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JBarca
2016-01-05, 12:56 AM
So for a fun little oneshot, I've decided to run my players through a "Hotel California" (Yes, the song by The Eagles) themed dungeon. If anyone is interested in checking out the full thing (and critiquing it?), I'd be happy to post it. But for now, I have a specific purpose for posting. The Guide from the song (the woman with the candle who "showed me the way") is going to take on the "Heaven or Hell" aspect of the Hotel for the potential encounter with her. I've included her stats below. She has two forms, explained in her "Heaven or Hell" ability. Clearly "Heaven" is more defensive, "Hell" more offensive. Hell's statblock is shorter; anything not listed there is presumed to have not changed between transformations. Roughly what CR would you put her at? This is for a part of level 8 characters who are moderately well optimized. Is she too strong?

The Guide (Heaven)
Medium Outsider
Hit Dice: 14d8+70 (190 hp)
Initiative: +12
Speed: 15 ft. (3 squares)
Armor Class: 32 (+6 dex, +8 natural, +8 holy), touch 24, flat-footed 26
Base Attack/Grapple: +14/+16
Attack: Slam +16 melee (1d8+3)
Full Attack: Slam +16 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Spell-Like Abilities, SR 25, DR 10/-, Fast Healing 15, Serene Beauty, Heaven or Hell
Saves: Fort +17, Ref +18, Will +12
Abilities: Str 14, Dex 22, Con 20, Int 10, Wis 10, Cha 18
Skills: Concentration +20
Challenge Rating: ??
Alignment: Lawful Good

Spell Like Abilities: Caster Level 14th.
At will: All Removes (Curse, Blindness, Disease, Fear, etc), Cure Critical Wounds, Dimension Hop
1/day: Heal

Serene Beauty (Su): All creatures must make a DC 21 Will Save to attack or approach within 10 ft of The Guide while she is in Heaven form. This save must be made each round an attack is made. An attack for this ability is anything that either targets The Guide or is done in an attempt to directly harm her (Grease beneath her feet would trigger this. A Wall of Fire between her and the caster would not).

Heaven or Hell (Ex): Every round, The Guide acts twice. Once, on her normal initiative in her (Heaven) form, and once at (her Initiative -10), in her (Hell) form. She switches to her new form immediately at the beginning of her turns as a free action, and remains in a form until the beginning of her next turn.


The Guide (Hell)
Speed: 40 ft. (8 squares)
Armor Class: 22 (+2 dex, +6 natural, +4 profane armor), touch 16, flat-footed 20
Base Attack/Grapple: +14/+20
Attack: Claw +22 melee (1d8+9 and Channel, 19-20)
Full Attack: 2 claws +22 melee (1d8+9 and Channel, 19-20) and bite +17 melee (1d10+5 and poison, x3)
Special Attacks: Channel, Breath Weapon, Pounce, Rake (1d4+6)
Special Qualities: Spell-Like Abilities, SR 19, DR 5/-, Fast Healing 2, Heaven or Hell
Saves: Fort +13, Ref +10, Will +12
Abilities: Str 22, Dex 14, Con 20, Int 10, Wis 10, Cha 18
Alignment: Lawful Evil

Spell Like Abilities: Caster Level 14th. Save DCs are Cha based.
At Will: Inflict Serious Wounds (DC 14+spell level), Fear (Touch only, DC 18)
1/day: Lightning Bolt (DC 15)

Channel (Ex): One per round as a free action, The Guide can channel any of her touch-range SLAs into a melee attack. This ability otherwise functions like the Duskblade’s “Arcane Channeling” ability.

Breath Weapon (Su): 30ft cone of fire, 7d6 damage, Ref 22 half.

Poison (Ex): Injury. 1 Con/1d6 Con, Fort DC 22.

Pounce (Ex): The Guide can make a full attack at the end of a charge, including two rakes +15 melee (1d4+6)

Heaven or Hell (Ex): Every round, The Guide acts twice. Once, on her normal initiative in her (Heaven) form, and once at (her Initiative -10), in her (Hell) form. She switches to her new form immediately at the beginning of her turns as a free action, and remains in a form until the beginning of her next turn.




