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Scorpions__
2011-06-20, 10:10 PM
[Trying to figure out an appropriate challenge rating for this advanced ekolid (Fiendish Codex I).


EKOLID, GREAT INFESTOR CR 12?
Advanced Ekolid
Always CE Medium Outsider (chaotic, extraplanar, obyrith)
Init +5; Senses darkvision 60 ft., true seeing; Listen +2, Spot +25
Language Abyssal
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AC 16, touch 13, flat-footed 14
hp 166 (18 HD, 18d8 + 90); fast healing 5; DR 5/cold iron or lawful
Immune mind-affecting spells and abilities, poison
Resist acid 10, cold 10, electricity 10, fire 10
Fort +16, Ref +15, Will +13
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Speed 40 ft. (8 squares), climb 40 ft., fly 10 ft. (poor)
Melee 6 stings +21/+16/+11/+6 (1d6 plus implant egg) or
Melee bite +21/+16/+11/+6 (1d4)
Space 5 ft.; Reach 5 ft.
Base Atk +18; Grp +20
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Abilities Str 14, Dex 14, Con 20, Int 10, Wis 18, Cha 13
SQ obyrith traits (see page 27, FCI), quickness
Feats Combat Reflexes, Lightning Reflexes, Weapon Finesse, Improved Natural Attack (Sting), Ability Focus (Implant Egg), Improved Natural Armour
Skills Balance +26, Climb +29, Hide +28, Jump +23, Listen +25, Move Silently +24, Spot +25, Tumble +26
Treasure none
Advancement --
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Form of Madness (Su) A creature within 60 feet that observes an ekolid must attempt a DC 20 Will save. Failure indicates the creature begins hallucinating that tiny biting insects are infesting its hair, skin, and clothes. The victim takes a –1 penalty on skill checks and must succeed on a DC 10 Concentration check in order to cast any spells until the insanity is cured by heal, greater restoration, miracle, or wish. A creature that makes the save is immune to that particular ekolid’s form of madness for 24 hours. This is a mind-affecting ability that does not affect chaotic evil outsiders. The save DC is Charisma-based. Looking at multiple ekolids requires a separate save for each one’s form of madness, but the effects are not cumulative.
Implant Egg (Ex) Each time a creature takes damage from an ekolid’s sting attack, it must attempt a DC 20 Fortitude save. Failure indicates that the ekolid implants an egg just under the creature’s skin. An implanted egg hatches at the start of the ekolid’s next turn, at which point a ravenous ekolid grub gnaws its way out of the victim. This deals 1d6 points of damage per egg that hatches and nauseates the victim for 1 round (no matter how many eggs hatch). Remove disease or a similar effect destroys any unhatched eggs, but immunity to disease does not prevent infestation. Newly hatched ekolids are otherwise harmless, but grow to maturity quickly over the course of only a few hours. A hatched grub falls to the ground after crawling free of its host. A grub has 1 hit point and effectively no Armor Class. The save DC is Constitution-based.
Quickness (Su) An ekolid is supernaturally quick. It can take an extra move action during its turn each round.

I followed the guidelines and advanced it as far as it would go, now I'm wondering what kind of party it would be appropriate for.






DM[F]R

LOTRfan
2011-06-20, 10:12 PM
The SRD says that for every 2 HD an outsider is advanced, the CR goes up by 1.

The Glyphstone
2011-06-20, 10:15 PM
What the Monster Manuals say is a good CR and what is actually a good CR can vary widely.

Instead, run it though this formula and see what comes out:


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.
Add 1 for each five points above 10 its AC is, minusing 1 for every 5 below.
Add 1 for each special attack (+2 to +5 or more if its got a decent number of spells in its spell-like abilities).
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.
Add 1 for every two bonus feats it has.
Divide by 3.

Scorpions__
2011-06-20, 10:15 PM
The SRD says that for every 2 HD an outsider is advanced, the CR goes up by 1.

Yep, I'm aware, but I thought this one looked a little under-rated following that guideline.







DM[F]R