Ernir
2010-11-07, 01:31 PM
(If you are playing in my D2/D&D game, stay out! Until you succeed on your knowledge checks, anyway.)
The game Diablo 2 has a smattering of "templates" that can be applied to give any monster a specific theme. I'm looking for some feedback on how balanced these are, with regards to CR.
I did not have in mind allowing these for players, but if you have thoughts regarding that, please share. :smallsmile:
First, there is a new subtype. Any creature that gets one of the following templates acquires this subtype.
Boss Subtype
Bosses are powerful members of their race, not subject to a few of the limitations that plague their lesser cousins.
Immunity to possession, Enchantment [Compulsion] effects, and Enchantment [Charm] effects.
Immunity to Fear.
Immunity to Death effects.
Can use the Elite Array to modify its ability scores.
Gains maximum hit points for each hit die.
And then there are the actual templates. Please criticize!
Lightning Enhanced
Type:
A Lightning Enhanced creature gains the "boss" subtype.
Special Attacks:
Lightning-enhanced Attacks (Su): All of the creature's attacks with natural weapons, or manufactured weapons made of metal deal 1d6 points of electricity damage on a successful hit, in addition to their normal damage.
Lightning Retribution (Su): Whenever a Lightning Enhanced creature is dealt 5 or more points of damage, all enemies within a 30' radius burst immediately take 1d6 points of electricity damage per 3 HD the Lightning Enhanced creature has, minimum 1 (1d6 points at first HD, 2d6 at 3rd, 3d6 at 6th, 4d6 at 9th, and so on). A successful reflex save (DC 10 + 1/2 the Lightning Enhanced creature's HD + the Lightning Enhanced creature's Charisma modifier) halves this damage.
Special Qualities:
A Lightning-Enhanced creature gains a +4 bonus on saving throws against spells with the [Electricity] descriptor, and resistance to electricity equal to 5 + the Lightning-Enhanced Creature's HD. At 10th HD, the resistance is replaced with immunity to electricity.
Challenge Rating:
Same as the base creature, +2.
Fire Enhanced
Type:
A Fire Enhanced creature gains the "boss" subtype.
Special Attacks:
Fire-enhanced Attacks (Su): All of the creature's attacks with natural weapons, or manufactured weapons made of metal deal 1d6 points of fire damage on a successful hit, in addition to their normal damage.
Death Throes (Su): When a Fire Enhanced creature dies, all creatures within a 60' radius burst immediately take 1d6 points of fire damage per HD the Fire Enhanced creature had. A successful reflex save (DC 10 + 1/2 the Fire Enhanced creature's HD + the Fire Enhanced creature's Constitution modifier) halves this damage.
Special Qualities:
A Fire-Enhanced creature gains a +4 bonus on saving throws against spells with the [Fire] descriptor, and resistance to fire equal to 5 + the Fire-Enhanced Creature's HD. At 10th HD, the resistance is replaced with immunity to fire.
Challenge Rating:
Same as the base creature, +1.
Cold Enhanced
Type:
A Cold Enhanced creature gains the "boss" subtype.
Special Attacks:
Cold-enhanced Attacks (Su): All of the creature's attacks with natural weapons, or manufactured weapons made of metal deal 1d6 points of cold damage on a successful hit, in addition to their normal damage.
A creature who takes this cold damage from the Cold Enhanced creature's attacks must make a Fortitude save (DC 10 + 1/2 the Cold Enhanced creature's HD + the Cold Enhanced creature's Charisma modifier) or be affected as if by a Slow (http://www.d20srd.org/srd/spells/slow.htm) spell for 1 round.
Death Throes (Su): When a Cold Enhanced creature dies, all creatures within a 30' radius burst immediately take 1d6 points of cold damage per 2 HD the Cold Enhanced creature had, minimum 1 (1d6 points at first HD, 2d6 at 2nd HD, 3d6 at 4th HD, and so on.), and are subjected to a Slow (http://www.d20srd.org/srd/spells/slow.htm) effect for a number of rounds equal to the Cold Enhanced creature's HD. A successful reflex save (DC 10 + 1/2 the Cold Enhanced creature's HD + the Cold Enhanced creature's Constitution modifier) halves this damage and negates the Slow effect.
