ScIaDrd
2010-06-05, 01:45 PM
Well, folks i made a creature for somebody on the request a homebrew thread, but the problem is he specifically requested (http://www.giantitp.com/forums/showpost.php?p=8463617&postcount=792) a creature of approx CR16, and I for the life of me canīt push it that high. According to the Vorpal Tribble method of determining CR-which goes thusly:
1.Divide its average HP by 4.5 to 6,
4.5 for 5 HD or lower, 5 for 6-10 HD, 5.5 for 11-15 HD, 6 for 16-20 HD.
2.Add 1 for each five points above 10 its AC is, minusing 1 for every 5 below.
3.Add 1 for each special attack (+2 to +5 or more if its got a decent number of spells in its spell-like abilities).
4.Add 1 for each quality unless you deem it worthy of more. Add 1 for each resistance and 10 points of DR it has, and 2 for each immunity.
5.Add 1 for every two bonus feats it has.
6.Divide by 3.
The monsterīs CR is only cca 11. And I donīt think of any ways how to make it go to 16. So please help me.
The monster is here : Horror in the waves
Huge Magical beast (Aquatic)
18d10 HD (118p)
Speed 20 ft (4 squares) Swim 80 ft. (16 squares); fly 80 ft (16 squares) (poor)
Init:+8 (+4 dex, +4 improved initiative)
AC 12; touch 10; flat-footed 10
(+4 dex, -2 size)
BAB +13 Grp +31(+12 BA-B, +8 Size +6 Str. mod. +4 racial mod.)
Attack Tentacle 13 (2d8 +6 plus dreadful strike)
Full-Attack 8Tentacles +13 melee ((1d6 +6 plus dreadful strike)Bite+11 melee (1d6, +3 plus dreadful strike)
Space 15 ft.; Reach 15ft
Special AttacksConstrict( 1d8+6+dreadful strike)Aura of despair, Drain water, dreadful strike , Improved grab
Special Qualities Telepathy 60 feet Dakvision 60 feet[Low-light vision, Chromatophores
Saves Fort +11 Ref +11 Will +6
Abilities Str 23, Dex 18, Con 15, Int 10, Wis 12, Cha 15
SkillsIntimidate +21 Jump+10 Listen +5 Search+2 Spot+5 Swim+10 Hide+6
Feats Alertness, Dodge, Improved initiative,Mobility, Power attack<sup.>B</sup> Spring attack, Multiattack<sup.>B</sup>
Environment Temperate aquatic, temperate plains,
OrganizationSolitary, gang (2-4) or school (5-30) (commonly domesticated)
Challenge Rating X
Treasure None
Alignment usually Lawful
Advancement 12-18 HD (Huge) 18-22 (Gargantuan)
Level Adjustment +X
A Horror stands 20 feet fall from head to tips of tentacles and weights about 3,5 tons because as a cephalopod most of its body is composed of water- Despite itīs size and Buckley body it it well maneuverable both on seas and land, and because it is fast observant an and determined tracker, Therefore the merfolk use it a as watcher and a guard to track down intruders and criminals.:Their fearsome appearance an the ability to crush the opponents hearts with horror and despair is a great asset in .this.
Horrors in the waves speak Aquan and Common but the are quiet and taciturn,- even among their friend and allies, using their telepathic abilities to communicate instead.
Combat
The Watcher most commonly hunts in packs like a wolf would with lathe lead up front to c intimidate their prey and attempt to wear down it morale by the aura of despair.. In single combat it uses it agility a skill in psychological warfare for itīs hit and run tactics, usually followed by a full attack with tier tentacle and beak or a grapple- An opponent can sunder the Horrorīs tentacles as with a sqiud( 10 hit points each, severing it does 5 points of damage to the creature
Aura of despair (Su) Th horror in the waves may cause a deep despair to fall over any creature within a 30 feet radius around it that can see it unless the creature makes a DC 21 Will save. Affected creatures take a -4 morale penalty on ability check attack roll damask rolls saving throws and skill checks.. This effect stacks with with fear effects. An opponent that succeeds on the saving throw is immune to that same Horrorīs aura of despair for 24Ļ hours. The save DC is Charisma based.
If a panicked creature is affected with an aura of despair, it loses all hope and attempts to commit suicide by the fastest and most efficient means possible. (as death urge psychic power) unless it makes a Will save against the lower DC of the two effects.
Dreadful strike (Su)
A creature that is struck by the Watcher in melee combat must make a Will save against DC 18 or be shaken for 1d6 round. A creature that successfully saves cannot be affected by that same Horrorīs dreadful strike for one minute.
Drain water (Ex) As water based creatures the Horrors need a regular supply of water, as much as four gallons a day To maintain a regular supply while travelling overland the Horrors have developed the ability to drain water from other creatures with their tentacles. in a disturbing and disgusting invasion of their opponentīs personal space. A Horror can suck blood from a living victim with its tentacles by making a successful grapple check. If it pins the foe, it drains water, dealing 1d4 points of Constitution damage each round the pin is maintained. It drains and drinks a gallon of water per each point of constitution damage dealt, possibly causing dehydration.
