Quentinas
2021-09-22, 03:59 AM
I'm trying to valuate the Challenge rating of this creature , but it's not easy as there are various restriction , and the Challenge rating of the base creature was not among the best to valuate.
The creature in question would be a Weird Earth (monster manual II ) Silveraith (CIty of spider Queen) and i modified some of the abilities for the trasformation in undead so the stats would be like these (feats and spell to be decided )
Large Undead (Earth , Incorporeal)
Alignment Usually neutral (can't be good or lawful)
Initiative +6 (+2 dex +4 improved initiative)
AC 23 (-1 size +2 dexterity +12 Deflection)
Hit dice 15d12 (97 hit points) DR 10/-
Fort +7 Ref +9 Will + 17
Speed 30 ft , Fly 30 ft (perfect manuevrability) Burrow 30 ft
Space 10 ft /10 ft
Base attack +7 /Grapple +??
Attack Slam +8
Full attack Slam +8/+3 (from the template the attack after the first have a -5)
Damage 3d8+10 (Will DC 24 Half) incorporeal touch
Special attack/Actions:Spells , Elemental command Magic absorption (DC 24)
Abilities Str - Dex 14 Con - Int 22 Wis 25 Cha 24
Special qualities "Earth" pool, Prescience , Regeneration Fast healing 10 SR 25 , create spawn, undead traits, incorporeal subtype, turn resistance +4 (see at the end for the changes on the special qualities) , immunities
Feats :Alertness; Dodge; Empower Spell; Great Fortitude; Improved Initiative; Lightning Reflexes; Maximize Spell (the feats will be change any ideas for the feats?)
Skills :Concentration +24 , Diplomacy +27, Intimidate +25, Knowledge (any three)+24, Listen +17,Sense motive +25, Spot +17, Hide + 6 , Search + 14
A silveraith receives a +8 racial bonus on Hide, Listen, Search, and Spot checks
Elemental Command (Su): A weird can attempt to gain control over any elemental within 100 feet regardless of the latter's elemental type. The elemental must make a successful Will save (DC 24) or succumb to the weird's control. An elemental that saves against this attack it immune to that weird's elemental command ability for 24 hours. There is no limit to the number of elementals that a weird can control.
Once under the weird's control, an elemental serves the weird until either it or the weird dies, until the weird dismisses it, or until the duration for its summoning expires. It obeys the weird explicitly, even if ordered to attack the being who originally summoned it. The weird does not need to concentrate to maintain control over any elemental it commands.
Prescience (Su): At will and as a free action, a weird can duplicate the effect of any of the following divination spells: analyze dweomer clairaudience/clairvoyance, contact other plane, detect thoughts, discern location, find the path, foresight, greater scrying, legend lore, locate creature, locate object, tongues, true seeing, vision. Caster level 18th; save DC 17 + spell level.
Spells: An earth weird can cast arcane spells and divine spells from the "Earth and Destruction" domains as an 18th-level sorcerer but it can't cast healing spells or other spells utilizing positive energy . Probably I will change the domains but I don't have an idea for what domain for now
Elemental Pool (Su): Each weird dwells within a large pool (at least 20 feet across and 40 feet deep) filled with the purest form of its element. The pool is always secured to a flat surface such that its depth forms a hollow within that surface. The surface must have sufficient depth to accommodate the pool. An elemental pool can also exist as a separate area inside a larger volume of the same element.
The base of the pool contains a portal to the weird's native plane. Three times per day, the weird can summon forth 2d4 huge elementals, 1d2 greater elementals, or 1 elder elemental through this portal. Any non-elemental creature entering a pool without the weird's permission must succeed at a Fortitude save (DC 20) each round or be irrevocably transformed into the elemental material of the pool. Creatures granted access to the pool by the weird are not subject to transformation. However, creatures allowed to enter a pool must still provide their own protection from the elemental material, as well as the means to breathe and move within that environment. In this case the elementals that will be called will be necromental earth elemental instead of nor
A weird is physically tied to its pool and cannot leave except to return to its native plane through the portal. A weird may rise up to a height of 10 feet above the surface of its pool, but the lower part of its body must always remain in contact with the elemental material. Once a weird exits the pool for its native plane, the portal closes, and the pool loses its special effects. It will be bounded in an area but it will be not in this exact way , even if he goes for the other plane the portal will remain open and the pool will retain the special effects
Earth Pool: This pool is filled with churning mud, and earth. Every creature within it (except the earth weird) takes 4d8 points of damage per round from the ever-grinding earth. In addition, creatures entering the pool suffocate they do not have a way to breathe and are entombed (unable to move) if they cannot burrow. An earth weird's pool may be affixed only to a horizontal surface, and it may appear only in a right side up position (such as in the floor of a cavern. The pool will have the same effect of the earth pool but of negative energy and they can move without any problem
Magic Absorption (Su): A silveraith can ready an action to absorb spells targeted at it as if it were a rod of absorption. When it absorbs spell energy, it creates a backlash of negative energy that deals 1d6 points of damage per absorbed spell level to the caster of the spell (Will save for half). A negative energy protection spell negates this damage, and undead spellcasters are actually healed by this effect.
Create Spawn (Su): An arcane or divine spellcaster killed outright by the backlash of the silveraith's magic absorption power rises as a silveraith itself in 1d4 days. If the victim would not otherwise qualify for the template, it does not become a silveraith. The silveraith exercises no special control over spawn created in this manner.
Immunities (Ex): Silveraiths are immune to cold, electricity, polymorph, and mind-affecting attacks.
