Utii
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Hey i made some new monsters and i would like to know if they are balanced.
Hel Horse CR 3
XP 800
N Large outsider incorporeal extraplanar (9 Hells of Balor)
Init +2; Senses low-light vision, darkvision 60ft.; Perception +6
Defence
AC 14, touch 14, flat-footed 12
(+2 Dex, –1 size, +3 deflections)
Hp 14 (2d10+3)
Fort +1, Ref +5, Will +6
Defensive Abilities channel resistance +4, incorporeal;
Immune Undead traits
Aura Death Presence (Su)
Weakness light (if exposed to daylight it is destroyed)
Offense
Speed 50 ft.
Melee 2 hooves –2 (1d4+2)
Space 10 ft.; Reach 5 ft.
Statistics
Str -, Dex 14, Con 17, Int 2, Wis 13, Cha 16
Base Atk +2; CMB +5; CMD 17
Feats Run
Skills Perception +6
Ecology
Environment any
Organization solitary
Treasure none
Special Abilities
Death Presence (Su) A creature that looks at the Hel Horse is cursed.
Gaze—Sight; save will 14, frequency permanent until dispelled, effect -2 to abilities, skills, attack rolls and saves in a 30 ft. radius around you affecting friends and you. 1 save and you can’t be affected again for 24 hours.
and
Infernal CR 10
N Huge construct
Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
Defence
AC 26, touch 7, flat-footed 26 (–1 Dex, +19 natural, –2 size)
Hp 107 (14d10+30)
Fort +4, Ref +3, Will +4
DR 15/Adamanite; Immune construct traits, magic, fire.
Weakness Vulnerability cold
Offense
Speed 20 ft.
Melee 2 slams +20 (2d10+9)
Space 15 ft.; Reach 15 ft.
Special Attacks slow
Statistics
Str 32, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +14; CMB +26; CMD 35
Treasure none
Special Abilities
Immunity to Magic (Ex) A stone golem is immune to any spell or spell-like ability that allows spell resistance, with the exception of spells and spell-like abilities that have the Cold descriptor, which affect it normally. In addition, certain spells and effects function differently against the creature, as noted below.
• A transmute rock to mud spell slows an infernal (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.
• A stone to flesh spell does not actually change the infernal’s structure but negates its damage reduction and immunity to magic for 1 full round.
• A magical attack that deals fire damage breaks any slow effect on the infernal and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the infernal to exceed its full normal hit points, it gains any excess as temporary hit points. An infernal gets no saving throw against fire effects.
Heat Aura (Su) An infernal has intensive heat around it making any creature who is within 5 ft. fatigued Fortitude save 20 or affected by endure elements, ignores the fatigue effect.
commit also if you like some changes
| cwslyclgh |
Hel Horse...
there seems to be some confusion about whether it is an outsider or an undead, if it is an outsider as evidenced by its 10 sided HD and Con score, it probably should not have undead traits, and if it does it should probably be explained why.
Aura is in the wrong place, it should be up under Init (though that is a rather minor formatting error). of more serious note is that you make its aura work like a gaze attack... you should probably pick one or the other is it an aura or a gaze.
If it is not undead it shouldn't need channel resistance
HP should be 17 and HD should be 2d10+6 (you get your con bonus to each HD)
damage should just be 1d4, incorpreal creatures use thier Dex for attack rolls, but not for damage(I would probably make them primary attacks as well, even though hoofs are normally secondary attacks).
All in all, even being incorporeal this doesn't seem tough enough to be a CR 3 creature. I'd suggest advancing to 4 HD, dropping Undead Traits (perhaps replacing it with the Devil subtype, with a note that the hell horse can't summon other devils due to its animalistic intelligence), increasing Dex to 16 or 18, change the "aura" to a normal gaze attack, giving it another feat (for the increased HD, maybe ability focus for its gaze attack), I would up the hoof damage (probably to 1d8) and give it a special effect such as ability damage (1d4 Strength or Dex) or perhaps those hit need to make a will save or become shaken for 10 rounds, something like that. That would probably put it about right for a CR 3
| cwslyclgh |
Infernal...
