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Kimras
2017-12-28, 08:00 PM
speed 40ft foot 150ft fly good 60ft swim
initiative 5
str 24
dex 20
con 15
int 18
wis 21
cha 20
hit points 7d10
ac 33
touch 13
flat-footed 33
fortitude 7
reflex 9
will 15
grapple 40
base attack bonus 13


Blink (Su): A blink dog can use blink as the spell (caster level 8th), and can evoke or end the effect as a free action.
Dimension Door (Su): A blink dog can teleport, as dimension door (caster level 8th), once per round as a free action. The ability affects only the blink dog, which never appears within a solid object and can act immediately after teleporting.

Detect Thoughts (Su): A doppelganger can continuously use detect thoughts as the spell (caster level 18th; Will DC 13 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.
Change Shape (Su): A doppelganger can assume the shape of any Small or Medium humanoid. In humanoid form, the doppelganger loses its natural attacks. A doppelganger can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a doppelganger reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.
Skills: A doppelganger has a +4 racial bonus on Bluff and Disguise checks.
*When using its change shape ability, a doppelganger gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.


A shadesteel golem is mindless and follows whatever orders its master gives it. A golem's creator can command it if the golem is within 60 feet and can see and hear her. If uncommanded, the golem usually follows its last instruction to the best of its ability, though the golem always returns attacks made against it. The creator can give the golem a simple command to govern its actions in her absence, such as "Attack any living creature that enters this room." Like most constructs, it fights to the death unless commanded to retreat.
Negative Pulse Wave (Su): The shadesteel golem can radiate a burst of inky black negative energy as a free action every 1d4+1 rounds. The pulse wave drains life from all living creatures within 40 feet of the golem, dealing 12d6 points of negative energy damage. A DC 19 Fortitude save halves the damage; the save DC is Constitution-based.
Undead creatures within the area are healed of 12d6 points of damage instead, and any turning effect they are under is broken. A death ward spell or similar effect protects a creature from a shadesteel golem's negative pulse wave.
Immunity to Magic (Ex): A shadesteel golem is immune to any spell, supernatural ability, or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A magical effect that has the light descriptor (such as continual flame) causes the golem to speed up as if affected by the spell haste for 2d4 rounds. The golem is also hasted whenever it is subject to a positive energy effect, such as the turning attempt of a cleric. This might happen if the cleric has mistakenly identified the creature as a nightwalker or other undead, or if the golem is standing near undead.
If a shadesteel golem is targeted by or within the area of a spell with the darkness or shadow descriptor, the golem is healed oft point of damage per level of the spell.
Shadow Blend (Su): In any condition of illumination other than full daylight, a shadesteel golem can disappear into the shadows, giving it concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, though a daylight spell does.
Skills: A shadesteel golem has a +16 racial bonus on Move Silently checks and a +12 racial bonus on Hide checks.


Green dragons initiate fights with little or no provocation, picking on creatures of any size. If the target is intriguing or seems formidable, the dragon stalks the creature to determine the best time to strike and the most appropriate tactics to use. If the target appears weak, the dragon makes its presence known quickly—it enjoys evoking terror. Sometimes the dragon elects to control a humanoid creature through intimidation and suggestion. Green dragons especially like to question adventurers to learn more about their society and abilities, what is going on in the countryside, and if there is treasure nearby.
Breath Weapon (Su): A green dragon has one type of breath weapon, a cone of corrosive (acid) gas.
Water Breathing (Ex): A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Spell-Like Abilities: 3/day—suggestion (adult or older), dominate person (ancient or older); 1/day— plant growth (old or older), command plants (great wyrm).
Skills: Bluff, Hide, and Move Silently are considered class skills for green dragons.

Breath Weapon (Su): A black dragon has one type of breath weapon, a line of acid.
Water Breathing (Ex): A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Corrupt Water (Sp): Once per day an adult or older black dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC equal to that of the dragon’s frightful presence) or become fouled. This ability is the equivalent of a 1st-level spell. Its range is equal to that of the dragon’s frightful presence.
Charm Reptiles (Sp): A great wyrm black dragon can use this ability three times per day. It works as a mass charm spell that affects only reptilian animals. The dragon can communicate with any charmed reptiles as though casting a speak with animals spell. This ability is the equivalent of a 1st-level spell.
Other Spell-Like Abilities: 3/day—darkness (juvenile or older; radius 10 feet per age category), insect plague (ancient or older); 1/day—plant growth (old or older).
Skills: Hide, Move Silently, and Swim are considered class skills for black dragons

Rend (Ex)
If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.
Regeneration (Ex)
Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.