Special Qualities:
A Cold-Enhanced creature gains a +4 bonus on saving throws against spells with the [Cold] descriptor, and resistance to coldequal to 5 + the Cold-Enhanced Creature's HD. At 10th HD, the resistance is replaced with immunity to cold.
Challenge Rating:
Same as the base creature, +2.
Cursed
Type:
A Cursed creature gains the "boss" subtype.
Special Attacks:
Cursed Touch (Su): Whenever a Cursed creature lands a successful melee or ranged attack against another creature, the target must make a Will saving throw (DC + 1/2 the Cursed creature's HD + the Cursed creature's Charisma modifier) or be affected by a curse. This curse functions as a Bestow Curse (http://www.d20srd.org/srd/spells/bestowCurse.htm) spell, but its duration is only 1 round per HD of the Cursed creature.
Challenge Rating:
Same as the base creature, +1.
Extra Fast
Type:
An Extra Fast creature gains the "boss" subtype.
Special Qualities:
Fast (Su): An Extra Fast creature is constantly under a Haste (http://www.d20srd.org/srd/spells/haste.htm) effect, as the spell.
Feats:
An Extra Fast creature gains Spring Attack and Whirlwind Attack as bonus feats, even if it does not meet the prerequisites.
Challenge Rating:
Same as the base creature, +2.
Magic Resistant
Type:
A Magic Resistant creature gains the "boss" subtype.
Special Attacks:
Dispel Magic: (Sp) A Magic Resistant creature can use Greater Dispel Magic (http://www.d20srd.org/srd/spells/dispelmagicgreater.htm), at will, as a caster of a level equal to the Magic Resistant creature's HD.
Special Qualities:
Spell Resistance equal to 12 + HD.
The Mettle special ability, as the Hexblade class feature.
Challenge Rating:
Same as the base creature, +1.
Mana Burning
Type:
A Mana Burning creature gains the "boss" subtype.
Special Attacks:
Draining Strike: (Su) Whenever a Mana Burning creature hits another with a melee or ranged attack, the target loses spell slots, power points, and essentia as if it had gained a negative level (http://www.d20srd.org/srd/specialAbilities.htm#energyDrainAndNegativeLevels) . This "negative level" is not a negative energy effect (and as such, Death Ward and similar protections against Negative Energy do not apply). It never reduces a target's d20 rolls, does not threaten to kill when the accumulated negative levels equal the target's HD, they only affect spells, powers, and soulmelds. The drain lasts for 24 hours.
Special Qualities:
Resistance to fire, cold, electricity, acid and sonic 5. This resistance
increases to 10 at 10th HD.
Challenge Rating:
Same as the base creature, +1.
Multishot
Type:
A Multishot creature gains the "boss" subtype.
Special Attacks:
Multishot (Ex): On each ranged attack that a Multishot creature makes, it may choose an additional number of squares equal to its HD/2 (minimum 1). These squares must be connected (with a full side, corner connections are insufficient) to the square of the target of the attack, or another selected square. The Multishot creature may not select a square out of range of the original ranged attack (or a square whose occupants or otherwise not a valid target). The ranged attack affects all targets in the selected squares.
This special attack can be used with any ranged attack, even ranged touch attacks or spells involving ranged attacks.
Challenge Rating:
Same as the base creature, +1 (Beholder +4).
Stone Skin
Type:
A Stone Skin creature gains the "boss" subtype.
Special Qualities
Hardened Skin (Ex): A Stone Skin creature gains damage reduction overcome by adamantine equal to 5 + the Stone Skin creature's HD, as well as a natural armor bonus equal to its Constitution modifier.
Challenge Rating:
Same as the base creature, +1.
Extra Strong
Type:
An Extra Strong creature gains the "boss" subtype.
Special Qualities
An Extra Strong monster gains the Powerful Build special quality, as the half giant (http://www.d20srd.org/srd/psionic/monsters/halfGiant.htm) racial ability.
