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Fax Celestis
2010-10-29, 07:13 PM
Dead I am the one / Exterminating sun
Slipping through the trees / strangling the breeze
Dead I am the sky / watching angels cry
While they slowly turn / conquering the wyrm

Dead I am the pool / spreading from the fool
Weak and want you need / nowhere as you bleed
Dead I am the rat / feast upon the cat
Tender is the fur / dying is your curse

Dead I am the life / dig into the skin
Knuckle crack the bone / 21 to win
Dead I am the dog / hound of hell you cry
Devil on your back / I can never die


--Rob Zombie, Dragula

Cataclysm (CR 20)
Usually NE Large Aberration (Varies; See Text)
Class None
[hr]Pre-combat
Init +30; Senses Awareness +30; Darkvision 60'
Languages All languages; telepathy 1 mile
[hr]Defense
AC 44; touch 44; flat-footed 39; Dodge (+3)

(-1 Size, +15 Hero, +5 Dex, +15 Deflection)
HP 630 (30d8+390 HD); DR 5/-
GD 18
Immune Death Effects, Mind-Affecting, Polymorph; Resist None; Weak None
Fort +30 Ref +29 Will +34
SR 30
HV 15
SQ Aura of Terror, Evasive Dodge, Resilience, Variable Defenses (seven abilities)
[hr]Offense
Speed 50' ft. (10 squares); None
Melee 2 claws +29 (2d6+7)
Ranged None
Space 10' ft.; Reach 10' ft.
BAB +22; Grp +34
Attack Options Cleave, Flick of the Wrist, Power Attack
Special Actions Combat Reflexes, Lightning Dodge
Combat Gear None
[hr]Post-Combat
Death Death Throes (15d6 force, 50' radius, DC 38 Reflex half)
Linger Poison (15 points for 13 rounds, DC 38 Fort neg); Boon (granted ability)
Treasure None
[hr]Other
Abilities Str 24 Dex 20 Con 36 Int 24 Wis 20 Cha 40
Apprentice Skills (d20+20+mod) Bluff, Decipher Script, Diplomacy, Disguise, Intimidate, Sleight of Hand
Journeyman Skills (d20+20+mod+mod) Acrobatics, Awareness, Grapple, Initiative, Stealth
Mastered Skills (d20+20+mod+mod) None
[hr]Feats
Ability Focus: A cataclysm gains a +2 bonus on the Save DC for its Aura of Terror ability.
Cleave: If a cataclysm deals a creature enough damage to make it drop (that is, render it unconscious or dead), it gets an immediate, extra melee attack against another creature within reach. It can take up to two 5-foot steps before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. For each 5-foot step the cataclysm forgoes, it may make an additional attack after dropping an opponent at a penalty (-2 for the first additional attack, and -4 for the second) It can use this ability once per round. (10 pts)
Combat Reflexes: A cataclysm may make a number of additional attacks of opportunity equal to its Dexterity bonus (5). It may also make attacks of opportunity while flat-footed. As a cataclysm has X prowess invested in this feat, it gains an additional 3 attacks of opportunity per round, for a total of 8 attacks of opportunity per round. (18 pts)
Dodge: A cataclysm may designate an opponent during its turn and receive a +3 dodge bonus to Armor Class against attacks from that opponent. (12 pts)
Evasive Dodge: A cataclysm may substitute a 10' step for an attack of opportunity. This action still consumes an attack of opportunity for the round. (10 pts)
Flick of the Wrist: If a cataclysm has not attacked in this round, it may spend a swift action to make two attack with a light, one-handed, or natural weapon at its full Base Attack Bonus. (13 pts)
Great Fortitude: A cataclysm gains a +4 bonus on Fortitude saving throws. (8 pts)
Iron Will: A cataclysm gains a +4 bonus on Will saving throws. (8 pts)
Lightning Dodge: If a cataclysm is attacked by the target of its dodge feat in melee and still may make an attack of opportunity this round, it may forgo an attack of opportunity this round and make a 5' step. Alternatively, a cataclysm may instead teleport to the other side of its attacker, directly into a position that would have provided flanking for its original space. When it does this, its body becomes like a living spark and it passes through its target, dealing 5d6 points of electricity damage. A successful Reflex save (DC 20 + Con modifier; DC 34 for a standard cataclysm) negates this damage. Using this feat in this fashion is a supernatural ability. A cataclysm may only use this feat once per round, even though a cataclysm has the ability to take multiple attacks of opportunity in a round. (23 pts)
Lightning Reflexes: A cataclysm gains a +4 bonus on Reflex saving throws. (8 pts)
Power Attack: On the cataclysm's action, before making attack rolls for a round, it may choose to subtract a number from all melee attack rolls and add twice the same number to all melee damage rolls. This number may not exceed its base attack bonus. The penalty on attacks and bonus on damage apply until its next turn. (10 pts)
[hr]Abilities
Aura of Terror: A cataclysm emanates an aura of terror. All creatures within 100' at the start of their turns must make a Will save (DC 25 + the Cataclysm's Charisma modifier + 2 from Ability Focus; DC 42 for a standard cataclysm) or be rendered shaken. An already shaken creature is instead rendered panicked. Non-mindless creatures normally immune to fear effects still must make saving throws, but receive a +15 bonus on their save against this ability. They are in addition immune to the panicking effect.
Death Throes: A cataclysm reduced to 0 or fewer hit points inflicts a number of d6s equal to its Hero Value in force damage to all creatures within 50' when it dies. Objects are unaffected, and a successful Reflex save (DC 25 + the cataclysm's Constitution modifier; DC 38 for a standard cataclysm) halves the damage.
Deflective Presence: A cataclysm adds its Hero Value to its touch Armor Class, and adds its Charisma modifier to its Armor Class as a Deflection bonus.
Resilience: A cataclysm gains maximum Hit Points per Hit Die.
Variable Defenses: A cataclysm has a number of abilities selected from the Variable Defenses chart below equal to one-quarter its Hit Dice.

