Submitted for your approval: The Winter Wolf Troop - CR 12


Homebrew and House Rules


Yesterday I tried my hand at creating a troop, for the first time.

Tried making a troop of Winter Wolves. This particular troop is supposed to reflect a group containing about 12 wolves.

So, do you think this statblock looks right?

Comments and insights appreciated.

-Nearyn

Winter Wolf troop:

Winter Wolf Troop CR 12 – exp 19200
NE Large magical beast (cold, troop)
Init +5; Senses Darkvision 60 ft. , low-light vision, scent; Perception +23
DEFENSE
AC 25 touch 10 flat-footed 25 (+1dex, -1 size, +15 natural)
hp 200 (16HD+96Con+16Toughness)
Fort +14 Ref +9 Will +5
Immune cold, trip, bull-rush, single-target spells
Weaknesses vulnerability to fire, area of effect spells
OFFENSE
Speed 50 ft. (10 squares)
Melee troop (4d6+18(30 with power attack)+1d6 cold + trip)
Space 20ft. Reach 5ft.
Special Attack breath weapon (every 1d4 rounds, 15 ft. cone 6d6 cold damage, Reflex half (DC 24)
STATISTICS
Str 34 (+12), Dex 13 (+1), Con 22 (+6), Int 9 (-1), Wis 13 (+1), Cha 10 (+0)
Base Atk +12 CMB +25(27 on drag) CMD 35
Feats Improved Initiative, Run, Skill Focus (Perception), Toughness, Power Attack, Improved Drag
Skills Perception +23, Stealth +8(+16 in snow), Survival +7, Racial Modifiers +2 perception, +2 stealth (+8 in snow), +2 survival
Language Common, Giant
SPECIAL ABILITIES
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bump


I don't know about technically right or wrong, but an average of 47 points of automatic damage (since troops don't roll to hit, you could always include power attack) plus trip with CMB 25 to everyone in range looks pretty harsh to me.


I've been working on the assumption with my own custom troops that they can't utilize power attack on the troop attack because they don't make a attack roll. IMHO, troop attacks have more in common with a damage aura than they do with actual attacks, and so you shouldn't have stuff like vital strike or power attack going off with them.

Now, if the troop is making a CMB check against a single target - they have to roll that, and you can start doing fancy things like power attack with it.

Otherwise your troop is probably fine.

Actually, I'm a bit meaner than you are; I'd make the breath weapon a move action and remove the recharge time, since it reflects only a few of the wolves breathing at any time.


Thank mates :)

I'll make it so they can't use power attack on their regular attacks, but only have it as a prerequisite for improved drag :)

Zhangar, I was wondering how to advance the breath weapon myself, but I could not find any useful information pertaining to it, so I just left it as it were. :)

-Nearyn


Ah, if you want to advance the damage on the breath weapon - the charts in the Monster Creation section of the PRD are invaluable for working out troop numbers. Average damage on a strong attack for a CR 12 should be 55 points (about 16d6), or 41 points (about 12d6) on a low attack.

So I'd suggest the 12d6 if it's a move action with no recharge. 16d6 to 18d6 if you want it to be a standard action, or a move action with a recharge time, instead.


What an elegant solution. Thanks :)

-Nearyn

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