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JBarca
2014-02-11, 02:33 PM
Greetings.
I've been working on a Domination-centered monster for an upcoming adventure. It's called "The Underneath" and is a single entity, not a "type" of monster. It's supposed to dwell underground, and focuses on enslaving high-powered creatures to expand its power. Currently my plan is to have it hiding in some cavern in the Underdark, and having it defended by a veritable horde of low-level monsters, with its final line of defense being an adventuring party of Drow in its lair.

The Underneath
Medium Aberration
Hit Dice: 16d8+144 (220 hp)
Initiative: +7
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 31 (+3 Dex, +10 natural, +8 insight), touch 21, flat-footed 20
Base Attack/Grapple: +12/+16 (+20 with tentacles)
Attack: Bite +16 melee (1d4+6) or tentacle +15 melee touch (weakening)
Full Attack: Bite +16 melee (1d4+6) and 2 tentacles +15 melee touch (weakening)
Space/Reach: 5 ft./5 ft. (20 ft. with tentacles)
Special Attacks: Weakening, improved grab, spell-like abilities, energy drain
Special Qualities: Spell resistance 29, telepathy 200 ft., damage reduction 10/+3, blindsight 200 ft., regeneration 5, immunity to fire, immunity to acid, electricity vulnerability, fast healing 1, foresight, impossible mind
Saves: Fort +14, Ref +16, Will +15
Abilities: Str 18, Dex 16, Con 28, Int 26, Wis 20, Cha 28
Skills:
Feats: Improved Initiative, MultiattackB, Weapon Focus (Tentacle)B, Ability Focus (Weakening), Quicken Spell-like Ability (Touch of Idiocy), Empower Spell-like Ability (Touch of Idiocy), Heighten Spell-like Ability (Dominate Person)
Challenge Rating: ??
Treasure: Double coins; double goods; 50% items
Alignment: NE

Weakening (Su): Any creature struck by the Underneath’s tentacle attack must make a Will Save (DC 29) or suffer a cumulative -2 penalty on all saves for 2 minutes. This duration is measured from the most recent tentacle attack. This penalty stacks with itself. The save DC is Charisma based.

Improved Grab (Ex): To use this ability, The Underneath must hit a huge or smaller creature with its 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 attaches its tentacle to its opponent. The Underneath need not move into its opponent’s square during this grapple, it merely needs to be able to reach the opponent. Its tentacles remain “stretched” over the squares between The Underneath and its prey for the duration of the grapple, and other creatures may attempt to dislodge them, either with an opposed strength check or a sunder attempt. The Underneath receives a +4 bonus on this opposed strength check. The Underneath receives a +4 bonus on the opposed attack roll for the sunder attempt. Its tentacles for this purpose have The Underneath’s AC, with appropriate modifiers for being diminutive in size (34 AC).

In addition, all grapple attempts made as a result of this ability have a bonus equal to half The Underneath’s intelligence bonus.

Energy Drain (Su): If The Underneath begins its turn with at least one tentacle attached to an opponent, the opponent must make a Fortitude Save (DC 27) or suffer one negative level. This negative level lasts for a number of hours equal to The Underneath’s HD.

Regeneration: The Underneath takes normal damage from good-aligned weapons, spells with the good descriptor, and electricity damage.

Impossible Mind (Ex): The Underneath’s mind is nearly unfathomable to mortals. It is immune to all mind-affecting abilities and effects. In addition, any creature attempting to initiate mental contact with it (as through telepathy, the spell detect thoughts, or other similar effects) must succeed on a Will Save (DC 26) or be confused (as per the spell confusion) for rounds equal to half The Underneath’s intelligence modifier.

Foresight (Ex): The Underneath receives an Insight bonus to AC and Reflex saves equal to its Intelligence modifier. This bonus does not apply if The Underneath would be denied its Dexterity bonus to AC. In addition, The Underneath cannot be caught flat-footed.

Spell-Like Abilities: Caster level 18th. The Save DCs are Charisma-based
At will – Detect Thoughts (DC 21), Charm Person (DC 20), Mass Suggestion (DC 25), Touch of Idiocy (DC 21)
3/day – Dominate Person (DC 26), Mass Charm Person (DC 24)
1/day – Dominate Monster (DC 28)


So, what're y'all's thoughts on this monster? A few CR estimating calculators came up with ~18-19, and that's about where I'd like it. Is this accurate? If not (or even if so), what sort of modifications are needed? Did I miss anything obvious?

Thanks for your time.