Abilities:
Strength +4, Constitution +4.
Challenge Rating:
Same as the base creature, +1.
Spectral Hit
Type:
A Spectral Hit creature gains the "boss" subtype.
Special Attacks:
Prismatic blow (Su): When a Spectral Hit creature makes a successful attack with a natural or manufactured weapon, the target suffers another,
secondary effect, as shown on the table below:
RollEffect
11d6 points of fire damage per 3 HD (minimum 1), reflex half
21d6 points of cold damage per 3 HD (minimum 1), reflex half. Target must make a fort save or be Slowed for 1 round.
31d6 points of electricity damage per 2 HD, reflex half.
4Poison: 1d8 Constitution damage initial and secondary, fortitude negates as normal for poison
5Confused for 1 round, will negates
6Stunned for 1 round, fortitude negates
7Paralyzed for 1 minute, will negates
8Roll again twice
All references to "HD" mean the HD of the Spectral Hit creature, and the saving throw DCs are equal to 10 + 1/2 the Spectral Hit creature's HD + the Spectral Hit creature's Charisma modifier.
Special Qualities:
Resistance to fire, cold, electricity, and acid 5. This resistance increases to 10 at 10th HD.
Challenge Rating:
Same as the base creature, +1.
Champions are not true Bosses, but still more formidable than most of their kind. Champions are usually encountered in groups, such as serving as elite bodyguards for a Boss.
True Champion
Special Qualities:
Elite (Ex): A True Champion can use the Elite Array to modify its ability scores.
Trained (Ex): A True Champion gains a bonus feat. This feat can be any feat for which it qualifies.
Exceptional (Ex): A True Champion of 5 HD or more gains an enhancement bonus to its ability scores. At first, this is a +2 enhancement bonus to one ability score. At 10th level, it gains an extra +2 bonus to that score, and a +2 bonus to another ability score. At 15th level, it gains an extra +2 bonus to those two scores, and a +2 bonus to a third ability score. At 20th level, it gains an extra +2 bonus to those three scores, and a +2 bonus to a fourth ability score.
Resilient (Ex): A True Champion gains a Resistance bonus to its saving throws equal to one-fourth its HD, minimum 1.
Challenge Rating:
Same as the base creature, +1.
Ghostly
Type:
A Ghostly creature gains the incorporeal (http://www.d20srd.org/srd/typesSubtypes.htm#incorporealSubtype) subtype.
Special Attacks:
Numbing touch: A creature struck in melee by a Ghostly creature's attack must make a Fortitude save (DC 10 + 1/2 the Ghostly creature's HD + the Ghostly creature's Charisma modifier) or be affected as if by a Slow (http://www.d20srd.org/srd/spells/slow.htm) spell for 1 round.
Challenge Rating:
Same as the base creature, +2.
Fanatic
Speed:
As base creature, +10 feet to all modes of movement.
Special Qualities:
Inspired (Ex): A Fanatic creature gains a morale bonus to attack and damage rolls as if it were under the influence of Inspire Courage from a Bard of a level equal to the Fanatic creature's HD (+1 at first HD, +2 at 8th HD, +3 at 14th HD, +4 at 20th HD).
Fearless (Ex): A Fanatic creature is immune to Fear.
Beyond death (Ex): A Fanatic creature gains Diehard (http://www.d20srd.org/srd/feats.htm#diehard) as a bonus feat, even if it does not meet the prerequisites.
Challenge Rating:
Same as the base creature, +1.
Berserker
Special Attacks:
Dangerous (Ex): A Berserker's weapon attacks deal double damage.
Special Qualities:
Heedless (Ex): A Berserker takes 50% extra damage from weapon attacks.
Challenge Rating:
Same as the base creature, +1.
Possessed:
Abilities:
Strength +4, Charisma -4.
Special Qualities:
Mind not its own: A possessed creature gains immunity to all Mind-Affecting abilities.
Uncaring fortitude: A possessed creature is immune to pain effects, gains maximum hit points for each HD, and gains Improved Toughness as a bonus feat.