Cataclysms are complicated monsters, and as such have a more in-depth explanation of their statistics included here. A cataclysm's spell resistance is equal to twice its Hero Value. Its DR/- is equal to one-third its Hero Value. Saving throws (except where specifically stated otherwise) for a cataclysm's abilities are equal to 10 + 1/2 its Hit Dice + the relevant ability modifier. The Poison and Boon lingering effects apply only if the cataclysm has that particular Variable Defense ability: they are listed in the statistics block for ease of use. Its feat selection is representative of a typical 'combative' cataclysm: other cataclysms that are more subtle, ranged-focused, or otherwise differently created may have different feats or different prowess distribution. While a cataclysm may use items and equipment, most generally do not: as such, the one presented here does not use any equipment, nor carry any items. Cataclysms may be advanced in Hit Dice: if they do so, they do so by class or by racial Hit Dice. They do not change size unless they acquire the Size Decrease or Size Increase Variable Defense ability, but they do increase their prowess, BAB, saves, and Hero Value like all other creatures.

Variable Defenses
Blindsense: A cataclysm with this ability gains blindsense 100'.
Blindsight: A cataclysm with this ability gains blindsight 30' as long as it is capable of hearing.
Boon: A cataclysm with this ability may grant a boon to a number of creatures equal to its Charisma modifier (15 for a standard cataclysm). A cataclysm must have an ability itself in order to grant it as a boon. Up to an equal number of creatures within 100' of a cataclysm when it dies also immediately gain the cataclysm's boon as a permanent, supernatural effect. Creatures affected by a cataclysm's boon gain one of the following properties, as determined by the DM upon creating the cataclysm: Blindsense 30', Damage Reduction variable defense ability, Elemental Affinity variable defense ability, Evasion, Flight variable defense ability, Intense Fortitude, Mindsight variable defense ability, Natural Attacks variable defense ability, or Tremorsense 30'. Creatures granted a cataclysm's boon (but not those who receive the boon as it dies) gain some of the cataclysm's appearance as their own, typically a sigil or marking on the forehead, an aura, or (rarely) horns, claws, or similar physical alterations. A cataclysm takes a -1 penalty to its Hero Value for each creature it has a boon granted to at a time. A cataclysm may grant or cease a boon as a swift action on one or multiple creatures at any distance (including across planar boundaries) and for any reason.
Conditional Incorporeality: A cataclysm with this ability may become incorporeal or become corporeal as an immediate action, gaining the Incorporeal subtype and all features thereof. While incorporeal, its natural attacks gain the ghost touch weapon enhancement.
Damage Reduction: A cataclysm with this ability has damage reduction to all kinds of attacks except for one defense equal to its Hero Value. This damage reduction doesn't necessarily need to be a typical one: example damage reductions can be DR 15/dead (so that only dead creatures and materials deal full damage), DR 15/stealth (so that only attacks made from stealth deal full damage), DR 15/natural (so that only natural attacks deal full damage), or DR 15/mundane (so that only nonmagical weapons deal full damage).
Disrupting Touch: A cataclysm with this ability adds 5d6 damage to each of its natural attacks. Creatures slain by a cataclysm with this ability or objects affected by this ability are affected as if by a disintegration spell.
Elemental Affinity: A cataclysm with this ability gains an elemental subtype (Air, Cold, Earth, Fire, or Water), gaining all abilities appropriate to the subtype. A cataclysm with the Water subtype also gains the Amphibious special quality, is considered a journeyman in Athletics, and has a swim speed equal to its land speed. This ability may be selected multiple times: each time, select a different elemental subtype.
Evasion: A cataclysm with this ability gains the Evasion ability. See the rogue class feature of the same name.
Fearsome Gaze: A cataclysm with this ability gains a gaze attack with a save DC equal to 10 + 1/2 its Hit Dice + its Charisma modifier (DC 40 for a standard cataclysm), selected from the following options and with the save altered according to the table:


Effect
Duration
Save Type
Save DC Modifier


Blind
1d3 rounds
Fortitude
+0


Confusion
1 round
Will
+0


Daze
1d3 rounds
Will
+0


Elemental damage (acid, cold, electricity, fire, or sonic)1
Instantaneous
Reflex
+3


Immobilize
1d4+1 rounds
Fortitude
+0


Incorporeal
2d2 rounds
Fortitude
-3


Nauseate
1d3 rounds
Fortitude
+3


Petrify
Permanent
Fortitude
-5


1If a cataclysm has an elemental subtype, this damage matches that type; otherwise, it is at the cataclysm's discretion. This ability deals a number of d6s of damage equal to one-quarter the cataclysm's Hit Dice.
Flight: A cataclysm with this ability gains a fly speed equal to its land speed with perfect maneuverability. This can be natural flight (such as from wings) or supernatural levitation.
Immunity: A cataclysm with this ability selects a status condition, spell, or power: the cataclysm is immune to that condition or effect. 'Damage' is not a condition or effect. As an example, selecting 'death' would render the cataclysm immune to effects that inflict the Dead condition (like phantasmal killer), but not death by Hit Point damage.
Improved Grab: A cataclysm with this ability gains the Improved Grab ability, usable with touch attacks, claws, and bite attacks.
Incorporeal Motion: A cataclysm with this ability becomes incorporeal as it moves, gaining the Incorporeal subtype and all features thereof.
Intense Fortitude: A cataclysm with this ability gains the Intense Fortitude ability. See the dreadnaught class feature of the same name.
Magic Absorption: A cataclysm that successfully makes a saving throw against a spell or spell-like ability is completely unaffected by the effect and immediately heals hit points equal to the spell's caster level.
Mindsight: A cataclysm with this ability is able to see any creature that it has telepathic communication with and has an Intelligence score of at least 5, regardless of distance, positioning, or cover.
Natural Attacks: A cataclysm with this ability gains one set of natural attacks from the following table. This ability may be selected multiple times: each time, select a new set of natural attacks. Specific instances of natural attacks may be selected multiple times: each time, add the set again. A cataclysm's claw attacks are always its primary natural attack.