She promptly vanishes, and the door swings open. A wide open courtyard is revealed, lit only by moonlight. Several nude male figures cavort wildly around the space, often coming within inches of each other, but never touching. They all spin, like ballerinos, clockwise, which limbs flailing out at every angle. Half of the beings look to be made of pure alabaster, the other half of ebony. For a moment, a white one stumbles as it is boxed into a corner. All of the ebony dancers begin to converge on it before it rights itself, and the dance goes on. They are each expressionless, smooth, and perfect in form. The white dancers have deep red orbs in place of eyes, while the black ones have bright golden orbs. Each has the image of a large bird of prey imprinted on its back in opposed colors. They seems to drip with a thick, clear liquid of some sort.

As you step into the courtyard, the figures freeze, then spin counterclockwise, and move toward you.

Alabaster Dancer
Medium Construct
Hit Dice: 8d10+20 (70 hp)
Initiative: +12
Speed: 100 ft. (20 squares)
Armor Class: 22 (+8 Dex, +4 natural), touch 18, flat-footed 14
Base Attack/Grapple: +6/+14
Attack: Slam +10 melee (1d6+1, 19-20)
Full Attack: 4 slams +10 melee (1d6+1, 19-20) OR eye ray +14 range touch (1d4 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Accusing Glare
Special Qualities: Blindsight 80ft, Sweat
Saves: Fort +4, Ref +14, Will +4
Abilities: Str 12, Dex 26, Con -, Int -, Wis 10, Cha 1
Skills: Tumble +21, Escape Artist +21
Feats: Weapon Finesse, Toughness x2, Improved Initiative, Improved Critical
Challenge Rating: 5
Alignment: Neutral
Sweat (Ex): Each round on the Alabaster Dancer’s turn, all non-construct creatures within 5ft of the Dancer must make a Reflex Save, DC 14, or take 1d4 fire damage as the heavy, thick, sweet liquid flies off the dancing figure and strikes adjacent creatures. A creature grappling with an Alabaster Dancer takes this damage with no save.

Accusing Glare (Su): Each round as a standard action, an Alabaster Dancer can fire a beam of ice with a range of 30ft from its eyes, dealing 1d4 points of cold damage. It must succeed on a ranged touch attack against its target.

Dance to Forget (Su): Every time a creature is struck by an Alabaster Dancer, it must make a Will Save, DC 14, or take 1 point of Wisdom damage as its memories fade. A creature reduced to 0 Wisdom by an Alabaster Dancer becomes an Ebony Dancer over the next two rounds.

Ebony Dancer
Medium Construct
Hit Dice: 8d10+20 (70 hp)
Initiative: +12
Speed: 100 ft. (20 squares)
Armor Class: 22 (+8 Dex, +4 natural), touch 18, flat-footed 14
Base Attack/Grapple: +6/+14
Attack: Slam +10 melee (1d6+1, 19-20)
Full Attack: 4 slams +10 melee (1d6+1, 19-20) OR eye ray +14 range touch (1d4 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Accusing Glare
Special Qualities: Blindsight 80ft, Sweat
Saves: Fort +4, Ref +14, Will +4
Abilities: Str 12, Dex 26, Con -, Int -, Wis 10, Cha 1
Skills: Tumble +21, Escape Artist +21
Feats: Weapon Finesse, Toughness x2, Improved Initiative, Improved Critical
Challenge Rating: 5
Alignment: Neutral

Sweat (Ex): Each round on the Ebony Dancer’s turn, all non-construct creatures within 5ft of the Dancer must make a Reflex Save, DC 14, or take 1d4 fire damage as the heavy, thick, sweet liquid flies off the dancing figure and strikes adjacent creatures. A creature grappling with an Ebony Dancer takes this damage with no save.

Accusing Glare (Su): Each round as a standard action, an Ebony Dancer can fire a beam of ice with a range of 30ft from its eyes, dealing 1d4 points of cold damage. It must succeed on a ranged touch attack against its target.

Dance to Remember (Su): Every time a creature is struck by an Ebony Dancer, it must make a Will Save, DC 13, or be stunned for 1 round as “Every horrid deed of your past flashes before your eyes, leaving you numb to the world.” A creature slain by an Ebony Dancer’s melee attack becomes an Alabaster Dancer over the next two rounds.



