Edwin
2008-12-08, 02:00 PM
Hello.
Recently, I've been toying with the idea of trying dm'ing myself, for, as of yet, I have only been a player.
To that effect, I decided I'd homebrew a monster, one that I could employ in my campaign.
Sadly, I have always had trouble with determing the CR of stuff.
So, now I ask of you, please, help me with the CR on my mooks:
Sorcerous Slime, lesser.
Sorcerous Slime, lesser
Chaotic Evil Small Abberation
Hit Dice: 20 hp (3d8+6)
Initiative: 1+
Speed: 30 ft.
Armor Class: 14 (+2 Natural armor, +1 dex, +1 Small size) 11 touch, 14 flat-footed
Base Attack/Grapple: +2/+0
Attack: Tentacle +5 (1d3+2)
Full Attack: 2 Tentacle +5 (1d3+2)
Space/Reach: 5 ft./5 ft.
Saves: Fort +2, Ref +1, Will +3
Abilities: Str 15, Dex 13, Con 14, Int 21, Wis 10, Cha 12
Skills: Listen +6, Spot +6, Concentration +3, Knowledge: Arcana +3, Knowledge: The Planes +3, Spellcraft +3,
Survival +3, Hide +4(Small size)
Feats: Combat Casting
Equipment: None
Improved Grapple: This creature gains Improved Grapple as a bonus feat.
Spell-like Abilities: 2/day; Acid Splash 1/day; Comprehend Languages
Sorcerous Slimes speak common, and can communicate with other Sorcecous Slimes telepathically in a range of 30ft.
Sorcerous Slimes are vaguely humanoid, black creatures, made primarily of slime, with no arms. Instead, they have two tentacles sprouting from their backs. They don't have a head, or any vital organs, except for a brain, which is located in the stomach. They are roughly the size of an average human. They are also highly intelligent creatures, who usually employ other, dumber creatures to do their work.
Combat: Sorcerous slimes prefer to stay in the back, commanding other creature to do the melee fighting, while they use their Acid Splash to weaken their foes, and then swoop in to flank an enemy, and then finish them off with a full attack.
And the normal version: Sorcerous Slime.
Sorcerous Slime
Chaotic Evil Medium Abberation
Hit Dice: 45 (6d8+18)
Initiative: 0+
Speed: 30 ft.
Armor Class: 12 (+2 Natural Armor) 10 touch, 12 flat-footed
Base Attack/Grapple: +4/+8
Attack: Tentacle +8 (1d4+4)
Full Attack: 2 Tentacle +8 (1d4+4)
Space/Reach: 5 ft./5 ft.
Saves: Fort +5, Ref +2, Will +6
Abilities: Str 19, Dex 11, Con 16, Int 21, Wis 12, Cha 14
Skills: Listen +9, Spot +9, Concentration +4, Knowledge: Arcana +4, Knowledge: The Planes +4, Spellcraft +4,
Survival +4
Feats: Combat Casting, Power Attack
Equipment: None
Improved Grapple: This creature gains Improved Grapple as a bonus feat.
Spell-like Abilities: 3/day; Acid Splash, Resistance 2/day; Magic Missile 1/day; Comprehend Languages, Expeditious Retreat, Burning Hands
Sorcerous Slimes speak common, and can communicate with other Sorcecous Slimes telepathically in a range of 30ft.
Sorcerous Slimes are vaguely humanoid, black creatures, made primarily of slime, with no arms. Instead, they have two tentacles sprouting from their backs. They don't have a head, or any vital organs, except for a brain, which is located in the stomach. They are roughly the size of an average human. They are also highly intelligent creatures, who usually employ other, dumber creatures to do their work.
Combat: Sorcerous slimes prefer to stay in the back, commanding other creature to do the melee fighting, while they use their Spell-like abilities to pick on their foes, and then swoop in to flank an enemy, applying Power Attack to finish them off with a full attack.
If you see something very wrong about the creatures, please tell me, too.
Also, if I were to mush the lesser version in with two gnolls, would I just add up their respective CR to determine the actual CR? Or how would I go about doing that?
