Eidolon CR


Rules Questions


Aybody know what an Eidolon's CR would be? I'm running a one-shot encounter with a party of Eidolons and I'm having trouble determining what CR the eidolons/party would be (so I can determine the appropriate encounters). We are using Eidolons based on a 20th level summoner, and from looking at the Bestiary, my best guess is a CR17. The few I built are really high on the charts for atk, dmg, hp, AC, but it just doesn't feel like they should be a CR 18 or higher. Any thoughts? I know there is not a right answer here, because every eidolon is built differently, but I was hoping there was some mechanic in place someone discovered that is smarter than me.


Well, I just looked at a Black Dragon, Ancient at CR 16, and it looks like it would slaughter my 15HD eidolon, so I'm thinking a 15HD eidolon might be more like a CR 14 or 15.

I'm running a 'capture-the-flag' one shot encounter for five PCs who are making their own monsters based on the eidolon build for a 20th level summoner. Just looking for what a fair fight (what CR) would be.
I'm somewhat new to this so I'd appreciate any advice. As of now I'm going to go light (48,000 XP worth of monsters) on the party becuase I don't want to slaughter them, and if it's too easy I'll add the 'invisible' reinforcements.

Dark Archive

Not that this is correct but using herolab it gives a CR of 15. I think by looking at the guidelines in the Bestiary it actually looks like a CR 10 or 11 to me.

MR. GIGGLES CR 15
Male Quadruped
CN Large Outsider
Init +9; Senses Darkvision (60 feet); Perception +13
Aura Frightful Presence (30 feet, 5d6 rounds) (DC 17)
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DEFENSE
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AC 32, touch 14, flat-footed 27 (+5 Dex, -1 size, +18 natural)
hp 150 (+60)
Fort +13, Ref +14, Will +5
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OFFENSE
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Spd 40 ft., Climbing (40 feet), Swimming (40 feet)
Melee Bite (Bite) +24 (2d6+10) and
Claw x2 (Claws) +24 x2 (2d6+10) and
Tentacle (Tentacle) +19 (1d6+5) and
Tentacle (Tentacle) +19 (1d6+5) and
Tentacle (Tentacle) +19 (1d6+5) and
Tentacle (Tentacle) +19 (1d6+5) and

Space 10 ft.; Reach 5 ft.
Special Attacks Grab, Magic/Aligned Attacks (Acid), Pull (Tentacle (Tentacle)), Trip
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STATISTICS
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Str 30, Dex 20, Con 18, Int 7, Wis 10, Cha 11
Base Atk +14/+9/+4; CMB +26 (+30 Grappling); CMD 41 (45 vs. Trip)
Feats Combat Reflexes (6 AoO/round), Diehard, Endurance, Improved Initiative, Improved Natural Attack: Claw x2 (Claws), Lunge, Power Attack +8/-4, Toughness +15
Skills Climb +23, Fly +3, Intimidate +10, Perception +13, Sense Motive +13, Stealth +14, Survival +10, Swim +23
Languages
SQ Devotion (Ex), Evasion (Ex), Gills (Ex), Improved Evasion (Ex), Magic/Aligned Attacks (Ex), Multiattack / Extra Attack, Pounce (Ex)

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SPECIAL ABILITIES
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Climbing (40 feet) You have a Climb speed.
Combat Reflexes (6 AoO/round) You may make up to 6 attacks of apportunity per round, and may make them while flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion (Ex) +4 Morale bonus on Will Saves vs Enchantments.
Diehard You are stable and can choose how to act when at -1 to -9 HP.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) No damage on successful reflex save.
Frightful Presence (30 feet, 5d6 rounds) (Frightful Presence) (DC 17) This special quality makes a creature's very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. The range i
Gills (Ex) Breate underwater.
Grab (Medium) (Grab: Claw x2 (Claws)) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Lunge -2 to hit for +5' reach
Magic/Aligned Attacks (Ex) Your natural attacks are magic and share your alignment.
Magic/Aligned Attacks: Acid (Ex) Your natural attacks are magic and share your alignment.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Pounce (Ex) You can make a full attack after a charge.
Power Attack +8/-4 You can subtract from your attack roll to add to your damage.
Pull: Tentacle (Tentacle) (Ex) Pull targets 5' closer after you hit.
Swimming (40 feet) You have a Swim speed.
Trip (Trip: Bite (Bite)) (Ex) You can make a trip attempt on a successful attack.
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bigkilla wrote:

Not that this is correct but using herolab it gives a CR of 15. I think by looking at the guidelines in the Bestiary it actually looks like a CR 10 or 11 to me.

Thank you!

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