Natural Attacks
Number
Damage


Bite
1
2d8


Claw
2
2d6


Gore
1
2d10


Slam
2
2d8


Sting
1
1d12


Talon
2
3d4


Tentacle
2
1d8


Regeneration: A cataclysm with this ability gains regeneration equal to its Hero Value. This regeneration is overcome by electricity and also by any damage types that the cataclysm is specifically vulnerable to (such as those from a subtype from the Elemental Affinity ability or for the damage reduction created by the Damage Reduction ability).
Size Decrease: A cataclysm with this ability decreases one to three size categories, altering its statistics according to the size increase table.
Size Increase: A cataclysm with this ability increases one to three size categories, altering its statistics according to the size increase table.
Skill Mastery: A cataclysm with this ability is trained as a master in one skill it is at least an apprentice in. This ability may be selected multiple times.
Spell-Like Abilities: A cataclysm with this ability chooses a number of spells equal to its Charisma modifier (15 for a standard cataclysm) that are of a level that a spellcaster of level equal to the cataclysm's Hero Value could cast and gains the selected spells as spell-like abilities. Alternatively, the cataclysm chooses an equal number of psionic powers that are of a level that a manifester of level equal to the cataclysm's Hero Value could manifest and gains the selected powers as psi-like abilities. In all instances, treat the cataclysm's Hero Value as its caster or manifester level, as appropriate, and use the cataclysm's Charisma modifier to set the psi-like or spell-like abilities' save DCs. Each such ability is usable once per day, and a spell or power may be selected multiple times to grant multiple uses in a day. A cataclysm that gains psi-like abilities in this manner gains the Psionic subtype.
Swallow Whole: A cataclysm with this ability who has a bite attack gains the Swallow Whole ability.
Tremorsense: A cataclysm with this ability gains tremorsense 100' as long as it is in contact with the ground.
Undeath: A cataclysm with this ability gains the Undead subtype, and has all benefits and penalties of the subtype.
Speedster: A cataclysm with this ability increases its base land speed by 30', but loses 2 points of Constitution.
Venomous: A cataclysm with this ability gains a bite attack that deals 2d8 points of damage. Successfully biting an opponent requires them to make a Fortitude save (DC 10 + 1/2 its Hit Dice + the cataclysm's Constitution modifier; DC 38 for a standard cataclysm) or suffer additional poison damage equal to the cataclysm's Hero Value for a number of rounds after the attack equal to the cataclysm's Constitution modifier (15 poison damage per round for 13 rounds for a standard cataclysm). Successive bites do not result in new instances of poisoning. Instead, they increase the duration of the original instance, so that a creature bitten three times by a cataclysm over the course of three rounds has 13 rounds from the most recent bite, plus 12 rounds from the previous round's bite, plus 11 rounds from the preceding round's bite, for a total of 36 rounds of poison damage. A cataclysm with claw, talon, or sting attacks also adds this poison damage to those attacks as well.

Ecology
A cataclysm is born...
http://img705.imageshack.us/img705/5138/vlcsnap34259.png
http://img709.imageshack.us/img709/9550/vlcsnap36812.png
http://img258.imageshack.us/img258/507/vlcsnap36869.png
http://img215.imageshack.us/img215/2460/vlcsnap36944.png
So named because the first of such creatures emerged from a magical conflict and decimated both sides, cataclysm are cause for plane-wide (and even cross-planar) alarm. The appearance of a cataclysm is rarely, if ever, unprecedented by magical or psychic conflict on a grand scale. Just as rarely is the appearance of a cataclysm not immediately followed by widespread destruction and plane-wide panic.

