sonic mind-affecting effect.
Thanks,
DM2