Thanks in advance!
Recently, I've been toying with the idea of trying dm'ing myself, for, as of yet, I have only been a player.
To that effect, I decided I'd homebrew a monster, one that I could employ in my campaign.
Sadly, I have always had trouble with determing the CR of stuff.
So, now I ask of you, please, help me with the CR on my mooks:
Sorcerous Slime, lesser.
Sorcerous Slime, lesser
Chaotic Evil Small Abberation
Hit Dice: 20 hp (3d8+6)
Initiative: 1+
Speed: 30 ft.
Armor Class: 14 (+2 Natural armor, +1 dex, +1 Small size) 11 touch, 14 flat-footed
Base Attack/Grapple: +2/+0
Attack: Tentacle +5 (1d3+2)
Full Attack: 2 Tentacle +5 (1d3+2)
Space/Reach: 5 ft./5 ft.
Saves: Fort +2, Ref +1, Will +3
Abilities: Str 15, Dex 13, Con 14, Int 21, Wis 10, Cha 12
Skills: Listen +6, Spot +6, Concentration +3, Knowledge: Arcana +3, Knowledge: The Planes +3, Spellcraft +3,
Survival +3, Hide +4(Small size)
Feats: Combat Casting
Equipment: None
Improved Grapple: This creature gains Improved Grapple as a bonus feat.
Spell-like Abilities: 2/day; Acid Splash 1/day; Comprehend Languages
Sorcerous Slimes speak common, and can communicate with other Sorcecous Slimes telepathically in a range of 30ft.
Sorcerous Slimes are vaguely humanoid, black creatures, made primarily of slime, with no arms. Instead, they have two tentacles sprouting from their backs. They don't have a head, or any vital organs, except for a brain, which is located in the stomach. They are roughly the size of an average human. They are also highly intelligent creatures, who usually employ other, dumber creatures to do their work.
Combat: Sorcerous slimes prefer to stay in the back, commanding other creature to do the melee fighting, while they use their Acid Splash to weaken their foes, and then swoop in to flank an enemy, and then finish them off with a full attack.
And the normal version: Sorcerous Slime.
Sorcerous Slime
Chaotic Evil Medium Abberation
Hit Dice: 45 (6d8+18)
Initiative: 0+
Speed: 30 ft.
Armor Class: 12 (+2 Natural Armor) 10 touch, 12 flat-footed
Base Attack/Grapple: +4/+8
Attack: Tentacle +8 (1d4+4)
Full Attack: 2 Tentacle +8 (1d4+4)
Space/Reach: 5 ft./5 ft.
Saves: Fort +5, Ref +2, Will +6
Abilities: Str 19, Dex 11, Con 16, Int 21, Wis 12, Cha 14
Skills: Listen +9, Spot +9, Concentration +4, Knowledge: Arcana +4, Knowledge: The Planes +4, Spellcraft +4,
Survival +4
Feats: Combat Casting, Power Attack
Equipment: None
Improved Grapple: This creature gains Improved Grapple as a bonus feat.
Spell-like Abilities: 3/day; Acid Splash, Resistance 2/day; Magic Missile 1/day; Comprehend Languages, Expeditious Retreat, Burning Hands
Sorcerous Slimes speak common, and can communicate with other Sorcecous Slimes telepathically in a range of 30ft.
Sorcerous Slimes are vaguely humanoid, black creatures, made primarily of slime, with no arms. Instead, they have two tentacles sprouting from their backs. They don't have a head, or any vital organs, except for a brain, which is located in the stomach. They are roughly the size of an average human. They are also highly intelligent creatures, who usually employ other, dumber creatures to do their work.
Combat: Sorcerous slimes prefer to stay in the back, commanding other creature to do the melee fighting, while they use their Spell-like abilities to pick on their foes, and then swoop in to flank an enemy, applying Power Attack to finish them off with a full attack.
If you see something very wrong about the creatures, please tell me, too.
Also, if I were to mush the lesser version in with two gnolls, would I just add up their respective CR to determine the actual CR? Or how would I go about doing that?
Thanks in advance!