Help with CR of custom monster / race...


Homebrew and House Rules


So part of my game revolves around creatures from the shadow plane that bleed over into this world in areas of darkness.

Not sure of I should make them as a series of monsters, some with SLAs (which I'm leaning towards) or a race that can get class levels.

Thematically, areas of darkness that are 'dark enough' (such as an area in shadow at night.. They can only 'spawn' in areas of percievable shadow- behind a building the PC's are in or a chimney is okay, but a closed box wont spawn them.. They can 'see' out of such areas, and wouldn't have motivation to spawn into a locked chest or a PC's backpack.

They despise light, and actually take damage when exposed to all light above low-light. Light-based damaging spells do double damage.
They do not have a physical body, and are more similiar to an ooze (being made of a slimy, slick, oil-like substance) and have DR/5 Magic

As a ranged attack, they may throw pieces of themselves (does no damage, but has three effects- 1, with a called shot, that may attempt to 'black out' lamps or extenguish light sources, temporarily blind players (1d4-2 rounds to remove, 1 full round option if soap is used- prestidigitation or 'flight's cast on it instantly removes it. It also functions as 'grease', and after 5 or more hit the same character or square, it is treated as difficult terrain)

I'm thinking about having them lose a HP everytime they use the attack, or have a subtype with the ability.

I'm really hoping for them to be scary, but not really deadly. They are able to use weapons, but unclassed they use natural attacks of some sort. They have a large circular mouth with needle-like teeth. I thought about some sort of venom with a mild effect, but I want to keep these critters CR-1 or less if possible.
They are dangerous, sure, but a few things-
They take damage from all light, and sunlight instantly kills them.
They retreat to the shadow plane (turn to liquid) at 1/2 HP.
They do not 'die' from lethal damage.. at 0, they turn to liquid and withdraw to the shadow plane.
They can turn to liquid and their move speed drops to 5. Yes, this means they can go under doors.

Their liquify ability takes 1 round- reforming (called solidify) takes 1 minute. (Ie, can easily be killed while reforming). They cannot make any actions as a liquid other than climb, walk, or solidify. (Maybe they can grapple, pin, or blind and suffocate as a liquid... argh, too difficult. Nevermind.)

I was going to give them the stat block of a kobold, with the extra abilities, and improved stealth and climb.

For spell-like abilities of the advanced versions, I was going to go with:
Darkness
Greater Darkness
Grease
Shadow Tentacles (Lesser version of black tentacles)
Obscuring Mist
Lesser Shadow Conjuration (limited uses of conjuration)

Advice on spells and all other elements are welcome. For my game, psionics are allowed (and half the players are playing psionics, along with a non-melee Druid and the other is probably going to be a bard...)

For the light extinguishing range attack, would a reflex save be appropriate?

I'm actually looking for any and all applicable advice, since I'm not experienced with monster building.

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