looks okay, for the most part though you probably want to change the words Stone Golem in the magic immunity section to Infernal. You mkight also want to introduce some magic that has the special effect of slowing the infernal, otherwise the first line of your cut and paste of the Iron golem fire ability doesn't make any sense (I would suggest just noting that cold based attacks slow the golem in addition to the normal effects. I would also remove the immunity to fire and vulnerability to cold, technically if it is immune to fire it can't get the nifty iron golem effect from getting hit with it.
just a couple of other nit picks, if it has the same HD as a stone golem, and is stronger, its attack bonus should not be lower (The damage bonus is off too, a 32 strength is a +11 bonus not a +9)
you should remove the Slow from the special attacks line (it seems to just be a cut and paste error) and add an aura line for the Heat Aura.
based upon the fact that it is almost identical to the stone golem, but slightly better in some ways (the only real weakness it has compared to the stone golem is that it can be affected by cold spells), I would probably up the CR to 11, just like a stone golems.
Hope those helped :)
Utii
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New version of the hell horse :D
Hell Horse CR 3
XP 800
LE Large outsider (incorporeal, devil, extraplanar)
Init +2; Senses low-light vision, see in Darkness; Perception +6
Defence
AC 14, touch 14, flat-footed 12
(+2 Dex, –1 size, +3 deflections)
Hp 28 (3d10+9)
Fort +1, Ref +5, Will +6
Immune fire, poison
Resistance acid 10, cold 10
Defensive Abilities incorporeal;
Weakness light (if exposed to daylight it is destroyed)
Offense
Speed 50 ft.
Melee 2 hooves +2 (1d8)
Special Attack Gaze
Space 10 ft.; Reach 5 ft.
Statistics
Str -, Dex 14, Con 17, Int 2, Wis 13, Cha 16
Base Atk +2; CMB +5; CMD 17
Feats Run, Ability Focus (Gaze)
Skills Perception +6
Ecology
Environment any dark environment
Organization solitary
Treasure none
Special Abilities
Gaze (Ex) The one who looks at the Hell Horse is cursed. (Bestow curse), range 30 feet, Will DC 16 negates. The save DC is Charisma-based.
See in Darkness (Su) Some devils can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Note as a devil it can’t summon others due to its lonely nature and animalistic intelligence
This fearsome creature looks like a horse with three legs, one in front and two behind. Rumours tell that the Hell Horse is the Death’s horse and is common known to be running around graveyards at midnight hour (12 am to 1 am). It is said if you look at it you will die soon, which in many cases is true.
Utii
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and here is the new infernal
Infernal CR 11
NE Huge construct
Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
Defence
AC 26, touch 7, flat-footed 26 (–1 Dex, +19 natural, –2 size)
Hp 92 (12d10+30)
Fort +4, Ref +3, Will +4
DR 15/Adamanite and Good;
Immune construct traits, magic.
Offense
Speed 20 ft.
Melee 2 slams +20 (2d10+11 plus 1d6 fire)
Space 15 ft.; Reach 15 ft.
Statistics
Str 32, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +14; CMB +26; CMD 35
Treasure none
Special Abilities
Immunity to Magic (Ex) A Infernal is immune to any spell or spell-like ability that allows spell resistance, with the exception of spells and spell-like abilities that have the Cold descriptor, which affect it normally. In addition, certain spells and effects function differently against the creature, as noted below.
• A transmute rock to mud spell slows an Infernal (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.
• A stone to flesh spell does not actually change the Infernal’s structure but negates its damage reduction and immunity to magic for 1 full round.
• A magical attack that deals fire damage breaks any slow effect on the Infernal and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the infernal to exceed its full normal hit points, it gains any excess as temporary hit points. An infernal gets no saving throw against fire effects.
Fire Aura (Su) An Infernal is surrounded by an aura of intense heat. All creatures within 5 feet take 2 points of fire damage at the beginning of the Infernal’s turn.
Great black rocks bonded with magic so it forms a human structure (head, body, legs and arms) all covered in flames, with two glowing eyes at the head rock.