Cataclysms appear in a form of their choosing that they select upon their creation. Many take the shape of bizarre monsters, while others make themselves appear to be made of light, energy, thousands of smaller creatures, or even stranger amalgamations of eldritch horror and shapes that should not exist within the bounds of reality.

Cataclysms have no place in the ecology of the world; rather, they exist merely to destroy as much as they possibly can. They seem to take a perverse pleasure in global destruction, genocide, and similar malicious actions, but they are also intelligent enough to know when they are bested and when they should retreat and regroup. While most cataclysms work alone, it is not unheard of for a cataclysm to acquire a cadre or cult following, generally via providing its boon (should it have that ability) to leaders of the cult or to their more elite minions. However, cataclysms tend to be sparing with their boons as they do inflict a rather hefty penalty upon them.

Cataclysms do not eat, sleep, or breathe.

AtlanteanTroll
2010-10-29, 07:17 PM
Man, I thought this was about WoW somehow.

*goes back to read thoroughly*

Fax Celestis
2010-10-30, 11:39 AM
Minor updates.

lesser_minion
2010-10-30, 11:59 AM
Do you think Aura of Terror really needs the clause about fear immunity?

If it does, then that might be a sign that fear immunity is too easy to get.

Fax Celestis
2010-10-30, 12:05 PM
Do you think Aura of Terror really needs the clause about fear immunity?

If it does, then that might be a sign that fear immunity is too easy to get.

I think this monster needs the clause about fear immunity. It is supposed to be a monster so terrifying that the players and the PCs all go 'oh holy crap we are so dead' at the same time.

lesser_minion
2010-10-30, 12:23 PM
I think this monster needs the clause about fear immunity. It is supposed to be a monster so terrifying that the players and the PCs all go 'oh holy crap we are so dead' at the same time.

But that depends on where the fear immunity comes from -- a being that is so indescribably alien that fear simply doesn't exist for it is not going to be put off by this monster. Nor is the god of not being scared of things.

I can see why a tiny little trinket or a spell wouldn't make you completely unafraid of this monster, but if that is the case, then I don't think either of those effects should have been written up as granting immunity to fear in the first place.

3rd edition has this problem all over the place, and all it ever did was make the game less robust.

Fax Celestis
2010-10-30, 12:35 PM
But that depends on where the fear immunity comes from -- a being that is so indescribably alien that fear simply doesn't exist for it is not going to be put off by this monster. Nor is the god of not being scared of things.

And such creatures would be well within the DM's purview of granting them a circumstance bonus to their saving throw, an action described in the DMG.

lesser_minion
2010-10-30, 12:59 PM
And such creatures would be well within the DM's purview of granting them a circumstance bonus to their saving throw, an action described in the DMG.

I agree with Sean K. Reynolds that pretty much nothing short of "fear simply does not apply to this being in any way whatsoever" should warrant fear immunity, and I think that there are creatures to which that should apply -- most types of construct and mindless being, for example.

I don't think there's any justification for those creatures suddenly not being immune to fear when facing this monster, and I think there's a fair chance that players will have one on hand when they encounter this monster. So I don't think it's reasonable to expect the DM to resolve the matter.

If fear immunity is appropriately hard to get, then the ability to bypass it is superfluous. If it isn't, then that's a problem in its own right.

Fax Celestis
2010-10-30, 01:35 PM
If your biggest complaint is a disagreement in how fear should or should not work, then I believe I have succeeded. :smalltongue: However, I'll add a 'fear immunity due to mindlessness' exemption.

Fax Celestis
2010-10-30, 08:19 PM
Sample cataclysm: Starspawn

That is not dead which can eternal lie,
And with strange aeons even death may die.