As he speaks, a great bear-like form enters from a previously unseen doorway. It is hairless. In fact, its flesh is brown and crackled, almost as if it had been slow-roasted. It has a large apple in its mouth. It lumbers toward you. The Beast
Large Magical Beast
Hit Dice: 14d10+140 (225 hp)
Initiative: +1
Speed: 10 ft. (2 squares)
Armor Class: 19 (-1 size. +10 natural), touch 9, flat-footed 19
Base Attack/Grapple: +14/+21
Attack: Claw +17 melee (1d4+3)
Full Attack: 2 claws +17 melee (1d4+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath Weapon
Special Qualities: Fast Healing 10, Regen 20, SR 26, DR 20/-, They Just Can’t Kill the Beast
Saves: Fort +19, Ref +9, Will +10
Abilities: Str 16, Dex 10, Con 30, Int 1, Wis 12, Cha 10
Skills:
Feats:
Challenge Rating: ??
Alignment: Neutral

Breath Weapon (Su): If The Beast, at any point, has less than 150 hit points, it eats the apple in its mouth and gains a breath weapon. This is a 30ft cone that deals 5d6 fire damage, Ref 24 for half. Recharge time 1d4 rounds

They Just Can’t Kill the Beast (Ex): No form of attack deals lethal damage to The Beast. The Beast regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If The Beast fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature’s full normal hit points +10 (or 235 hp). The Beast is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability. The Beast can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 235 hit points) and using a wish or miracle spell to keep it dead.


You feel a new presence in the room. Somehow, a new being made an entrance without any of you seeing him enter. A thickset, heavily-bearded man stands, staggering drunk. He wears a bright red jacket, stained with some mixture of alcohol and vomit. Golden military insignia mark each of his shoulders, denoting him as a Captain of the royal navy of each of your respective nations. In one hand, he holds a cutlass. In the other, a heavy golden goblet, filled with wine. A large eagle is perched on his shoulder.The Captain
Large Monstrous Humanoid
Hit Dice: 12d8+96 (160 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 27 (-1 size, -1 dex, +8 natural, +8 armor, +3 dodge), touch 11, flat-footed 24
Base Attack/Grapple: +12/+20
Attack: Cutlass +18 melee (1d8+8, 17-20 x2)
Full Attack: Cutlass +18/+13/+7 melee (1d8+8, 17-20 x2) and goblet +13 melee (1d12+5 plus wine, x4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Wine Goblet
Special Qualities: DR 10/-
Saves: Fort +12, Ref +7, Will +8
Abilities: Str 20, Dex 8, Con 26, Int 10, Wis 10, Cha 14
Skills:
Feats: Weapon Focus Cutlass
Challenge Rating: 9
Alignment: Chaotic Neutral

Wine (Su): When struck with The Captain’s Wine Goblet, a creature must make a DC 24 Will Save or fall asleep for 1d6 rounds. If The Eagle is killed, the Wine Goblet becomes An Empty Cup (+10 melee (1d10+3 x3))

EAGLE
Small Animal
Hit Dice: 1d8+1 (35 hp)
Initiative: +2
Speed: 10 ft. (2 squares), fly 80 ft. (perfect)
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +0/–4
Attack: Talons +3 melee (1d4)
Full Attack: 2 talons +9 melee (1d4) and bite +7 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision
Saves: Fort +3, Ref +4, Will +2
Abilities: Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Skills: Listen +4, Spot +16
Feats: Alertness, Weapon FinesseB



the walls of the room fall into the ground, revealing mirrors. The walls, the floor, the ceiling. All are mirrors. The chandelier is replaced with a hanging globe. The dishes disappear and are replaced with a single large block of ice. Sitting atop it are four glasses of pink champagne. The four walls shift and twist, before peeling off and condensing into the shape of a large, headless humanoid. It stands in front of the ice, crouched on all fours. The ceiling “runs,” with small droplets of the reflective material flowing toward the spot directly above the creature before falling into it, melding with its form.The Mirror
Large Aberration
Hit Dice: 8d8+24 (100 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 19 (-1 size, +1 dex, +9 natural), touch 10, flat-footed 18
Base Attack/Grapple: +6/+15
Attack: Claw +10 melee (1d8+5)
Full Attack: 2 claws +8 melee (1d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab
Special Qualities: Barbed Defense, Critical Vulnerability, Fast Healing 20, SR 20
Saves: Fort +5, Ref +3, Will +6
Abilities: Str 21, Dex 12, Con 16, Int 7, Wis 11, Cha 16
Skills: Tumble +19
Feats: Cleave, Imp Nat Atk (Claw), PA
Challenge Rating: 8
Alignment: Neutral

Barbed Defense (Ex): Striking The Mirror in melee deals 1d4+6 slashing and piercing damage to the attacker. Grappling also deals this damage.

