New Creature: Need to know if it is balanced


Homebrew and House Rules


I have never been good with CR's and need to know if this is approbriate for the level and abilities of this creature. It has some pretty strong abilities, but realitivly low attack and defense. So let me know what you think would bring it into balance, or about the creature in general.

Faceless:

CR: 12
N Medium outsider (extraplanar)
Init +4; Senses: blindsight 120 feet; Perception +15

DEFENSE
AC: 18, touch 14, flat-footed 14, (+4 Dex, +4 Natural)
HP: 52 (8d10+8) (Min 16; Max 88)
Saves: Fort: +10 Ref: +8 Will: +20
DR: 5/-; Immune: divination effects & spells; SR: 25

OFFENSE
SPEED: 30 ft
Melee: unarmed +8 (1d4+4)
Special Attacks: emotion drain, anti-focus
Special Abilities:
At will – greater invisibility, plane shift

STATISTICS
Stats: STR 18 (+4) DEX 18 (+4) CON 12 (+1) INT 24 (+7) WIS 18 (+4) CHA 10 (+0)
Base Atk: +4; CMB: +8; CMD: 22
Feats: Alertness, Improved Iron Will, Iron Will, Great Fortitude, Lightning Reflexes
Skills: Perception +17

ECOLOGY
Environment: any (extraplanar)
Organization: solitary, pair, team (3-24)
Treasure: cloak of major displacement

SPECIAL ABILITIES
Emotion Drain: Any creature with emotions (any with an intelligence score) that comes within 30 feet of a Faceless must make a will save (DC 28) or be struck by this ability, causing apathy in the creature. After the first round, an afflicted creature takes no action but gets another Will save on its turn. If it fails the second save, it sits or lays prone and does nothing even to defend itself. If a Faceless stays within range of an afflicted creature for 1 hour, the creature grows so apathetic they stop breathing and expire.
Anti-Focus: A Faceless may focus on a single creature as a standard action and remove or stop all active effects caused by spells or spell like abilities for up to 5 rounds. This can be used on a target only once per day.

This human shaped figured pushes back its hood to revel a blank skull without even hair and ears, looking like an uncompleted statue. Its white skin does not even have wrinkles marring its surface. Its long grey robe covers all the rest of its body, making it impossible to see any other part of its form. The Faceless can be seen wherever great events are taking place, be they good or evil. The Faceless feed off of emotion and care not whether those emotions come from suffering or from hope. Where they come from is unknown even to those that have spent a lifetime studying them, mostly because they refuse any actual communication with those around them. Most people cannot see the Faceless, and those that do are often those who are in the grips of emotion. This causes most to fear them and consider them bad omens, but the Faceless do not actually cause these events, they simply travel to where they are happening to feed off of the emotions being released, and can be seen at births as often as executions. They use their emotion drain abilities only as a last resort if they cannot escape from combat or in defense of one of their brethren.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

your dc for emotion drain is way too high, assuming int is their primary stat i think you'd be looking at somewhere around a 21? as for the rest of it it's exceedingly weak for a cr 12. Also to balance it emotion drain should not be an aoe, that's a party killer, it should be a gaze attack most likely or an after effect of a touch attack could have a neat feel for the faceless.

outsider:
An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence. An outsider has the following features.

• d10 Hit Dice.
• Base attack bonus equal to total Hit Dice (fast progression).
• Two good saving throws, usually Reflex and Will.
• Skill points equal to 6 + Int modifier (minimum 1) per Hit Die. The following are class skills for outsiders: Bluff, Craft, Knowledge (planes), Perception, Sense Motive, and Stealth. Due to their varied nature, outsiders also receive 4 additional class skills determined by the creature's theme.
Traits: An outsider possesses the following traits (unless otherwise noted in a creature's entry).
• Darkvision 60 feet.
• Unlike most living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
• Proficient with all simple and martial weapons and any weapons mentioned in its entry.
• Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Outsiders not indicated as wearing armor are not proficient with armor. Outsiders are proficient with shields if they are proficient with any form of armor.
• Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.

i would take it up to 12 hit dice personally and adjust the rest of it's stats according to what is described in the outsider list presented above (copied straight from the prd) that plus the changes i recommended to it's core ability would make this a fun encounter.


agreed its special abilities are overtuned while its stats feel undertuned.
You might make them incorporeal, would work well with the "most people cannot see them". For this though it would need a shift of their str to - but up cha to 18 and con to 14 to make up the difference in loss of damage.
adjust them to 10 HD so 10d10+20 min:20 max 120
DR 5/magic, immune: mind affecting, sleep, poison; SR:23

As for their special abilities I would make their emotion drain like an aura of greater command for spell-like effect (spell is 5th circle cleric or 11th level which ties into the creatures power a bit better).
I would also give it SLAs like oppressive boredom, calm emotions, cause fear, and phantasmal killer. I would remove anti-focus entirely

theres my 2 coppers, enjoy.


