| diogenes84 |
I have put together a little something preparing the darkmoon vale area as a sandbox style region. A plant monster that infested the old sawmill in Falconsridge, an abandoned lumbertown. Now, I was first going for CR 6, so the bestiary proposed 9 HD, but looking at the stats it seems a bit hard for CR 6... So, what CR would you assign to this one?
Saw Mill Horror CR 7
XP 3,200
N large plant
Init +0; Senses low-light vision, tremorsense 30 ft.;
Perception +1
DEFENSE
AC 19, touch 9, flat-footed 19
(+10 natural, -1 size)
hp 94 (9d8+45)
Fort +11, Ref +3, Will +4
Immune plant traits
OFFENSE
Speed 0 ft.
Melee saw +14 (2d6+8)
crane +14 (1d8+12 plus grab)
Space 10 ft.; Reach 15 ft.
Special Attacks constrict (1d8+12)
STATISTICS
Str 26, Dex 10, Con 21, Int —, Wis 13, Cha 6
Base Atk +6; CMB +14; CMD 24
SPECIAL QUALITIES
Independent Arms (Ex) The Saw Mill Horror's crane and saw arm are independent from each other and so it does not gain the grappled condition itself, when the crane grabs a creature one size categorie or more smaller than itself.
Sphen
|
I think you could pick between CR 6 or 7, but I would err on the side of too high and go with a CR 7. It has some mean attacks, but its AC is average for the level, and it has some pretty poor senses, can't move and is very low on the Initiative order.
With what I see, I would make on suggestion. If/when the party encounters this thing, but something in the mill that they have to save. Otherwise, I see a smart group just burning down the mill while safely outside and just letting the thing roast.