Challenge Rating:
Same as the base creature, +1.
The game Diablo 2 has a smattering of "templates" that can be applied to give any monster a specific theme. I'm looking for some feedback on how balanced these are, with regards to CR.
I did not have in mind allowing these for players, but if you have thoughts regarding that, please share. :smallsmile:
First, there is a new subtype. Any creature that gets one of the following templates acquires this subtype.
Boss Subtype
Bosses are powerful members of their race, not subject to a few of the limitations that plague their lesser cousins.
Immunity to possession, Enchantment [Compulsion] effects, and Enchantment [Charm] effects.
Immunity to Fear.
Immunity to Death effects.
Can use the Elite Array to modify its ability scores.
Gains maximum hit points for each hit die.
And then there are the actual templates. Please criticize!
Lightning Enhanced
Type:
A Lightning Enhanced creature gains the "boss" subtype.
Special Attacks:
Lightning-enhanced Attacks (Su): All of the creature's attacks with natural weapons, or manufactured weapons made of metal deal 1d6 points of electricity damage on a successful hit, in addition to their normal damage.
Lightning Retribution (Su): Whenever a Lightning Enhanced creature is dealt 5 or more points of damage, all enemies within a 30' radius burst immediately take 1d6 points of electricity damage per 3 HD the Lightning Enhanced creature has, minimum 1 (1d6 points at first HD, 2d6 at 3rd, 3d6 at 6th, 4d6 at 9th, and so on). A successful reflex save (DC 10 + 1/2 the Lightning Enhanced creature's HD + the Lightning Enhanced creature's Charisma modifier) halves this damage.
Special Qualities:
A Lightning-Enhanced creature gains a +4 bonus on saving throws against spells with the [Electricity] descriptor, and resistance to electricity equal to 5 + the Lightning-Enhanced Creature's HD. At 10th HD, the resistance is replaced with immunity to electricity.
Challenge Rating:
Same as the base creature, +2.
Fire Enhanced
Type:
A Fire Enhanced creature gains the "boss" subtype.
Special Attacks:
Fire-enhanced Attacks (Su): All of the creature's attacks with natural weapons, or manufactured weapons made of metal deal 1d6 points of fire damage on a successful hit, in addition to their normal damage.
Death Throes (Su): When a Fire Enhanced creature dies, all creatures within a 60' radius burst immediately take 1d6 points of fire damage per HD the Fire Enhanced creature had. A successful reflex save (DC 10 + 1/2 the Fire Enhanced creature's HD + the Fire Enhanced creature's Constitution modifier) halves this damage.
Special Qualities:
A Fire-Enhanced creature gains a +4 bonus on saving throws against spells with the [Fire] descriptor, and resistance to fire equal to 5 + the Fire-Enhanced Creature's HD. At 10th HD, the resistance is replaced with immunity to fire.
Challenge Rating:
Same as the base creature, +1.
Cold Enhanced
Type:
A Cold Enhanced creature gains the "boss" subtype.
Special Attacks:
Cold-enhanced Attacks (Su): All of the creature's attacks with natural weapons, or manufactured weapons made of metal deal 1d6 points of cold damage on a successful hit, in addition to their normal damage.
A creature who takes this cold damage from the Cold Enhanced creature's attacks must make a Fortitude save (DC 10 + 1/2 the Cold Enhanced creature's HD + the Cold Enhanced creature's Charisma modifier) or be affected as if by a Slow (http://www.d20srd.org/srd/spells/slow.htm) spell for 1 round.
Death Throes (Su): When a Cold Enhanced creature dies, all creatures within a 30' radius burst immediately take 1d6 points of cold damage per 2 HD the Cold Enhanced creature had, minimum 1 (1d6 points at first HD, 2d6 at 2nd HD, 3d6 at 4th HD, and so on.), and are subjected to a Slow (http://www.d20srd.org/srd/spells/slow.htm) effect for a number of rounds equal to the Cold Enhanced creature's HD. A successful reflex save (DC 10 + 1/2 the Cold Enhanced creature's HD + the Cold Enhanced creature's Constitution modifier) halves this damage and negates the Slow effect.
