Author Topic: Oslecamo's guide for DMs to improve their monsters-Discussion Thread  (Read 21504 times)

Offline Elevevated Beat

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Re: Oslecamo's guide for DMs to improve their monsters-Discussion Thread
« Reply #40 on: April 24, 2013, 02:48:49 AM »
I seem to be a bit late on the bandwagon with this, but thank you. I will no doubt be clicking through frequently for the next year or so as I come to terms with DMing (assuming my campaign starts within the next couple of weeks :-\)
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Offline Thurb@ne

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Re: Oslecamo's guide for DMs to improve their monsters-Discussion Thread
« Reply #41 on: July 14, 2013, 08:40:42 PM »
I have found another (effectively) +0 CR template: Hivenest (Dungeonscape).

The CR of the encounter is equal to the base monster, plus the swarms released - exactly as it would be if they were encountered just as a mixed group.

CR +0 templates
Bone Creature (BV)
Dragonborn of Bahamut (RDr)
Dungeonbred Monster (Du)
Hivenest Monster* (Du)
Necropolitan (LM)
Primordial Giant (SX)
Tainted Raver (HoH)
Yuan-ti Broodguard (SS)

Dark Creature (TM) (CR +0 or CR +1 depending on the base creature)
Vecna-blooded (MM5) (after the template has been lost, only the Cloak of Mystery ability remains)
Xorvintaal Dragon (MM5) (rises to CR +1 or higher if extra abilities are added)

CR +0 when applied to creatures of 3HD or less
Anarchic Creature (PlH)
Axiomatic Creature (PlH)
Celestial (MM)
Element Creature (MP)
Entropic Creature (PlH)
Fiendish (MM)
Psuedonatural (LoM)
Spellwarped (MM3)

CR = x 0.5
Incarnate Construct

DMG2 CR+0 NPC traits
Graced from outside
Guardian spirit
Lifemate
Poisonlaced
Prodigy
« Last Edit: July 16, 2013, 10:09:35 PM by Thurb@ne »

Offline chaos_redefined

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Re: Oslecamo's guide for DMs to improve their monsters-Discussion Thread
« Reply #42 on: March 17, 2014, 08:21:22 AM »
Eberron Campaign Setting also gave the +0 template Magebred.  If +4 strength, +2 con and +2 dex isn't enough, get a speed boost and a natural armor boost as well!

On a different topic, what templates give Spell Resistance?  You mention Spellwarped, which can easily end up at +2 CR.  I was wondering if there were any that were always +1 CR?

Offline Hades

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Re: Oslecamo's guide for DMs to improve their monsters-Discussion Thread
« Reply #43 on: March 28, 2014, 06:12:05 AM »
That's a VERY simple (and classic thing), but it could help.

Just a plain, simple "orc barbarian 1"

With their +4 str, even with low point buy they can get 18 str. Let's give them greataxes.

They're a CR 1 monster that, when raging, have a +7 on hit and deal 1d12+9 damage.

I think that they could be "mooks" that can be relevant even at level 5-6, being able to hit AC in the low 20s without too many troubles, and dealing about 15 damage on every hit.

A greater barghest could be a cool "boss" to them, since he can buff them pre fight with Mass Enlarge Person and Mass Bull's Strength.

Buffed, those orcs would hit with a +9 bonus, and deal 3d6+13 damage.

Sure, they would be easy to hit, be vulnerable to sleep or mind affecting spells, but when they hit, they'll hurt.

Instead of orcs, we can use Goliath and stack Mountain Rage and Reckless Rage. That will give an impressive +8 str bonus on them while raging.
« Last Edit: March 28, 2014, 06:15:27 AM by Hades »

Offline oslecamo

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Re: Oslecamo's guide for DMs to improve their monsters-Discussion Thread
« Reply #44 on: April 02, 2014, 11:20:49 AM »
Really should check this more often. :P

Yeah, orc barbarian 1 is pretty simple and pretty good, but don't forget javelins so they have a ranged option. I really should stat some of those up, some minutes should be enough.

Eberron Campaign Setting also gave the +0 template Magebred.  If +4 strength, +2 con and +2 dex isn't enough, get a speed boost and a natural armor boost as well!
Added, thanks!

On a different topic, what templates give Spell Resistance?  You mention Spellwarped, which can easily end up at +2 CR.  I was wondering if there were any that were always +1 CR?
Celestial, Fiendish and friends grant low SR for +0/+1/+2 CR increase depending on their HD along with other goodies.

There's also a draconic feat that grants SR, can be combined with dragon blood if I'm not mistaken.