Improved Grab (Ex): If hit with claw, start grapple as free action. If it wins, it immediately deals Barbed Defense damage. On a second Grapple (next round), it can impale its target, thus keeping them grappled for subsequent turns without effort.

Critical Vulnerability (Ex): The Mirror takes an extra 5 points of damage for every multiplier if it takes a critical hit (x2 = 10, x3 = 15, etc)

The Fast Healing comes from the ceiling drippings. If blocked somehow, it stops.

The Nightman
Medium Humanoid
Hit Dice: 10d8+24 (80 hp)
Initiative: +10
Speed: 30 ft. (6 squares)
Armor Class: 19 (+2 dex, +5 natural, +2 insight), touch 14, flat-footed 17
Base Attack/Grapple: +8/+8
Attack: Cane +10 melee (1d8 and paralysis)
Full Attack: Cane +10 melee (1d8 and paralysis)
Space/Reach: 5 ft./5 ft.
Special Attacks: Paralyzing cane
Special Qualities: Wall Mastery, Spell-Like Abilities, SR 19
Saves: Fort +6, Ref +9, Will +10
Abilities: Str 10, Dex 14, Con 16, Int 14, Wis 16, Cha 20
Skills:
Feats:
Challenge Rating: 8
Alignment: Lawful Evil

Paralyzing Cane (Su): Each time a creature is struck with The Nightman’s Cane, they must make a Will Save, DC 20 or be paralyzed for one round.

Wall Mastery (Ex): Once per round, The Nightman can use one of his Wall SLAs as a Free Action. In addition, all Wall SLAs are cast at +2 CL. The Nightman is also constantly under the effects of a Passwall spell and may freely pass through any wall he creates. The Nightman does not have his line of sight or line of effect blocked by his own walls.

Spell-Like Abilities: Caster Level 10th. The save DCs are Charisma-based. No Wall SLA may be used twice within two rounds. Thus, if he uses his Wall Mastery ability, he can utilize four SLAs in two rounds, but no two may be the same Wall SLA.

At will: Wall of Force, Wall of Stone, Wall of Fire (DC 19), Wall of Ice (DC 19), Wall of Iron, Wall of Thorns, Wall of Gloom (hd limit removed, DC 17), Wall of Sand (DC 19), Wind Wall, Magic Missile, Dimension Door (Self Only, looks like him stepping through a wall he summons)
3/day: Bigby’s Clenched Fist, Telekinesis (DC 20), Boreal Wind (DC 20)
1/day: Prismatic Wall (DC 24)

The Master
Medium Outsider
Hit Dice: 12d8+60 (140 hp)
Initiative: +12
Speed: 30 ft. (6 squares)
Armor Class: 27 (+2 dex, +10 natural, +5 armor), touch 10, flat-footed 18
Base Attack/Grapple: +8/+10
Attack: Slam +12 melee (1d8+2 and Own Device)
Full Attack: Slam +12 melee (1d8+2 and Own Device)
Space/Reach: 5 ft./5 ft.
Special Attacks: Mastery
Special Qualities: Spell-Like Abilities, SR 25, DR 5/-, Fast Healing 5
Saves: Fort +13, Ref +10, Will +12
Abilities: Str 14, Dex 14, Con 20, Int 18, Wis 18, Cha 22
Skills:
Feats: Improved Init
Challenge Rating: 8
Alignment: Lawful Evil
Mastery (Su): The Master is immune to mind-affecting, polymorph, sleep, paralysis, charm, and compulsion effects. He has a permanent Freedom of Movement effect on his person.

Own Device (Su): Every time a creature is struck by The Master, they take a Cumulative -1 on all Will saves for one minute.

Spell Like Abilities: Caster Level 12th. The save DCs are Charisma-based.
At will: Suggestion (DC 17), Charm Person (DC 17), Dispel Magic (+10), Silent Image (DC 17)
3/day: G. Dispel Magic (+14), Charm Monster (DC 20), Major Image (DC 19), Dominate Person (DC 21)
1/day: Dominate Monster (DC 25)



As always, thank you for your time, all.

tsj
2016-01-05, 06:01 AM
Very interesting concept.

