Cyrad wrote: The best way to determine if an ability is appropriate for CR is compare the monster with other monsters or find monsters with similar abilities and see what their CR is. If not, then find a spell to compare the ability to. If you know of any monsters with comparable abilities, let me know. I did take a look at the Rust Monster, which can similarly screw over metal-bearing heroes, albeit on a more permanent basis. Rust Monster's capabilities are in line with a monster of its own CR, all except for its pitifully low damage output. Maybe I should reduce one of my monster's own stats to bring its CR in line with other elementals? Its AC perhaps? Approaching the ability as a comparable spell, though, it does have the effect of a third level spell (slow), except that it offers no saving throw and it also can't be nullified with antimagic. But what do I do with that knowledge? Is a monster expected to have access to special abilities at the same HD that players gain roughly equivalent magic?The Mighty Chocobo wrote: Elementals do have set Crs, if you look in the bestiaries 1+2 Does that mean that any homebrew basic elemental should stay at the same CR as other elementals of the same magnitude?
I believe I understand the basics of creating a monster from scratch, and I know of the chart that lists suggested baseline capabilities for a monster at a given CR. But what about when exotic special abilities come into play? I'm sure most monsters are expected to have their share of special abilities. Some abilities will be game-changers, and others are far less emphatic. I'd imagine having a lot of different abilities that can only be used one at a time would eventually amount to clutter. How can I know, though, if a special ability warrants an adjustment to a monster's CR, and how great of a change it would be? Consider the following homebrew monster as an example. His CR (and XP) is left blank for now. (Also let me know if you spot any math errors.) Magnetic Elemental:
Magnetic Elemental
This hovering orb of metallic debris churns and whirls as it floats through the air. SPECIAL ABILITIES
Magnetic Surge (ex)
Electromagnetic Surge (ex)
Seize Weapon (ex)
Elemental Size Height Weight Aura Disarm
ECOLOGY
Magnetic elementals are unsophisticated, stubborn creatures made of magnetic fields. They are concerned with little more than collecting metals, and favor opponents who wear armor or wield weapons made of metal. The true body of a magnetic elemental appears as a transparent distortion in the air; the metal composing its form is merely debris that it has collected over its life. They can take a variety of different shapes, though they always maintain the same statistics. Unsuspecting adventurers often mistake them for a kind of earth elemental. SMALL MAGNETIC ELEMENTAL
DEFENSE
OFFENSE
STATISTICS
MEDIUM MAGNETIC ELEMENTAL
DEFENSE
OFFENSE
STATISTICS
LARGE MAGNETIC ELEMENTAL
DEFENSE
OFFENSE
STATISTICS
HUGE MAGNETIC ELEMENTAL
DEFENSE
OFFENSE
STATISTICS
GREATER MAGNETIC ELEMENTAL
DEFENSE
OFFENSE
STATISTICS
ELDER MAGNETIC ELEMENTAL
DEFENSE
OFFENSE
STATISTICS
This is the first homebrew monster I've made for Pathfinder. It's been years since I made one for 3.5, and I've only made four or five total, so I don't have a lot of experience with it. Magnetic Elementals statistics run fairly close to other elementals, perhaps slightly higher in some cases. However, its special abilities can be a bit more emphatic than other similar elementals. Some PCs, such as a Fighter, will be hit hard, but Wizards and Druids probably wouldn't even notice. (I'm also considering the possibility of adding a racial bonus to Disarm.) If you want to drag real-world physics into your game, its abilities would only affect metals qualified as ferrous. This means no coins, and it also means running through all of the fantasy metals and deciding which ones qualify and which ones don't. The Rusting Grasp spell has this qualifier, but the Rust Monster does not. As I understand it, CR is a little all over the place to begin with. I was never entirely satisfied with that, as it directly determines XP yield. But still, CR is an important tool, even if it's only a ballpark figure, and I'd like to know more about how to handle it. Thanks in advance. |