--Abdul Alhazred, Necronomicon
http://fc03.deviantart.net/fs11/i/2006/203/9/8/Cthulhu_Rising_by_higherdepths.jpg
Starspawn (CR 20)
NE Colossal Aberration
Class None
[hr]Pre-combat
Init +30; Senses Awareness +30; Darkvision 60'
Languages All languages; telepathy 1 mile
[hr]Defense
AC 35; touch 35; flat-footed 31; Dodge (+3; one target)

(-8 Size, +15 Hero, +4 Dex, +15 Deflection)
HP 837 (31d8+589 HD); DR 5/-
GD 33
Immune Death Effects, Mind-Affecting, Polymorph; Resist None; Weak None
Fort +36 Ref +29 Will +34
SR 30
HV 15
SQ Aura of Terror, Evasive Dodge, Resilience, Variable Defenses (Disrupting Touch, Fearsome Gaze (Confusion), Flight, Natural Attacks (Bite, Tentacles), Size Increase (3 sizes), Swallow Whole)
[hr]Offense
Speed 50' ft. (10 squares); 50' fly (perfect)
Melee 2 claws +40 (6d6+19 plus 5d6 disintegration) and 2 tentacles +35 (4d6+19 plus 5d6 disintegration) and bite +35 (6d8+19 plus 5d6 disintegration)
Ranged None
Space 30' ft.; Reach 30' ft.
BAB +22; Grp +46
Attack Options Cleave, Flick of the Wrist, Power Attack
Special Actions Combat Reflexes, Lightning Dodge
Combat Gear None
[hr]Post-Combat
Death Death Throes (15d6 force, 50' radius, DC 44 Reflex half)
Linger None
Treasure None
[hr]Other
Abilities Str 48 Dex 18 Con 48 Int 24 Wis 20 Cha 40
Apprentice Skills (d20+20+mod) Bluff, Decipher Script, Diplomacy, Disguise, Intimidate, Sleight of Hand
Journeyman Skills (d20+20+mod+mod) Acrobatics, Awareness, Grapple, Initiative, Stealth
Mastered Skills (d20+20+mod+mod) None
[hr]Feats
Ability Focus: A starspawn gains a +2 bonus on the Save DC for its Aura of Terror ability.
Cleave: If a starspawn deals a creature enough damage to make it drop (that is, render it unconscious or dead), it gets an immediate, extra melee attack against another creature within reach. It can take up to two 5-foot steps before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. For each 5-foot step the starspawn forgoes, it may make an additional attack after dropping an opponent at a penalty (-2 for the first additional attack, and -4 for the second) It can use this ability once per round. (10 pts)
Combat Reflexes: A starspawn may make a number of additional attacks of opportunity equal to its Dexterity bonus (5). It may also make attacks of opportunity while flat-footed. As a starspawn has 18 prowess invested in this feat, it gains an additional 3 attacks of opportunity per round, for a total of 8 attacks of opportunity per round. (18 pts)
Dodge: A starspawn may designate an opponent during its turn and receive a +3 dodge bonus to Armor Class against attacks from that opponent. (12 pts)
Evasive Dodge: A starspawn may substitute a 10' step for an attack of opportunity. This action still consumes an attack of opportunity for the round. (10 pts)
Flick of the Wrist: If a starspawn has not attacked in this round, it may spend a swift action to make two attacks with a light, one-handed, or natural weapon at its full Base Attack Bonus. (13 pts)
