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Post by Deleted on May 24, 2015 19:34:51 GMT
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Post by joatmoniac on May 25, 2015 5:59:44 GMT
I think that you have an awesome concept going. Given an AC of 19 and both the trip and improved grab mechanics I can see why the creature might be a CR3. The only thing that seems low to me would be the health. I would have thought that 2d10+2 would give 13hp due to the average of a d10 being 5.5. I would bump up the HP and set them loose on your players. That is the other option to make the creature stronger, have a pack of dogmen. If it is supposed to be more of a solo creature I would definitely boost the hit points.
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Dogman
May 25, 2015 17:00:46 GMT
Post by Deleted on May 25, 2015 17:00:46 GMT
Ah, math error. Thanks! My party is EL2 currently, but I want it to be a challenge for just one of them. I might sick the Dogman on them next session.
I also am considering fudging the AC down a bit and adding DR. That way they are constantly hitting it for little damage, and it recovers. Makes is scarier.
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Dogman
May 25, 2015 17:05:08 GMT
Post by Deleted on May 25, 2015 17:05:08 GMT
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Post by joatmoniac on May 26, 2015 4:54:30 GMT
Yeah, as a solo monster it would definitely need some extra ho to send home the scariness. To help I would also play up the regeneration really big. The other thing would be to have it attack out of nowhere or maybe stalk the party and jump out. I like bringing the AC down and adding in DR. The monster, to me, seems scary that it can take the hits and keep coming more than just avoiding the hits. Can't wait to hear about how your players do!
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Post by Deleted on May 26, 2015 15:22:09 GMT
Yeah, I thinking adding 4 or so HD, adding DR 5/magic and cold iron upping the fast healing to 5, and getting rid of the natural armor AC bonus entirely, and then increasing the CR by 2 or so is the way to go.
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Dogman
May 27, 2015 3:20:37 GMT
Post by DM Mitch on May 27, 2015 3:20:37 GMT
I decided to use this in part because of the reference to the Michigan Dogman on the show. Yeeeees!
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Post by Deleted on May 28, 2015 18:55:58 GMT
So, doing some thinking...I think the DR/cold iron and magic is too much. That is too hard to bypass. So, I'm going to go with DR 5/Bludgeoning and magic and play that as it having a hide that is hard to pierce or slash through. I'm going to make it so the claw attacks trip and the bite grapples because that makes more sense to me.
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Post by joatmoniac on May 28, 2015 19:03:31 GMT
Yeah, that is a lot for them to get through. The other explanation for the DR/bludgeoning could be tied to the fast healing. Slashes and stabs being easier to heal than blunt force trauma and all that.
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Post by Deleted on Jun 2, 2015 15:55:52 GMT
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Post by Deleted on Jun 2, 2015 15:56:51 GMT
Version 2. No natural armor, DR 5/bludgeoning. I'll increase the HD a bit, add a fear effect and re-adjust the CR.
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Post by Deleted on Jun 2, 2015 16:10:27 GMT
So..I checked fear auras, frightful presence...none really capture what I want. Here is a quick and dirty version.
Unearthly Howl(Su): Will save: DC=+1/2 HD+Cha mod 30 foot radius spread centered on the Dogman Swift action Fail will save=shaken, pass=no effect A creature that succeeds any will save cannot be effected by the same Dogman's Unearthly Howl for 24 hours. Subsequent Howls move the creature along from shaken to frightened, from frightened to panicked if each will save is saved..
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Dogman
Aug 25, 2015 2:02:53 GMT
via mobile
Post by Yuraiel on Aug 25, 2015 2:02:53 GMT
Im liking where this is going and the howl is perfect. I think after a HD bump you're looking at very solid CR 4
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