Irlgaunt question (GM, spoilers etc etc)


Kingmaker

The Exchange RPG Superstar 2010 Top 32

I was digging through my APs looking for Aberrations to populate Golismorga (Savage Tide) when I came across the Irlgaunt.

Climb speed, shoots acid bombs, Int 16 - this can use tactics and everything - I like it! Then I noticed the CR - 13. Now I know that I can change what I like and my inclination is to make it a 9 or 10, but I may be missing something.

By the table in the Bestiary, the stats make it a reasonably good 10. No Su or Sp powers with DCs drop it to a 9 and a 5 higher AC brings it back up to 10. That's by my reckoning, of course.

Then I come back to 13. Is it just a bit high, am I overestimating my own party, or am I underestimating the fiendish aberrationness of the Irlgaunt?


What I see as its prime features is the ability to move at normal speed even in difficult (stony) terrain, which makes it hard to deal with for melee-based PCs, and the fact that it can make a ranged attack and a full melee attack in the same round.

As for the rest: Going through the table, we find:

Hit Points: as CR 10
AC: as CR 14
High Attack: as CR 10
Average Damage: <63> (as CR 14-16)
Primary Ability DC: none
Secondary Ability DC: none
Good Save: as CR 12
Bad Save: as CR 10

So far, its statistics range from appropriate to a CR 10 to appropriate for a CR 14, with an average at about CR 12. With the DR and immunities, that might be enough to make it CR 13.

You could try running a few playtests against your group's characters, to see how they'd fare against it on average?

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