Please Review My Monster


Advice


I Have taken an interest to the new Deamon monsters from Bestiary 2. How ever I find that there arn't enough low CR versions, So this is the first one I created. I would like feedback on the flavor and mechanics behind this concept, tell me if I made any mistakes, or if I need more clarification please.

KnightDeamon CR: 2
XP: 600
M Chaotic Evil Outsider (Deamon, Chaotic Evil)
Int: +2 Senses: Dark Vision: 60ft, Telepathy.
Defense
AC: 18 Touch: 13 Flatfooted: 15
HP: 25 ( 3D10 + 3 )
Fort: 5 Refl: 5 Will: 2
Defensive abilities:
Immunity to acid, death effects, disease, and poison.
Resistance to cold 10, electricity 10, and fire 10.
Natural Armor: +5
Ferocity
Offence
Speed: Land 40 ft
Attack:
Melee:
Double Sword Arms: +5 / +5 Damage: 1d6+2
Tenacious
Summon: ( KnightDeamon 35% )
Space and Reach: 5ft / 5ft
Statistics
Str: 15 Dex: 15 Con: 12 Int: 11 Wis: 12 Cha: 12
Base Attack: 3 CMB: 5 CMD: 17
Feats: Two weapon Fighting, Dodge
Skills: Acrobatics 8 Bluff, Climb 8 Craft, Escape Artist 8 Intimidate7 Perception, 5 Sense Motive, 6 Stealth. 8
Ecology
Environment: Any (Abandon)
Organization: Single, Patrol ( 3-5), Troupe ( 1d4 + Ceustodaemon )
Treasure: Standard
Special Abilities:
Ferocity:
A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. The creature still dies when its hit point total reaches a negative amount equal to its Constitution score.
Tenacious
The Knightdeamon is able to perform charge attacks without any penalty to AC, May use their two weapon fight feat during a charge attack and can ignore up to 20ft of difficult terrain.

Description:
The foot soldiers of Szuriel’s army, Knightdeamons are among the most numerous daemons in all of abandon. They attack with a blood lust unparallel even among daemon kind. During combat Knightdeamons tend to charge whenever the opportunity rises, caring little for the inherent danger they may place them selves into.

Liberty's Edge

With two attacks at +5, AC 18, energy resistance/immunity, and 25 HP... that looks like a CR 3 to me.

If you keep it a CR 2, bear in mind that it's strong for a CR 2. A dretch is CR 2, and it has less AC, less HP, and worse attacks. And a much, much lower CMD.

Dretches have some cool abilities, I'll grant, but they're typically weaker than this thing.


Robert Petty wrote:


AC: 18 Touch: 13 Flatfooted: 15

The AC is to high. It should be more around 14.

Robert Petty wrote:

HP: 25 ( 3D10 + 3 )

Fort: 5 Refl: 5 Will: 2

The saves are a little high but usable.

Robert Petty wrote:
Resistance to cold 10, electricity 10, and fire 10.

Second level monsters should not be resisting so many elemental types and immunities. Maybe it should get 2 immunities, and 2 elemental resistances.

Robert Petty wrote:


Ferocity:A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. The creature still dies when its hit point total reaches a negative amount equal to its Constitution score.

Tenacious: The Knightdeamon is able to perform charge attacks without any penalty to AC, May use their two weapon fight feat during a charge attack and can ignore up to 20ft of difficult terrain.

The ferocity combined with the high HP make it closer to a CR 3. I would drop the hit point or ferocity.

If Tenacioius allows them to charge and get two attacks in then it is really like pounce, but better. I would just give them pounce.


The second attack comes from the two weapon fighting feat, and the immunities are all a part of the deamon subtype. Tenacious is my little invention to help the monster constantly charge. I tried pounce first, but it's not compatible with the two weapon fighting feat. I'm not sure If I want to rework the monster, or reassign it's CR. Either way I'll make an updated version and post it later on tomorrow.


Post so I can find this thread again later, once the updated version of the critter should be around...


Heres version 2, I reduced the HP and AC to something more appropriate for it's CR. I'm also Working on higher level variants and another monster that uses ranged attacks.

