Custom Creature level?


Monsters and Hazards

Grand Lodge

I wondered if folks might give me some feedback on a custom creature. Any idea the level such a creature should be? I don't know exactly what the stat modifiers are just yet:
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Clockwork Golem
Slam +15
Athletics +13
Reaction: When an attack misses the clockwork Golem by <5, the Golem may use its reaction to attempt to disarm the attacker. If it does so, it may hold (but not wield) the weapon
1 action: if the Clockwork Golem begins its turn holding a disarmed weapon, it may apply its slam damage to the weapon as an action (no attack trait)
AC 22
TAC 20
HP 115
Resistance: physical 5 except adamantine

Immune: mind affecting and Critical Hit damage (special)

Vulnerable: on a critical, instead of applying extra damage to the golem, apply it as you would an object with hardness 5 (apply non-crit damage normally). The Clockwork Golem can take two dents without becoming broken, but each dent applies a -2 penalty to all dice rolls (including damage) and -2 to AC. A broken Clockwork Golem does not function, but it may be repaired by an expert craftsman. A destroyed Cloclwork Golem cannot be repaired and is a total loss.
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Thoughts?


You'll have a better time if you pick a level first. What level feels most appropriate for its role in the story? I can fill in the stat modifiers from there, but you need to pick a starting point. Its level would be equal to its PF1 CR, if that helps.

Grand Lodge

Captain Morgan wrote:
You'll have a better time if you pick a level first. What level feels most appropriate for its role in the story? I can fill in the stat modifiers from there, but you need to pick a starting point. Its level would be equal to its PF1 CR, if that helps.

Oh, my goal is level 5, but I didn't want to prejudice responses.


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tchrman35 wrote:
Captain Morgan wrote:
You'll have a better time if you pick a level first. What level feels most appropriate for its role in the story? I can fill in the stat modifiers from there, but you need to pick a starting point. Its level would be equal to its PF1 CR, if that helps.
Oh, my goal is level 5, but I didn't want to prejudice responses.

Level is the definitive factor of how monster stats are built. Without that, we really have nothing. Anyway, using this monster adjuster I lowered the level of the Flesh Golem from 8 to 5. That gives us a solid baseline. It stacks up nicely to actual 5th level monsters with similar tanky roles such as the Troll, Cyclops, or Lesser Earth Elemental. Adjust these stats to taste based on your vision of the creature.

CLOCKWORK GOLEM UNCOMMON CREATURE 5
Perception +9; darkvision
Languages —
Skill +1; Athletics +10
Str +5, Dex –1, Con +3, Int –5, Wis +0, Cha –5
AC 19, TAC 18; Fort +10, Ref +8, Will +6
HP 75; Immunities asleep, bleed, disease, death effects,
electricity, enervated, enfeebled, healing, magic (see below),
mental, necromancy, nonlethal attacks, paralysis, poison, stun;
Resistance physical 5 (except adamantine)

Speed 25 feet
Melee fist +13 (reach 10 feet), Damage 2d10+5 bludgeoning

I didn't touch your dent special vulnerability thing. TBH I haven't made up my mind if I am for or against it. It seems fine, but it seems a little like trying to reinvent the existing wheel that is construct armor.

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