Tentacle autototomy Ex)
If a Horrorīs tentacle is severely damaged, or it would prove advantageous, the creature can choose to,,let it got as a free action, severing it and letting it fall into its space or any square within itīs reach as it chooses. The Horror usually chooses not to The severed tentacle as well a any appendages that might have been severed continue to twitch for 1d4 rounds and any creature present the same space as a tentacle at that time must make a Reflex saving throw against DC 25 or be entangled for as long as the tentacle moves. The save DC is Strength based. The Hoorror usually chooses not to use this ability if it has four or less tentacles remaining.
Chromatophores(Ex)
A horror in the waves has special cells in tissues that let it change colour to better blend into surroundings, giving it a +6 circumstance bonus to Hide checks It can also use them t mesmerise opponents with a swirl or rapidly shifting colours. As a full round action a horror can use use thir gaudy skin colour to fascinate any creature within a 40 ircle centered on the Horror that can see them This mind affecting effect lasts 1d4 rounds. They can make a Will save against DC 21 to avoid it.
Constrict (Ex)
A giant squid deals 1d6+8 points of damage with a successful grapple check.
Jet (Ex)
A gHorror in the waves can jet backward while swimming or flying once per round as a full-round action, at a speed of 320 feet while swimming or at a speed of 160 feet while flying. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Improved Grab (Ex)
To use this ability, Horror must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. *A Horror in the Waves d has a +4 racial bonus on grapple checks.
Skills
A Horror in the waves has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. A Horror in the waves has a +5 racial bonus on Jump checks,.It has chromatophores that let is change colour (see above) giving it a +6 competence bonus to Hide and Intimidate checks. These bonuses are already included in stat block.
Magical beast traits
-Darkvision out to 60 feet and low-light vision.
-Proficient with its natural weapons only.
-Proficient with no armor.
-Magical beasts eat, sleep, and breathe.
b]Horror in the water lore[/b]
DC 28 A Horror in the waves is a huge octopus-like creature that can instil misery and despair in others with itīs appearance. They are capable of flight a well as survival on land for extended periods of time. This reveal all magical beast traits.
DC:33 The touch of their tentacle can frighten opponents, A horror may detach them to entangle opponents. The have the the ability to change their skin colour, an use it to hide from and befuddle other creatures.
DC 38:If a panicked creature a afflicted by a Horrorīs despair, itīs mind is broken, and it attempts to end itīs life as fast as possible.
So thank you in advance for your efforts and also PEACH please.
1.Divide its average HP by 4.5 to 6,
4.5 for 5 HD or lower, 5 for 6-10 HD, 5.5 for 11-15 HD, 6 for 16-20 HD.
2.Add 1 for each five points above 10 its AC is, minusing 1 for every 5 below.
3.Add 1 for each special attack (+2 to +5 or more if its got a decent number of spells in its spell-like abilities).
4.Add 1 for each quality unless you deem it worthy of more. Add 1 for each resistance and 10 points of DR it has, and 2 for each immunity.
5.Add 1 for every two bonus feats it has.
6.Divide by 3.
The monsterīs CR is only cca 11. And I donīt think of any ways how to make it go to 16. So please help me.
The monster is here : Horror in the waves
Huge Magical beast (Aquatic)
18d10 HD (118p)
Speed 20 ft (4 squares) Swim 80 ft. (16 squares); fly 80 ft (16 squares) (poor)
Init:+8 (+4 dex, +4 improved initiative)
AC 12; touch 10; flat-footed 10
(+4 dex, -2 size)
BAB +13 Grp +31(+12 BA-B, +8 Size +6 Str. mod. +4 racial mod.)
Attack Tentacle 13 (2d8 +6 plus dreadful strike)
Full-Attack 8Tentacles +13 melee ((1d6 +6 plus dreadful strike)Bite+11 melee (1d6, +3 plus dreadful strike)
Space 15 ft.; Reach 15ft
Special AttacksConstrict( 1d8+6+dreadful strike)Aura of despair, Drain water, dreadful strike , Improved grab
Special Qualities Telepathy 60 feet Dakvision 60 feet[Low-light vision, Chromatophores
Saves Fort +11 Ref +11 Will +6
Abilities Str 23, Dex 18, Con 15, Int 10, Wis 12, Cha 15
SkillsIntimidate +21 Jump+10 Listen +5 Search+2 Spot+5 Swim+10 Hide+6
Feats Alertness, Dodge, Improved initiative,Mobility, Power attack<sup.>B</sup> Spring attack, Multiattack<sup.>B</sup>
Environment Temperate aquatic, temperate plains,
OrganizationSolitary, gang (2-4) or school (5-30) (commonly domesticated)
Challenge Rating X
Treasure None
Alignment usually Lawful
Advancement 12-18 HD (Huge) 18-22 (Gargantuan)
Level Adjustment +X
A Horror stands 20 feet fall from head to tips of tentacles and weights about 3,5 tons because as a cephalopod most of its body is composed of water- Despite itīs size and Buckley body it it well maneuverable both on seas and land, and because it is fast observant an and determined tracker, Therefore the merfolk use it a as watcher and a guard to track down intruders and criminals.:Their fearsome appearance an the ability to crush the opponents hearts with horror and despair is a great asset in .this.