I regret not being able to help with evaluating the challenge ratings of your creatures.

What about "The Captain" ("So I called up the Captain,"),
"the night man" ("said the night man,") and
"The Master" ("in the master's chambers"),
since you have the guide and the dancers already?

The Hotel should also probably feature a kind of device that keeps people form leaving...
>> And she said "We are all just prisoners here, of our own device" <<

Good call with most of them being constructs.... the night man should definetly also be a robot or construct of some sort
>> "We are programmed to receive. <<


----

pretty creepy song now that I think about it :)


--

EDIT:


They other inhabitants should have some kind of reason to try to eat "the beast"...

>>And in the master's chambers,
They gathered for the feast
They stab it with their steely knives,
But they just can't kill the beast<<

maybe they eat some of the meat of the beast every day and then it magically grows back since it can't be killed

---

"Warm smell of colitas, rising up through the air"
according to http://www.straightdope.com/columns/read/1053/in-the-song-hotel-california-what-does-colitas-mean
this should refer to joints...

"the word `colitas' was translated for them by their Mexican-American road manager as 'little buds.' "

---

Just wanted to pitch you some ideers :)

Lvl 2 Expert
2016-01-05, 06:24 AM
maybe they eat some of the meat of the beast every day and then it magically grows back since it can't be killed

I've always imagined the beast as kind of a Star Wars rancor with some minotaur mixed in, but now I'm imagining some features that make it look a little more like a roasted turkey. :smallbiggrin:

JBarca
2016-01-05, 09:39 AM
Yep, I have all of the encounters made already, I just needed help with the one. I've included the statblock for the Captain, the Nightman, the Master, and the Mirror (on the ceiling). The mirror is one I'm not sure about. I currently have him in a room of mirrors, probably acting as a Displacement effect. I'll maybe modify it so he's crawling on the ceiling and using ranged attacks or reach.

The Nightman and The Master will be encountered together, along with a posse of other "prisoners." The Captain will compulse people to fight each other, the Nightman will make sure they never leave (and provide excellent BFC to make the fight more interesting).

The "never leave" mechanic is essentially that any attempt to destroy the place will fail in some way, and any attempt to use the few exit doors will be met with the Nightman explaining why that can't happen, followed by a liberal use of Walls.

As for eating the Beast. I'd considered it, but am instead going to have the other prisoners ("We are all just prisoners") be at a feast table during the final battle (Beast, Nightman, Master (Hopefully won't be impossible. The Beast takes no sides and is very slow)), clearly afraid of the Beast. I may have them explain, afterward, that they've tried to kill it. We'll see.

Debihuman
2016-01-05, 04:34 PM
Hmm aside from being unfinished (needing skills and feats in most cases) these look to be a good start. It's a lot easier to critique with full stat blocks.

Also is there a specific CR that you want any of these to be? Or are you making them and then accounting for the CR? Some of the CRs look off to me.

All of these need a little bit of description. Form follows function and it's easier to critique if we have an idea of what the creature should look like.

Normally natural attacks only make critical hits on a 20 but you have many with 19-20. I suggest you give those creatures the Improved Critical feat to explain it.

Outsider's BAB is equal to its HD. See Guide. You have the wrong BAB for it. Should be 14 Also means that it's grapple and attacks are wrong. Your attack lines aren't written properly. For example (1d8+1/19-20 plus poison). Note you never have to put in x2 in natural attacks since that is always standard. The attack gets the critical hit not the poison.

The Hell Guide looks like it has some sort of cat-like form given it has claws, pounce and rake. I assume then, the Heaven Guide form is shaped like a Humanoid. Heaven Guide's slam should be +3 since it is its only attack and therefore at 1 and 1/2 bonus from Strength. See natural attacks. If it had 2 slams as a full attack, it would be +2.

Your Dancer Constructs have the wrong hit points. Average Hit Points for a d10 is 5.5. 8 x 5.5 = 44 +20 = 64 not 70 Give them Toughness feat twice to add extra hit points.