KnightDeamon CR: 2
XP: 600
M Chaotic Evil Outsider (Deamon, Chaotic Evil)
Int: +2 Senses: Dark Vision: 60ft, Telepathy, Perception +5
Defense
AC: 15 (13 While charging) Touch: 13 (11 While charging) Flatfooted: 12
HP: 20 ( 3D10 + 3 )
Fort: 5 Refl: 5 Will: 2
Defensive abilities:
Immunity to acid, death effects, disease, and poison.
Resistance to cold 10, electricity 10, and fire 10.
Natural Armor: +2
Ferocity
Tenacious
Offence
Speed: Land 40 ft
Attack:
Melee:
Sword Arms: +3 / +3 (+5 / +5 while Charging ) Damage: 1d6+2
Tenacious
Summon: ( KnightDeamon 35% )
Space and Reach: 5ft / 5ft
Statistics
Str: 15 Dex: 15 Con: 12 Int: 11 Wis: 12 Cha: 12
Base Attack: 3 CMB: 5 CMD: 17
Feats: Two weapon Fighting, Dodge
Skills: Acrobatics 8 Climb 8, Escape Artist 8 Intimidate7 Perception, 5 Sense Motive, 6 Stealth. 8
Ecology
Environment: Any (Abandon)
Organization: Single, Patrol ( 3 ), Troupe ( 1d4 + Ceustodaemon )
Treasure: Standard
Special Abilities:
Ferocity:
A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. The creature still dies when its hit point total reaches a negative amount equal to its Constitution score.
Tenacious
The Knightdeamon is so incredibly focused on it’s target, it may use their two weapon fighting feat during a charge attack and can ignore up to 20ft of difficult terrain.

Description:
The foot soldiers of Szuriel’s army, Knightdeamons are among the most numerous daemons in all of abandon. They attack with a blood lust unparalleled even among daemon kind. During combat Knightdeamons tend to charge whenever the opportunity rises, caring little for the inherent danger they may place them selves into.

Silver Crusade

Comparing this to the Imp and Dretch it seems to hit harder at first glance. That initial charge might be tough on the party especially if one or more surprise them and win initiative.

Also Ferocity essentially gives it 12 more hp and a staggered creature can still partial charge. So the beat down can continue at least one more round.

I think you need to take the damage down a notch to 1d4 or drop ferocity. I don't know if ferocity is a prereq for Tenacious but that is my advice.


One thing I'd like to point out about the Dretch and Imp, each has damage reduction, spell like abilities and a host of resistances and immunities. The Dretch has "Melee 2 claws +4 (1d4+1), bite +4 (1d4+1)" and the imp uses poison and has fast healing. In comparison the knightdeamon only has Ferocity, which is not as useful as damage reduction or fast healing. Again, the resistances and immunities is granted to each of these monsters due to their creature type and suptype. I feel that this version is more then appropriate for it's challenge rating


Robert Petty wrote:
One thing I'd like to point out about the Dretch and Imp, each has damage reduction, spell like abilities and a host of resistances and immunities. The Dretch has "Melee 2 claws +4 (1d4+1), bite +4 (1d4+1)" and the imp uses poison and has fast healing. In comparison the knightdeamon only has Ferocity, which is not as useful as damage reduction or fast healing. Again, the resistances and immunities is granted to each of these monsters due to their creature type and suptype. I feel that this version is more then appropriate for it's challenge rating

The fact that it has ferocity is just like giving it extra hit points. If the monster can still TWF while charging then the added offense would make up for the lost defense.

RPG Superstar 2011 Top 8

I might just knock its CON down to 10. Still gives it 16 'normal' HP and 10 staggered HP.

Then the original version (as in, from the first post, not just the one with slightly higher CON) might work out pretty well as a CR3 KnightDaemon Lieutenant.

Got any more fluff or a picture or anything written up for this guy? I am kind of tempted to throw a couple at my party. Haven't really had much in the way of evil outsiders thus far, so it might be fun to throw a pack of em at an APL 3 party and see how it goes.

Slight quibble, but isn't 3d10+3 19 average hp the way Pathfinder handles averages?


How about 16 HP? 14 AC? Both? I don't want to drop ferocity due to the nature of this creature.

To Evil Space Mantis, I like your idea About making the first version a lieutenant. As for more fluff, give me a few hours and I'll post it.


(edited, much tidied up)
Hmm, I see others have already commented, and I apologise for any duplication of sentiments, but (without checking the fine detail of the maths for things like skill points) here are my thoughts:

Robert Petty wrote:

Heres version 2, I reduced the HP and AC to something more appropriate for it's CR. I'm also Working on higher level variants and another monster that uses ranged attacks.

KnightDeamon CR: 2
...

Comparing this version of the knight daemon to a dretch (page 60, first edition bestiary, CR2):

Knight daemon's initiative is higher by 2.
AC is better by 1 (two against touch) or worse by 2 if flatfooted. Dodge (which a dretch does not have) allows an extra point of AC against one enemy, however. Acrobatics skill (which a dretch does not have) also offers potential for additional protection in combat.
HP are 2 points higher.
Reflex save is 5 points better, Will is 1 worse.
Has no damage reduction (dretch has 5) but is immune to two more attack types than a dretch. Ferocity means knight daemon goes on fighting longer than the hp would otherwise suggest.
Resists three damage types, the same as the dretch.
Speed is twice that of a dretch.
Attack presented is one point lower than a dretch, but damage is one guaranteed point and a dice size higher. (Without criticals or charges dretch averages 3.5 per hit, knight daemon averages 5.5 per hit).
NB
As I understand the rules for natural attacks the attack listed should not be one point lower than a dretch’s. Both the knight daemon's natural attacks are of the same type so should be treated as primary attacks. This results in +5 attack with each 'blade' and the damage for each attack should be d6+3 (*1.5 strength bonus, not * 1). This also frees up a feat to be used on something else.