Alright, so I'm reposting the revamped creature. I took most of the advice (stupid me not even bothering to look in the back of the Bestiary for the Outsider traits, I should know better). I would have posted this yesterday, but apparently the boards where down at the only time I had to check them. Any further critiques are welcome, as well as anyone who wants to play-test them and see how they turn out.

Faceless:

CR: 12
N Medium outsider (extraplanar)
Init +4; Senses: blindsight 120 feet; Perception +15

DEFENSE
AC: 18, touch 14, flat-footed 14, (+4 Dex, +4 Natural)
HP: 65 (10d10+10) (Min 20; Max 110)
Saves: Fort: +10 Ref: +8 Will: +20
DR: 5/-; Immune: divination effects & spells, mind affecting, sleep; SR: 25

OFFENSE
SPEED: 30 ft
Melee: unarmed +14 (1d4+4)
Special Attacks: emotion drain, anti-focus
Special Abilities:
At will – greater invisibility, plane shift

STATISTICS
Stats: STR 18 (+4) DEX 18 (+4) CON 12 (+1) INT 24 (+7) WIS 18 (+4) CHA 10 (+0)
Base Atk: +4; CMB: +8; CMD: 22
Feats: Alertness, Improved Iron Will, Improved Unarmed Strike, Iron Will, Great Fortitude, Lightning Reflexes
Skills: Bluff, +13, Knowledge (Planes) +20; Perception +17, Sense Motive +17; Stealth +17

ECOLOGY
Environment: any (extraplanar)
Organization: solitary, pair, team (3-24)
Treasure: cloak of major displacement

SPECIAL ABILITIES
Emotion Drain: Faceless can cause great feelings of apathy in a target by draining their willpower and desire. A Faceless my target a single creature within 30 feet that has emotions (an intelligence score), forcing it to make a Will save (DC 22). If it fails the save, it takes no action for the rest of the round. If it passes the save, then it is immune to this ability for the next 24 hours. After the first round, an afflicted creature takes no action but gets another Will save on its turn. If it fails the second save, it sits or lays prone and does nothing even to defend itself. If they pass the second save, the creature may act freely on its next turn. If a Faceless stays within range of an afflicted creature for 1 hour, the creature grows so apathetic they stop breathing and expire.
Anti-Focus: A Faceless may focus on a single creature as a standard action and remove and/or stop all active effects caused by spells or spell like abilities for up to 5 rounds. To do this, a Faceless must succeed in a melee touch attack against the target. This can be used on a target only once per day.

This human shaped figured pushes back its hood to revel a blank skull without even hair and ears, looking like an uncompleted statue. Its white skin does not even have wrinkles marring its surface. Its long grey robe covers all the rest of its body, making it impossible to see any other part of its form. The Faceless can be seen wherever great events are taking place, be they good or evil. The Faceless feed off of emotion and care not whether those emotions come from suffering or from hope. Where they come from is unknown even to those that have spent a lifetime studying them, mostly because they refuse any actual communication with those around them. Most people cannot see the Faceless, and those that do are often those who are in the grips of emotion. This causes most to fear them and consider them bad omens, but the Faceless do not actually cause these events, they simply travel to where they are happening to feed off of the emotions being released, and can be seen at births as often as executions. They use their emotion drain abilities only as a last resort if they cannot escape from combat or in defense of one of their brethren.

Silver Crusade

Pathfinder Adventure Path Subscriber

65 hp at CR 12 is way too low. It's gonna be half-rounded by a level 12 party. By the time it's only dangeous attack manages to kick in, it's going to be bulldozed into ground.

Make sure you familiarize yourself with the monster creation guidelines.


Gorbacz wrote:

65 hp at CR 12 is way too low. It's gonna be half-rounded by a level 12 party. By the time it's only dangeous attack manages to kick in, it's going to be bulldozed into ground.

Make sure you familiarize yourself with the monster creation guidelines.

You really think that it'll get bulldozed with DR, SR, at will greater invisibility, and a 50% miss chance?

EDIT: Also, I had no idea this table exisited. This thing is wonderful.

Silver Crusade

Pathfinder Adventure Path Subscriber

Yes, because DR 5 isn't anything special, SR and invisibility are things that mid-level parties factor in when going out for monster killing, and displacement isn't going to help much.

Take a good look at equivalent CR monsters from all 3 Bestiaries, you'll notice their offensive and defensive stats are much stronger. Comparing your creation to existing designs is always a good move when designing monsters.

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