Special Qualities:
A Cold-Enhanced creature gains a +4 bonus on saving throws against spells with the [Cold] descriptor, and resistance to coldequal to 5 + the Cold-Enhanced Creature's HD. At 10th HD, the resistance is replaced with immunity to cold.
Challenge Rating:
Same as the base creature, +2.
Cursed
Type:
A Cursed creature gains the "boss" subtype.
Special Attacks:
Cursed Touch (Su): Whenever a Cursed creature lands a successful melee or ranged attack against another creature, the target must make a Will saving throw (DC + 1/2 the Cursed creature's HD + the Cursed creature's Charisma modifier) or be affected by a curse. This curse functions as a Bestow Curse (http://www.d20srd.org/srd/spells/bestowCurse.htm) spell, but its duration is only 1 round per HD of the Cursed creature.
Challenge Rating:
Same as the base creature, +1.
Extra Fast
Type:
An Extra Fast creature gains the "boss" subtype.
Special Qualities:
Fast (Su): An Extra Fast creature is constantly under a Haste (http://www.d20srd.org/srd/spells/haste.htm) effect, as the spell.
Feats:
An Extra Fast creature gains Spring Attack and Whirlwind Attack as bonus feats, even if it does not meet the prerequisites.
Challenge Rating:
Same as the base creature, +2.
Magic Resistant
Type:
A Magic Resistant creature gains the "boss" subtype.
Special Attacks:
Dispel Magic: (Sp) A Magic Resistant creature can use Greater Dispel Magic (http://www.d20srd.org/srd/spells/dispelmagicgreater.htm), at will, as a caster of a level equal to the Magic Resistant creature's HD.
Special Qualities:
Spell Resistance equal to 12 + HD.
The Mettle special ability, as the Hexblade class feature.
Challenge Rating:
Same as the base creature, +1.
Mana Burning
Type:
A Mana Burning creature gains the "boss" subtype.
Special Attacks:
Draining Strike: (Su) Whenever a Mana Burning creature hits another with a melee or ranged attack, the target loses spell slots, power points, and essentia as if it had gained a negative level (http://www.d20srd.org/srd/specialAbilities.htm#energyDrainAndNegativeLevels) . This "negative level" is not a negative energy effect (and as such, Death Ward and similar protections against Negative Energy do not apply). It never reduces a target's d20 rolls, does not threaten to kill when the accumulated negative levels equal the target's HD, they only affect spells, powers, and soulmelds. The drain lasts for 24 hours.
Special Qualities:
Resistance to fire, cold, electricity, acid and sonic 5. This resistance
increases to 10 at 10th HD.
Challenge Rating:
Same as the base creature, +1.
Multishot
Type:
A Multishot creature gains the "boss" subtype.
Special Attacks:
Multishot (Ex): On each ranged attack that a Multishot creature makes, it may choose an additional number of squares equal to its HD/2 (minimum 1). These squares must be connected (with a full side, corner connections are insufficient) to the square of the target of the attack, or another selected square. The Multishot creature may not select a square out of range of the original ranged attack (or a square whose occupants or otherwise not a valid target). The ranged attack affects all targets in the selected squares.
This special attack can be used with any ranged attack, even ranged touch attacks or spells involving ranged attacks.
Challenge Rating:
Same as the base creature, +1 (Beholder +4).
Stone Skin
Type:
A Stone Skin creature gains the "boss" subtype.
Special Qualities
Hardened Skin (Ex): A Stone Skin creature gains damage reduction overcome by adamantine equal to 5 + the Stone Skin creature's HD, as well as a natural armor bonus equal to its Constitution modifier.
Challenge Rating:
Same as the base creature, +1.
Extra Strong
Type:
An Extra Strong creature gains the "boss" subtype.
Special Qualities
An Extra Strong monster gains the Powerful Build special quality, as the half giant (http://www.d20srd.org/srd/psionic/monsters/halfGiant.htm) racial ability.
Abilities:
Strength +4, Constitution +4.
