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Arkhios
2016-03-13, 07:24 AM
As the topic reads, I'm trying to (Challenge) Rate certain creatures appropriately, so I won't blatantly overkill my players (but still provide a serious challenge).

Medium half-dragon beast, unaligned
Armor Class 14 (natural armor)
Hit Points 75 (10d8 + 20)
Speed 30ft., climb 30ft.
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STR 16 (+3) DEX 15 (+2) CON 14 (+2) INT 3 (- 4) WIS 10 (+0) CHA 10 (+0)
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Senses blindsight 10 ft., darkvision 60ft., passive Perception 10
Depends on chromatic type.
Languages Draconic (understands but can't speak)
Challenge 3

ACTIONS
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Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (1d10 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.
Rage (once per long rest). As a Bonus Action on its turn, a Monitor Drake can enter rage for 1 minute. While raging, the Monitor Drake gains Multiattack (one bite & one claw), deals 2 extra damage with its melee attacks, and gains resistance against bludgeoning, piercing, and slashing damage.
Depends on Chromatic type. The Half-Dragon Monitor Lizard uses one of the following breath weapons.
Acid Breath. The monitor drake exhales acid in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.
Slowing Breath. The monitor drake exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.


Large aberration, unaligned
Armor Class 13 (natural armor)
Hit Points 85 (10d10 + 30)
Speed 20ft., swim 20ft.
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STR 18 (+4) DEX 8 (-1) CON 16 (+3) INT 5 (-3) WIS 10 (+0) CHA 5 (-3)
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Skills Stealth +5
Damage Resistances cold, fire
Damage Immunities lightning, psychic
Condition Immunities blinded, deafened, exhaustion, frightened
Senses blindsight 60ft. (blind beyond this radius), passive Perception 10
Languages
Challenge 6
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Lightning Affinity. Whenever the shambling horror is subjected to lightning damage, it takes no damage and gains a number of temporary hit points equal to the lightning damage dealt. These temporary hit points stack with those gained from Psychic Affinity if both are gained simultaneously, otherwise the highest amount overlaps.
Psychic Affinity. Whenever the shambling horror is subjected to psychic damage, it takes no damage and gains a number of temporary hit points equal to the psychic damage dealt. These temporary hit points stack with those gained from Lightning Affinity if both are gained simultaneously, otherwise the highest amount overlaps.
Horrific Aura. When a creature ends its turn within 10 feet from the Horror, it must succeed on a DC 14 saving throw (Sanity or Wisdom, whichever is better). On a failed save, the creature has disadvantage on attack rolls against the Shambling Horror and its speed drops to 0 (unless it succeeds on a new saving throw at the end of its next turn). On a succesful save until the end of its next turn the creature can't willingly move closer to the Horror and its speed drops by half. Creatures immune to fear are also immune to the Horrific Aura. Creatures that have advantage on saving throws against being frightened also have advantage on the saving throws forced by Horrific Aura.

ACTIONS
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Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) bludgeoning damage, and make new Slam attack against the same target. If it hits, the target must succeed on a DC 14 Sanity or Wisdom saving throw (whichever is better). On a failed save it takes 9 (2d8) psychic damage, and on a succesful save it takes half damage, rounded down (4). Creatures immune to fear are immune to the psychic damage. Creatures that have advantage against being frightened have advantage on the saving throw.



Concept: "Mutation between a crocodile and a platypus. (http://www.giantitp.com/forums/showsinglepost.php?p=20550649&postcount=6)"

Medium beast, unaligned
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Armor Class 12 (natural armor)
Hit Points 11 (2d8+2)
Speed 30 ft., swim 30 ft.
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STR 9 (-1) DEX 13 (+1) CON 12 (+1) INT 3 (-4) WIS 11 (+0) CHA 6 (-2)
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Senses passive Perception 10
Languages
Challenge 1/4 (50 XP)
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Hold Breath. The platydile can hold its breath for 15 minutes.

ACTIONS
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Bite. Melee Weapon Attack: +3 to hit, one target.
Hit: 3 (1d4 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 3 (1d6) poison damage on a failed save, or half as much damage on a successful one.