Special Attacks: A vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless noted otherwise.
Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.
Children of the Night (Su): Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Dominate (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.
Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn (see the Vampire Spawn entry) 1d4 days after burial.
If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master’s destruction. At any given time a vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Energy Drain (Su): Living creatures hit by a vampire’s slam attack (or any other natural weapon the vampire might possess) gain two negative levels. For each negative level bestowed, the vampire gains 5 temporary hit points. A vampire can use its energy drain ability once per round.
Special Qualities: A vampire retains all the special qualities of the base creature and gains those described below.
Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except that the vampire does not regain hit points for changing form and must choose from among the forms mentioned here. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)
Damage Reduction (Su): A vampire has damage reduction 10/silver and magic. A vampire’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Fast Healing (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Resistances (Ex): A vampire has resistance to cold 10 and electricity 10.
Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell.
Turn Resistance (Ex): A vampire has +4 turn resistance.
Abilities: Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As an undead creature, a vampire has no Constitution score.
Skills: Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.
Feats: Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats.


Combat
Displacer beasts rake opponents with their tentacles and bite foes that get close.
Displacement (Su): A light-bending glamer continually surrounds a displacer beast, making it difficult to surmise the creature's true location. Any melee or ranged attack directed at it has a 50% miss chance unless the attacker can locate the beast by some means other than site. A true seeing affect allows the user to see the beast's position, but see invisibility has no effect.
Resistance to Ranged Attacks (Su): A displacer beast gains a +2 resistance bonus to saves against any ranged spell or ranged magical attack that specifically targets it (except for ranged touch attacks).
Skills: A displacer beast receives a +8 racial bonus to Hide checks, thanks to its displacement power.

Long_shanks
2017-12-28, 08:19 PM
Erm... I think you might have not copypasted the right information.

Kayden Prynn
2017-12-28, 10:44 PM
I'm going to assume you're using the term chimera as a general term for a mix-and-match beast. If not, disregard this post. If so, read on.

I feel that you're giving this thing way more abilities than it needs. But, if you really wanted to CR the beast, I'd probably give it something fairly high. It has relatively low HP, but a diverse suite of abilities, (absurdly, in my opinion) high AC, and regeneration, so it would be unpredictable in combat, be able to rely heavily on its special abilities over basic attacks, and be difficult to put down. I'd probably CR it at least at 10, potentially higher, though be aware that, while a martial character will have a tough time doing anything to it, most casters will have fireball and/or scorching ray, which can make short work of its relatively low HP by avoiding it's high AC outright by attacking saves or at least hit its low touch AC.

Mike Miller
2017-12-28, 11:51 PM
I'm going to assume you're using the term chimera as a general term for a mix-and-match beast. If not, disregard this post. If so, read on.

I feel that you're giving this thing way more abilities than it needs. But, if you really wanted to CR the beast, I'd probably give it something fairly high. It has relatively low HP, but a diverse suite of abilities, (absurdly, in my opinion) high AC, and regeneration, so it would be unpredictable in combat, be able to rely heavily on its special abilities over basic attacks, and be difficult to put down. I'd probably CR it at least at 10, potentially higher, though be aware that, while a martial character will have a tough time doing anything to it, most casters will have fireball and/or scorching ray, which can make short work of its relatively low HP by avoiding it's high AC outright by attacking saves or at least hit its low touch AC.

Well, he did include the shadesteel golem's Immunity to Magic. That would negate the fire magic approach.

Kayden Prynn
2017-12-29, 10:10 PM
Depends on the spell, assuming shadesteel golem doesn't have a special immunity. Magic immunity is bypassed by any spell unaffected by SR, so Acid Arrow, any Orb, and probably others I can't think of off the top of my head. But yeah, I did miss that.