Sorry, the "extra actions" should be the monsters own list of "partial actions", such as being able to substitute attacks with combat maneuvers, not just extra "standard actions".  By RAW, grapple is a standard action, not replacing an attack, so you can't get multiple grapple attempts with multiple natural attacks like you could with trip or disarm attempts.  I might limit them to only one grapple/rape check per target, however.  Kind of spreading the "love".<br/><br/>The main reason I avoided HP damage was because these guys would be way overpowered if they could do normal damage too, since they have so much HP (again, because I needed to offset how long it took for them to actually get down to raping someone).  If they can rape someone faster, I can give them lower HP, which means them dealing normal HP damage won't be as overpowered, so I think that'll work.<br/><br/>I still want HP to tie into how much they can be raped before getting fucked silly, though, so I think I'll tie the "pleasure thresholds" to percentages of HP, with a character getting knocked unconscious/going ahegao when they fail too many saves.  That would still let me use con damage as an aphrodisiac, since lower con means less HP and lower thresholds.<br/><br/>The main question I have with that however, is how to use healing spells, as I'm likely going to ditch the whole ahegao damage thing and focus on pleasure being the "damage" you take from rape.  The concern I have, though, is if you get "healed" below one of the thresholds, do you have to save again when you go past it again?  I might say that when you get healed, the next threshold you pass is ignored (so long as you were above it before the heal), so healing a huge amount of HP will make the saves easier again, but it won't keep you from having to make them anyway.  I might also say that if you failed a save and then get healed past the threshold, the failed save is erased/you lose a level of fatigue.  So like, if a character has a threshold every 5 HP and they're at 11 pleasure, and get healed down to 7, they ignore the threshold at 10.  If they get healed down to 4, they ignore the threshold at 5, but not the one at 10.  If they were at 11 and had failed a save at 10, they'd erase the failed save, but then they wouldn't be able to ignore the threshold any more.<br/><br/>I might have to simplify that more, I'll sleep on the idea...<br/><br/>I'd have to actually research the armor damage/sunder rules, but I might do that instead.  Though I do think just clothing HP = AC+2 and a separate "armor damage" value might be easier to keep track of, though it wouldn't take into account special armors that are more durable.<br/><br/>Would it be overpowered if I said that a monster that has a girl pinned automatically succeeds on its check to maintain the grapple?  Or at least it needs to do the check, but failure just means it can't rape her this round, instead of her getting freed.