Offline phaedrusxy

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Re: Oslecamo's guide for DMs to improve their monsters-Discussion Thread
« Reply #45 on: April 02, 2014, 07:17:58 PM »
That's a VERY simple (and classic thing), but it could help.

Just a plain, simple "orc barbarian 1"

With their +4 str, even with low point buy they can get 18 str. Let's give them greataxes.

They're a CR 1 monster that, when raging, have a +7 on hit and deal 1d12+9 damage.

I think that they could be "mooks" that can be relevant even at level 5-6, being able to hit AC in the low 20s without too many troubles, and dealing about 15 damage on every hit.
I've used orc barb 1/rogue 1 "mooks" duel wielding saps, "bossed" by a 3rd level wizard (or 5th level, or a couple of them, depending on party level) as a group of "slavers". The wizards are armed with Glitterdust/Stinking Cloud/etc.

Between rage, flanking, and going against potentially blinded/nausated creatures, the mooks can dish out lots of damage fast.

Start them off unmoving and with total concealment/cover and the PCs won't even get Spot checks. One of the wizards' familiars can act as a "spotter" to alert the baddies when the PCs are within the ambush zone.

This is simple and works quite well against most mid level PC groups, if they aren't super optimized. Against groups with Mindsight, use a similar setup with a "flock" of mindless undead and a necromancer disguised as a helpless beggar or something. :D
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Offline Craiconn

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Re: Oslecamo's guide for DMs to improve their monsters-Discussion Thread
« Reply #46 on: April 02, 2014, 11:47:23 PM »
I pointed out Oslecamo's Guide to my DM awhile back.  In a way, I kinda regret it.   :tongue  Combat encounters did NOT get easier.

I'm surprised there's not mention of the Monster-Manual-friendly (but not SRD-friendly) Choker.  Clocking in at CR 2 with 3 HD ... it's an ideal "customizable building block monster" for a DM at nearly all levels of play - whether sending up against typical adventuring parties or shit-hot CharOp Superstars.  It's Quickness [Su] ability as well as its 10' reach on such a small chassis makes for a wide-array of villain archetypes regarding template additions, character class additions, you name it.

Offline Hades

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Re: Oslecamo's guide for DMs to improve their monsters-Discussion Thread
« Reply #47 on: April 03, 2014, 05:40:49 AM »
That "Quickness" ability is truly impressive.

It resolves part of the "solo monster problem", and for a caster that translates in a "free quicken spell".

I pointed out Oslecamo's Guide to my DM awhile back.  In a way, I kinda regret it.   :tongue  Combat encounters did NOT get easier.

 :lmao

If that doesn't become "total party kill" I think that's ok :)

I remember once, during a Dark Sun 3.5 campaign, I putted at the end of a dungeon a sort of "cleric ghost". At the end of the fight the party won. They were all alive, but everyone during the fight went to negative hp at least once, at at the end of the battle they had no cure anymore. When I realized that I thought "wow... THAT was a fitting "boss battle"!"

Offline Skyrock

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Re: Oslecamo's guide for DMs to improve their monsters-Discussion Thread
« Reply #48 on: April 29, 2019, 03:21:26 PM »
Another very valuable non-core feat for low-CR minions: Law Devotion. Activated as a swift action, lasts a full minute (which is longer than most minions live), and gives a whopping +3 to attack rolls. Especially for straightforward melee minions like orcs or warriors this is valuable to have a realistic chance to hit high AC PCs.

(Chaos Devotion is similar, but more swingy as there is a 50:50 chance that the bonus goes to either attack rolls or AC. Still, with a large enough minion group the laws of large numbers should leave at least some with a viable attack bonus every round.)

Offline TC X0 Lt 0X

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Re: Oslecamo's guide for DMs to improve their monsters-Discussion Thread
« Reply #49 on: April 30, 2019, 02:07:05 PM »
Another very valuable non-core feat for low-CR minions: Law Devotion. Activated as a swift action, lasts a full minute (which is longer than most minions live), and gives a whopping +3 to attack rolls. Especially for straightforward melee minions like orcs or warriors this is valuable to have a realistic chance to hit high AC PCs.

(Chaos Devotion is similar, but more swingy as there is a 50:50 chance that the bonus goes to either attack rolls or AC. Still, with a large enough minion group the laws of large numbers should leave at least some with a viable attack bonus every round.)

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Offline oslecamo

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Re: Oslecamo's guide for DMs to improve their monsters-Discussion Thread
« Reply #50 on: May 04, 2019, 10:42:56 PM »
Thanks, added Chaos and Law devotion!