‘tenacious’ gives knight daemon an extra attack when charging over what a dretch would have.
Does not have the two 1/day spell like abilities of a dretch. Summon (of same kind) has same % chance and use per day as dretch, but it is not clear if it is same level or higher.

Overall my impression is that the knight daemon presented is more dangerous than would merit the assigned CR of 2. In my view the ferocity compensates for the lack of DR, the high Reflex save assists in further minimising damage from spells, and the weak Will save is only problematic against parties which pack Will save spells. (Though the Outsider creature type will save it from some Will attacking spells such as charm person.)
Swap the no longer needed two weapon fighting for something combat orientated (or maybe iron will to shore up the Will save), and fix the attack/damage, and I’d say it should be shading qualifying as a CR 3 ‘shock trooper’.

Further Edit:
Hope these thoughts are useful.


Evil Space Mantis wrote:

I might just knock its CON down to 10. Still gives it 16 'normal' HP and 10 staggered HP.

Then the original version (as in, from the first post, not just the one with slightly higher CON) might work out pretty well as a CR3 KnightDaemon Lieutenant.

Got any more fluff or a picture or anything written up for this guy? I am kind of tempted to throw a couple at my party. Haven't really had much in the way of evil outsiders thus far, so it might be fun to throw a pack of em at an APL 3 party and see how it goes.

Slight quibble, but isn't 3d10+3 19 average hp the way Pathfinder handles averages?

The foot soldiers of Szuriel’s army, Knightdeamons are among the most numerous daemons in all of abandon. They attack with a blood lust unparalleled even among daemon kind. During combat Knightdeamons tend to charge whenever the opportunity rises, caring little for the inherent danger they may place them selves into. Used mostly as shock troopers, Knightdaemons clear the way for more powerful daemons. Representing death from hordes of enemies, it is believed that those who are willing to fight impossible odds in great desperation become Knghtdaemons after death.

A lengthy figure stands poised to strike, with blades for hands and plated head and torso almost appearing to be armor, the only hint of sentience is harsh red eyes filled with malice.

Also, The new CR will be 3, I'll stat the lieutenant as well.


What do you guys think of my Archer Daemon?, I had hoped to keep closer to the guide lines and not make the same mistakes as with the Knight daemon.

Archerdaemon CR:
XP: 600
M Chaotic Evil Outsider (Daemon, Chaotic Evil)
Int:+2 Senses: Dark Vision: 60ft, Telepathy, Perception + 6
Defense
AC: 14 Touch: 14 Flatfooted: 10
HP: 14 ( 2D10+2 )
Fort: 2 Refl: 6 Will: 2
Defensive abilities:
Immunity to acid, death effects, disease, and poison.
Resistance to cold 10, electricity 10, and fire 10.
Offence
Speed: Land 20ft
Attack:
Ranged:
Bow Arm: `+4 ranged 1d6
Space and Reach: 5ft/5ft
Special Attack:
Hail of Arrows: 15ft cone, 1d6 damage
Statistics
Str: 10 Dex:14 Con: 12 Int: 12 Wis: 12 Cha: 10
Base Attack: 2 CMB: 2 CMD: 14
Feats: Blind Fight, Point Blank Shot
Skills: Climb 5, Knowledge (planes) 6 , Escape Artist 7, Perception 6, Stealth 7 Survival 6 , Swim 5
Ecology
Environment: Any (Abandon)
Organization: single, Scouting party (3) or Firing line ( 4 - 6 )
Treasure: Standard
Special Abilities:
Hail of Arrows: the Archerdaemon is able to release a large rain fall of arrows in a 15ft cone for 1d6 damage. Once the Archerdaeomn uses this ability, it has to wait 1d4 rounds afterward before there next hail is ready.
Description:
A humanoid creature stands surveying all it’s surroundings. It uses it’s right hand to hold up it’s left arm, which is shaped like a bow without it’s bowline and a odd shaped bone protruding from the very end.

The Archer Daemon is another in the ranks of the horseman of war. Personifying inescapable death by a firing line, these creatures are used to provide support towards other warring daemon.

Sovereign Court

You realize that Daemons are Neutral Evil, not Chaotic Evil, right?


Squidmasher wrote:
You realize that Daemons are Neutral Evil, not Chaotic Evil, right?

Thank you for pointing that I will current it.

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