Great Fortitude: A starspawn gains a +4 bonus on Fortitude saving throws. (8 pts)
Iron Will: A starspawn gains a +4 bonus on Will saving throws. (8 pts)
Lightning Dodge: If a starspawn is attacked by the target of its dodge feat in melee and still may make an attack of opportunity this round, it may forgo an attack of opportunity this round and make a 5' step. Alternatively, a starspawn may instead teleport to the other side of its attacker, directly into a position that would have provided flanking for its original space. When it does this, its body becomes like a living spark and it passes through its target, dealing 5d6 points of electricity damage. A successful Reflex save (DC 20 + Con modifier; DC 40 for a standard starspawn) negates this damage. Using this feat in this fashion is a supernatural ability. A starspawn may only use this feat once per round, even though a starspawn has the ability to take multiple attacks of opportunity in a round. (23 pts)
Lightning Reflexes: A starspawn gains a +5 bonus on Reflex saving throws. (12 pts)
Power Attack: On the starspawn's action, before making attack rolls for a round, it may choose to subtract a number from all melee attack rolls and add twice the same number to all melee damage rolls. This number may not exceed its base attack bonus. The penalty on attacks and bonus on damage apply until its next turn. (10 pts)
[hr]Abilities
Aura of Terror: A starspawn emanates an aura of terror. All creatures within 100' at the start of their turns must make a Will save (DC 25 + the starspawn's Charisma modifier + 2 from Ability Focus; DC 42 for a standard starspawn) or be rendered shaken. An already shaken creature is instead rendered panicked. Non-mindless creatures normally immune to fear effects still must make saving throws, but receive a +15 bonus on their save against this ability. They are in addition immune to the panicking effect.
Death Throes: A starspawn reduced to 0 or fewer hit points inflicts a number of d6s equal to its Hero Value in force damage to all creatures within 50' when it dies. Objects are unaffected, and a successful Reflex save (DC 25 + the starspawn's Constitution modifier; DC 44 for a standard starspawn) halves the damage.
Deflective Presence: A starspawn adds its Hero Value to its touch Armor Class, and adds its Charisma modifier to its Armor Class as a Deflection bonus.
Disrupting Touch: A starspawn adds 5d6 damage to each of its natural attacks. Creatures slain by a starspawn with this ability or objects affected by this ability are affected as if by a disintegration spell.
Fearsome Gaze: A starspawn has a gaze attack with a Will save DC equal to 25 + its Charisma modifier (DC 40 for a standard starspawn). This gaze attack inflicts confusion (as the spell) for one round.
Flight: A starspawn has a fly speed equal to its land speed with perfect maneuverability. This is natural flight.
Resilience: A starspawn gains maximum Hit Points per Hit Die.
Swallow Whole: A starspawn has the Swallow Whole ability.