Non-intelligent creatures gain no skills except racial skills and no feats except bonus feats. You need to state the racial skills for the Dancers. Since all their feats are bonus feats, they don't have to qualify for them. Just give them the ones you want without worrying about prerequisites. Improved Initiative and Weapon Finesse should be sufficient. They don't need "Imp Wep. Fin" [I don't even know what that is or where it is from] or Mobility.

Speed 100 feet is way too fast for ANY encounter with these. 50 feet is more than sufficient.

What is the range of the eye-rays? 30 feet? 60 feet?

Once you finish these, it will be a lot easier to critique for CR. I recommend using Vorpal Tribble's CR estimator to assess the CR of each creature once they are finished.

Debby

JBarca
2016-01-05, 05:13 PM
Hmm aside from being unfinished (needing skills and feats in most cases) these look to be a good start. It's a lot easier to critique with full stat blocks.

Also is there a specific CR that you want any of these to be? Or are you making them and then accounting for the CR? Some of the CRs look off to me.
A lot of the statblocks were left unfinished because these were designed for a brief one-off adventure. I won't need them again, and know that the encounters will be limited. So feats like Improved Critical or Toughness are just left off. I eyeballed the numbers a bit, then just said "The feats will make up for it." I know it's not perfect, but it's quicker and doesn't lead to any real problems, typically.



All of these need a little bit of description. Form follows function and it's easier to critique if we have an idea of what the creature should look like.
I do have descriptions, I just didn't post them here. I can do that if it would help.


Normally natural attacks only make critical hits on a 20 but you have many with 19-20. I suggest you give those creatures the Improved Critical feat to explain it.
See above, but doable, sure.


Outsider's BAB is equal to its HD. See Guide. You have the wrong BAB for it. Should be 14 Also means that it's grapple and attacks are wrong. Your attack lines aren't written properly. For example (1d8+1/19-20 plus poison). Note you never have to put in x2 in natural attacks since that is always standard. The attack gets the critical hit not the poison.
Good catch. The Guide was originally a Construct, and I forgot that part. Thanks.
And I'll change the attacks, sure.



The Hell Guide looks like it has some sort of cat-like form given it has claws, pounce and rake. I assume then, the Heaven Guide form is shaped like a Humanoid. Heaven Guide's slam should be +3 since it is its only attack and therefore at 1 and 1/2 bonus from Strength. See natural attacks. If it had 2 slams as a full attack, it would be +2.
True enough, thanks.


Your Dancer Constructs have the wrong hit points. Average Hit Points for a d10 is 5.5. 8 x 5.5 = 44 +20 = 64 not 70 Give them Toughness feat twice to add extra hit points.
See above, but doable, sure.



Non-intelligent creatures gain no skills except racial skills and no feats except bonus feats. You need to state the racial skills for the Dancers. Since all their feats are bonus feats, they don't have to qualify for them. Just give them the ones you want without worrying about prerequisites. Improved Initiative and Weapon Finesse should be sufficient. They don't need "Imp Wep. Fin" [I don't even know what that is or where it is from] or Mobility.
Good call. I also don't know what Improved Weapon Finesse (presumably what my shorthand stands for) is. I assume it was explaining something to me or reminding me of something during my drafting phase and I neglected to remove it.



Speed 100 feet is way too fast for ANY encounter with these. 50 feet is more than sufficient.
They'll be in a fairly large space, and I want them to seem very mobile, so the intent was to use that (definitely) excessive speed to take long, circuitous routes to reach their targets. There's no real need for this other than to emphasize that they are dancing rather than running or charging. They're just fast dancers, I suppose?


What is the range of the eye-rays? 30 feet? 60 feet?
Oh. Well, it'll be 30. My bad.


Once you finish these, it will be a lot easier to critique for CR. I recommend using Vorpal Tribble's CR estimator to assess the CR of each creature once they are finished.

Debby
Will do. Thanks for all of the feedback, I appreciate it!

Debihuman
2016-01-06, 11:53 AM
Let's us know when it's finished. Also, just because you meant to use this in your own campaign, doesn't mean we wouldn't be interested in using them as well. That's why I suggested you write full stat blocks and a bit of description. That way anyone can use these. Share and share alike.

Just to state the obvious, ballerinas' limbs generally aren't flailing. They move rather gracefully. You might want to reword the description of the alabaster dancer. How many limbs do they have? with 4 slams they should have 4 arms. Do they have 4 legs as well?


Debby