Challenge Rating:
Same as the base creature, +1.
Spectral Hit
Type:
A Spectral Hit creature gains the "boss" subtype.
Special Attacks:
Prismatic blow (Su): When a Spectral Hit creature makes a successful attack with a natural or manufactured weapon, the target suffers another,
secondary effect, as shown on the table below:
RollEffect
11d6 points of fire damage per 3 HD (minimum 1), reflex half
21d6 points of cold damage per 3 HD (minimum 1), reflex half. Target must make a fort save or be Slowed for 1 round.
31d6 points of electricity damage per 2 HD, reflex half.
4Poison: 1d8 Constitution damage initial and secondary, fortitude negates as normal for poison
5Confused for 1 round, will negates
6Stunned for 1 round, fortitude negates
7Paralyzed for 1 minute, will negates
8Roll again twice
All references to "HD" mean the HD of the Spectral Hit creature, and the saving throw DCs are equal to 10 + 1/2 the Spectral Hit creature's HD + the Spectral Hit creature's Charisma modifier.
Special Qualities:
Resistance to fire, cold, electricity, and acid 5. This resistance increases to 10 at 10th HD.
Challenge Rating:
Same as the base creature, +1.
Champions are not true Bosses, but still more formidable than most of their kind. Champions are usually encountered in groups, such as serving as elite bodyguards for a Boss.
True Champion
Special Qualities:
Elite (Ex): A True Champion can use the Elite Array to modify its ability scores.
Trained (Ex): A True Champion gains a bonus feat. This feat can be any feat for which it qualifies.
Exceptional (Ex): A True Champion of 5 HD or more gains an enhancement bonus to its ability scores. At first, this is a +2 enhancement bonus to one ability score. At 10th level, it gains an extra +2 bonus to that score, and a +2 bonus to another ability score. At 15th level, it gains an extra +2 bonus to those two scores, and a +2 bonus to a third ability score. At 20th level, it gains an extra +2 bonus to those three scores, and a +2 bonus to a fourth ability score.
Resilient (Ex): A True Champion gains a Resistance bonus to its saving throws equal to one-fourth its HD, minimum 1.
Challenge Rating:
Same as the base creature, +1.
Ghostly
Type:
A Ghostly creature gains the incorporeal (http://www.d20srd.org/srd/typesSubtypes.htm#incorporealSubtype) subtype.
Special Attacks:
Numbing touch: A creature struck in melee by a Ghostly creature's attack must make a Fortitude save (DC 10 + 1/2 the Ghostly creature's HD + the Ghostly creature's Charisma modifier) or be affected as if by a Slow (http://www.d20srd.org/srd/spells/slow.htm) spell for 1 round.
Challenge Rating:
Same as the base creature, +2.
Fanatic
Speed:
As base creature, +10 feet to all modes of movement.
Special Qualities:
Inspired (Ex): A Fanatic creature gains a morale bonus to attack and damage rolls as if it were under the influence of Inspire Courage from a Bard of a level equal to the Fanatic creature's HD (+1 at first HD, +2 at 8th HD, +3 at 14th HD, +4 at 20th HD).
Fearless (Ex): A Fanatic creature is immune to Fear.
Beyond death (Ex): A Fanatic creature gains Diehard (http://www.d20srd.org/srd/feats.htm#diehard) as a bonus feat, even if it does not meet the prerequisites.
Challenge Rating:
Same as the base creature, +1.
Berserker
Special Attacks:
Dangerous (Ex): A Berserker's weapon attacks deal double damage.
Special Qualities:
Heedless (Ex): A Berserker takes 50% extra damage from weapon attacks.
Challenge Rating:
Same as the base creature, +1.
Possessed:
Abilities:
Strength +4, Charisma -4.
Special Qualities:
Mind not its own: A possessed creature gains immunity to all Mind-Affecting abilities.
Uncaring fortitude: A possessed creature is immune to pain effects, gains maximum hit points for each HD, and gains Improved Toughness as a bonus feat.
Challenge Rating:
Same as the base creature, +1.