Turn Resistance (Ex): A silveraith has +4 turn resistance
So what Challenge rating this monster would have for you? Because for me it's not easy to say if we take the normal challenge rating and we apply the template it should be a CR 14 but it seems low considering it has 9th level spells (at least are sorcerer spell instead of wizard so i still have some leeway to reduce the power of the monster if it's too high)
The creature in question would be a Weird Earth (monster manual II ) Silveraith (CIty of spider Queen) and i modified some of the abilities for the trasformation in undead so the stats would be like these (feats and spell to be decided )
Large Undead (Earth , Incorporeal)
Alignment Usually neutral (can't be good or lawful)
Initiative +6 (+2 dex +4 improved initiative)
AC 23 (-1 size +2 dexterity +12 Deflection)
Hit dice 15d12 (97 hit points) DR 10/-
Fort +7 Ref +9 Will + 17
Speed 30 ft , Fly 30 ft (perfect manuevrability) Burrow 30 ft
Space 10 ft /10 ft
Base attack +7 /Grapple +??
Attack Slam +8
Full attack Slam +8/+3 (from the template the attack after the first have a -5)
Damage 3d8+10 (Will DC 24 Half) incorporeal touch
Special attack/Actions:Spells , Elemental command Magic absorption (DC 24)
Abilities Str - Dex 14 Con - Int 22 Wis 25 Cha 24
Special qualities "Earth" pool, Prescience , Regeneration Fast healing 10 SR 25 , create spawn, undead traits, incorporeal subtype, turn resistance +4 (see at the end for the changes on the special qualities) , immunities
Feats :Alertness; Dodge; Empower Spell; Great Fortitude; Improved Initiative; Lightning Reflexes; Maximize Spell (the feats will be change any ideas for the feats?)
Skills :Concentration +24 , Diplomacy +27, Intimidate +25, Knowledge (any three)+24, Listen +17,Sense motive +25, Spot +17, Hide + 6 , Search + 14
A silveraith receives a +8 racial bonus on Hide, Listen, Search, and Spot checks
Elemental Command (Su): A weird can attempt to gain control over any elemental within 100 feet regardless of the latter's elemental type. The elemental must make a successful Will save (DC 24) or succumb to the weird's control. An elemental that saves against this attack it immune to that weird's elemental command ability for 24 hours. There is no limit to the number of elementals that a weird can control.
Once under the weird's control, an elemental serves the weird until either it or the weird dies, until the weird dismisses it, or until the duration for its summoning expires. It obeys the weird explicitly, even if ordered to attack the being who originally summoned it. The weird does not need to concentrate to maintain control over any elemental it commands.
Prescience (Su): At will and as a free action, a weird can duplicate the effect of any of the following divination spells: analyze dweomer clairaudience/clairvoyance, contact other plane, detect thoughts, discern location, find the path, foresight, greater scrying, legend lore, locate creature, locate object, tongues, true seeing, vision. Caster level 18th; save DC 17 + spell level.
Spells: An earth weird can cast arcane spells and divine spells from the "Earth and Destruction" domains as an 18th-level sorcerer but it can't cast healing spells or other spells utilizing positive energy . Probably I will change the domains but I don't have an idea for what domain for now
Elemental Pool (Su): Each weird dwells within a large pool (at least 20 feet across and 40 feet deep) filled with the purest form of its element. The pool is always secured to a flat surface such that its depth forms a hollow within that surface. The surface must have sufficient depth to accommodate the pool. An elemental pool can also exist as a separate area inside a larger volume of the same element.
The base of the pool contains a portal to the weird's native plane. Three times per day, the weird can summon forth 2d4 huge elementals, 1d2 greater elementals, or 1 elder elemental through this portal. Any non-elemental creature entering a pool without the weird's permission must succeed at a Fortitude save (DC 20) each round or be irrevocably transformed into the elemental material of the pool. Creatures granted access to the pool by the weird are not subject to transformation. However, creatures allowed to enter a pool must still provide their own protection from the elemental material, as well as the means to breathe and move within that environment. In this case the elementals that will be called will be necromental earth elemental instead of nor
A weird is physically tied to its pool and cannot leave except to return to its native plane through the portal. A weird may rise up to a height of 10 feet above the surface of its pool, but the lower part of its body must always remain in contact with the elemental material. Once a weird exits the pool for its native plane, the portal closes, and the pool loses its special effects. It will be bounded in an area but it will be not in this exact way , even if he goes for the other plane the portal will remain open and the pool will retain the special effects
Earth Pool: This pool is filled with churning mud, and earth. Every creature within it (except the earth weird) takes 4d8 points of damage per round from the ever-grinding earth. In addition, creatures entering the pool suffocate they do not have a way to breathe and are entombed (unable to move) if they cannot burrow. An earth weird's pool may be affixed only to a horizontal surface, and it may appear only in a right side up position (such as in the floor of a cavern. The pool will have the same effect of the earth pool but of negative energy and they can move without any problem
Magic Absorption (Su): A silveraith can ready an action to absorb spells targeted at it as if it were a rod of absorption. When it absorbs spell energy, it creates a backlash of negative energy that deals 1d6 points of damage per absorbed spell level to the caster of the spell (Will save for half). A negative energy protection spell negates this damage, and undead spellcasters are actually healed by this effect.
Create Spawn (Su): An arcane or divine spellcaster killed outright by the backlash of the silveraith's magic absorption power rises as a silveraith itself in 1d4 days. If the victim would not otherwise qualify for the template, it does not become a silveraith. The silveraith exercises no special control over spawn created in this manner.
Immunities (Ex): Silveraiths are immune to cold, electricity, polymorph, and mind-affecting attacks.
Turn Resistance (Ex): A silveraith has +4 turn resistance
So what Challenge rating this monster would have for you? Because for me it's not easy to say if we take the normal challenge rating and we apply the template it should be a CR 14 but it seems low considering it has 9th level spells (at least are sorcerer spell instead of wizard so i still have some leeway to reduce the power of the monster if it's too high)