Rift_Wolf
2008-05-29, 08:17 AM
I'm putting together Elemental temples in my homebrew, I wanted the temple of Fire to have a phoenix-like creature as the boss, but after putting what is on paper a cr6 creature together, I think putting an actual phoenix at the end would be a lot safer.
Fire Elemental Giant Eagle of Legend CR6
Large Elemental (Fire)
HD 4d8+24 (42hp)
Initiative: +10
Speed: 10ft, 80ft fly (Perfect)
Str: 28 (+9) Dex: 23 (+6) Con 22: (+6) Int: 12 (+1) Wis: 16 (+3) Cha: 14 (+2)
AC: 23 (-1 Size, +6 Dex, +8 Natural) Touch: 15, Flat-footed: 17
BAB/Grapple: +4/+17
Attack: Claw +12 (1d6+9 plus burn)
Full Attack: 2 claws +12 (1d6+9 plus burn) and bite +10 (1d8+4 plus burn)
Saves: Fort+12, Ref+12, Will+7
Skills: Listen+10, Spot+14, Sense Motive+10
Feats: Improved Flightx2, Improved Initiative, Multiattack
SA- Burn (DC18 reflex or catch fire for 1d4 rounds), Heat (1d4 fire damage on contact), Breath weapon (DC18, 3d6 fire) 1d4 rounds cooldown
SQ- Fire Immunity, Cold Vulnerability, Evasion, Darkvision, SR 12, Fast Healing 5
I don't want to be playing with kid gloves on (I've already nerfed it by spunking two feats on Improved Flight), but I also don't want to pit the players against something which can avoid almost every attack (The group I have aren't super-optimised) thanks to high AC, high saves and evasion. Should I bump up the CR and stop the players entering the temple till they're higher level? (Currently all level 5, though I plan to bring the temples in at level 6)
Fire Elemental Giant Eagle of Legend CR6
Large Elemental (Fire)
HD 4d8+24 (42hp)
Initiative: +10
Speed: 10ft, 80ft fly (Perfect)
Str: 28 (+9) Dex: 23 (+6) Con 22: (+6) Int: 12 (+1) Wis: 16 (+3) Cha: 14 (+2)
AC: 23 (-1 Size, +6 Dex, +8 Natural) Touch: 15, Flat-footed: 17
BAB/Grapple: +4/+17
Attack: Claw +12 (1d6+9 plus burn)
Full Attack: 2 claws +12 (1d6+9 plus burn) and bite +10 (1d8+4 plus burn)
Saves: Fort+12, Ref+12, Will+7
Skills: Listen+10, Spot+14, Sense Motive+10
Feats: Improved Flightx2, Improved Initiative, Multiattack
SA- Burn (DC18 reflex or catch fire for 1d4 rounds), Heat (1d4 fire damage on contact), Breath weapon (DC18, 3d6 fire) 1d4 rounds cooldown
SQ- Fire Immunity, Cold Vulnerability, Evasion, Darkvision, SR 12, Fast Healing 5
I don't want to be playing with kid gloves on (I've already nerfed it by spunking two feats on Improved Flight), but I also don't want to pit the players against something which can avoid almost every attack (The group I have aren't super-optimised) thanks to high AC, high saves and evasion. Should I bump up the CR and stop the players entering the temple till they're higher level? (Currently all level 5, though I plan to bring the temples in at level 6)