Horrors in the waves speak Aquan and Common but the are quiet and taciturn,- even among their friend and allies, using their telepathic abilities to communicate instead.
Combat
The Watcher most commonly hunts in packs like a wolf would with lathe lead up front to c intimidate their prey and attempt to wear down it morale by the aura of despair.. In single combat it uses it agility a skill in psychological warfare for itīs hit and run tactics, usually followed by a full attack with tier tentacle and beak or a grapple- An opponent can sunder the Horrorīs tentacles as with a sqiud( 10 hit points each, severing it does 5 points of damage to the creature
Aura of despair (Su) Th horror in the waves may cause a deep despair to fall over any creature within a 30 feet radius around it that can see it unless the creature makes a DC 21 Will save. Affected creatures take a -4 morale penalty on ability check attack roll damask rolls saving throws and skill checks.. This effect stacks with with fear effects. An opponent that succeeds on the saving throw is immune to that same Horrorīs aura of despair for 24Ļ hours. The save DC is Charisma based.
If a panicked creature is affected with an aura of despair, it loses all hope and attempts to commit suicide by the fastest and most efficient means possible. (as death urge psychic power) unless it makes a Will save against the lower DC of the two effects.
Dreadful strike (Su)
A creature that is struck by the Watcher in melee combat must make a Will save against DC 18 or be shaken for 1d6 round. A creature that successfully saves cannot be affected by that same Horrorīs dreadful strike for one minute.
Drain water (Ex) As water based creatures the Horrors need a regular supply of water, as much as four gallons a day To maintain a regular supply while travelling overland the Horrors have developed the ability to drain water from other creatures with their tentacles. in a disturbing and disgusting invasion of their opponentīs personal space. A Horror can suck blood from a living victim with its tentacles by making a successful grapple check. If it pins the foe, it drains water, dealing 1d4 points of Constitution damage each round the pin is maintained. It drains and drinks a gallon of water per each point of constitution damage dealt, possibly causing dehydration.
Tentacle autototomy Ex)
If a Horrorīs tentacle is severely damaged, or it would prove advantageous, the creature can choose to,,let it got as a free action, severing it and letting it fall into its space or any square within itīs reach as it chooses. The Horror usually chooses not to The severed tentacle as well a any appendages that might have been severed continue to twitch for 1d4 rounds and any creature present the same space as a tentacle at that time must make a Reflex saving throw against DC 25 or be entangled for as long as the tentacle moves. The save DC is Strength based. The Hoorror usually chooses not to use this ability if it has four or less tentacles remaining.
Chromatophores(Ex)
A horror in the waves has special cells in tissues that let it change colour to better blend into surroundings, giving it a +6 circumstance bonus to Hide checks It can also use them t mesmerise opponents with a swirl or rapidly shifting colours. As a full round action a horror can use use thir gaudy skin colour to fascinate any creature within a 40 ircle centered on the Horror that can see them This mind affecting effect lasts 1d4 rounds. They can make a Will save against DC 21 to avoid it.
Constrict (Ex)
A giant squid deals 1d6+8 points of damage with a successful grapple check.
Jet (Ex)
A gHorror in the waves can jet backward while swimming or flying once per round as a full-round action, at a speed of 320 feet while swimming or at a speed of 160 feet while flying. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Improved Grab (Ex)
To use this ability, Horror must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. *A Horror in the Waves d has a +4 racial bonus on grapple checks.
Skills
A Horror in the waves has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. A Horror in the waves has a +5 racial bonus on Jump checks,.It has chromatophores that let is change colour (see above) giving it a +6 competence bonus to Hide and Intimidate checks. These bonuses are already included in stat block.
Magical beast traits
-Darkvision out to 60 feet and low-light vision.
-Proficient with its natural weapons only.
-Proficient with no armor.
-Magical beasts eat, sleep, and breathe.
b]Horror in the water lore[/b]
DC 28 A Horror in the waves is a huge octopus-like creature that can instil misery and despair in others with itīs appearance. They are capable of flight a well as survival on land for extended periods of time. This reveal all magical beast traits.
DC:33 The touch of their tentacle can frighten opponents, A horror may detach them to entangle opponents. The have the the ability to change their skin colour, an use it to hide from and befuddle other creatures.
DC 38:If a panicked creature a afflicted by a Horrorīs despair, itīs mind is broken, and it attempts to end itīs life as fast as possible.
So thank you in advance for your efforts and also PEACH please.