
Mojorat |

so as I mentioned I'n another thread I was trying to come up with a few side plots for my Players between modules. I came up with something I think will be fun for my players. they should be lvl 4 or 5 when this happens though I can adjust based on that when it happens..
so part of the. idea was weregolems! I was going to have my villain doing un natural stuff with nature and golems. using both the carrion golem and the flesh golem. with werewolf parts and a magic altar I'n the forest
so the first question is, if I give the carrion golems a bite and have their disease be lycanthropy is that enough to add +1 cr. the bite as a secondary attack and will be at +2 and have trip ( as per the werewolf theme) but it likely will not hit ALOT at +2. the disease is already factored in but is worse than what the golem normally does.
secondly, my original idea involved my villain being a Druid doing a ritual, there are 2 of the weregolems there to slow the Pc down. the idea is the the Druid finishes the ritual gets hit with the transformation and goes all wolfy. I was going to then strip him of his magic and have him be under an effect like transformation so no magic.
the idea being the players defeat him before the effect wears off. the problem is I can't expect they won't disrupt the ritual.
so would making him a lv 8 adept be better? ( will Also keep the cr of the encounter I'n balance) in case they disrupt it and have to fight a full caster. ( there will be a werewolf Ed flesh golem I'n another area so needs to be lvl 8. I could fudge this for story but best to stick within the rules)
this is my first attempt at making my own encounters. so struggling between theme and balance. though everything but the villain is In their range to fight.