lesser_minion
2010-10-30, 08:23 PM
If your biggest complaint is a disagreement in how fear should or should not work, then I believe I have succeeded. :smalltongue: However, I'll add a 'fear immunity due to mindlessness' exemption.

That was just the first thing I noticed, and I'm not very experienced at critiquing monsters.

Otherwise (still skimming):

Monster customisation is good.
A few of the abilities available to this monster might warrant a retool -- in particular, spell-like abilities will need work, simply because you've introduced a lot of new power sources that might be worth giving to monsters in some form.
The attack bonus formula might also want a retool.


The thing about attack bonus is that as things are at the moment, there's no point investing in AC because it's too difficult to raise far enough that it makes much difference.

You need to reward your players for pumping AC, but at the same time, you can't simply handle this by increasing numbers -- the difference in AC between a character who doesn't invest in it at all and one who pumps it like there's no tomorrow is large enough that lowering attack bonus or artificially inflating AC will just result in typical players getting hit half the time while optimisers never get hit at all.

The only real solution I can see is to give the monster a variable attack bonus, depending on what it does -- this could be something simple, like making natural attacks subject to iteratives, or giving the monster something like power attack, but I think you should take this to playtesting and see what you can come up with.

Fax Celestis
2010-11-02, 01:12 PM
The attack bonus formula might also want a retool.

Actually, it has been. Hero Value adds to your AC.

lesser_minion
2010-11-03, 04:47 AM
Actually, it has been. Hero Value adds to your AC.

I know -- I'm not sure it's that simple, however (hence the two paragraphs explaining why you might want to come up with some way of varying the creature's attack bonus).