medium undead, lawful evil
Armor Class 16 (ghost chain mail)
Hit Points 97 (13d8 + 39)
Speed 0 ft., fly 45 ft.
STR 19 (+4), DEX 11 (+0), CON 16 (+3), INT 14 (+2), WIS 12 (+1), CHA 18 (+4)
Saving Throws Dex +3, Con +6, Wis +4, Cha +7
Skills Arcana +5, Deception +10, Perception +4
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 14
Languages Common, Giant
Challenge 10 (5900 XP)
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Ethereal Sight. The ogre mage ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ogre mage ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Innate Spellcasting. The ogre mage ghost's innate spellcasting ability is Charisma (spell save DC 15). The oni can innately cast the following spells, requiring no material components:
At will: darkness, invisibility
1/day each: charm person, cone of cold (avg Dmg 36), gaseous form, sleep (avg hp 22)
Magic Weapons. The ogre mage ghost's weapon attacks are magical.
Regeneration. The ogre mage ghost regains 10 hit points at the start of its turn if it has at least 1 hit point.
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ACTIONS
Etherealness. The ogre mage ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Horrifying Visage. Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
Multiattack. The ogre mage ghost makes two attacks, either with its claw or its glaive.
Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) necrotic damage.
Possession (Recharge 6). One humanoid that the ghost can see within 5 feet of it must succeed on a DC 15 Charisma saving throw or be possessed by the ogre mage ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

The ghost is the soul of a once-living Ogre Mage, bound to haunt an object from its life, in this case, its Glaive. As soon as a person touches with the Glaive, the person is subject to Possession.

medium undead, lawful evil
Armor Class 14 (ghost ring mail)
Hit Points 45 (10d8 + 0)
Speed 0 ft., fly 30 ft.
STR 17 (+3), DEX 11 (+0), CON 10 (+3), INT 14 (+2), WIS 12 (+1), CHA 17 (+3)
Skills Arcana +4, Deception +5, Perception +3
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 13
Languages Common, Giant
Challenge 5 (1800 XP)
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Ethereal Sight. The ogre mage ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ogre mage ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Innate Spellcasting. The ogre mage ghost's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components:
At will: darkness, invisibility
1/day each: charm person, cone of cold (avg Dmg 36), gaseous form, sleep (avg hp 22)
Magic Weapons. The ogre mage ghost's weapon attacks are magical.
Regeneration. The ogre mage ghost regains 5 hit points at the start of its turn if it has at least 1 hit point.
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ACTIONS
Etherealness. The ogre mage ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Horrifying Visage. Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
Ghost Touched Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage and 7 (2d6) necrotic damage.
Possession (Recharge 6). One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ogre mage ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

The ghost is the soul of a once-living Ogre Mage, bound to haunt an object from its life, in this case, its Glaive. As soon as a person touches with the Glaive, the person is subject to Possession.

DISCLAIMER: I will update this post once I come up with new creatures not found in Monster Manual.

Ninja_Prawn
2016-03-13, 07:45 AM
Some quick-and-dirty calculations...

Monitor Drake:

I'm generally not a fan of giving monsters class features, but at least Rage is fairly easy to process. It should probably be a feature rather than an action, though, saying something like "as a bonus action, the drake can enter a rage..." Oh, and 1d10+3 = 8.

So. Def CR: 75 @ 14, and I'm going to say x1.5 for the Rage-based resistances, because we don't know the target CR and the resistances aren't always going to be present. So that's effectively 112 @ 14, which is DCR 3.

Atk CR: 36+18+18=72/3=24 @ DC13/+5, which is about ACR 3.

Overall CR 3.

Shambling Horror:

DCR: 85 @ 13, x2 for resistances/immunities, +1AC for the aura = DCR 7

ACR: 35 @ +6/DC13 = ACR 5.

Overall CR 6, which means a +3 proficiency bonus.

Arkhios
2016-03-13, 07:52 AM
Some quick-and-dirty calculations...

Monitor Drake:

I'm generally not a fan of giving monsters class features, but at least Rage is fairly easy to process. It should probably be a feature rather than an action, though, saying something like "as a bonus action, the drake can enter a rage..." Oh, and 1d10+3 = 8.

So. Def CR: 75 @ 14, and I'm going to say x1.5 for the Rage-based resistances, because we don't know the target CR and the resistances aren't always going to be present. So that's effectively 112 @ 14, which is DCR 3.

Atk CR: 36+18+18=72/3=24 @ DC13/+5, which is about ACR 3.

Overall CR 3.

Shambling Horror:

DCR: 85 @ 13, x2 for resistances/immunities, +1AC for the aura = DCR 7

ACR: 35 @ +6/DC13 = ACR 5.

Overall CR 6, which means a +3 proficiency bonus.

Thanks!
About Shambling Horror, should I then increase Skills and To Hit accordingly to +3 proficiency. Or would that change the calculations in some way?

Ninja_Prawn
2016-03-13, 08:37 AM
Thanks!
About Shambling Horror, should I then increase Skills and To Hit accordingly to +3 proficiency. Or would that change the calculations in some way?

Yes, proficiency goes to all of them. The save DCs should increase as well. Theoretically, you should iterate the CR calculation again, but I don't think it'll change much in this case.

Arkhios
2016-03-13, 12:03 PM
Yes, proficiency goes to all of them. The save DCs should increase as well. Theoretically, you should iterate the CR calculation again, but I don't think it'll change much in this case.

Alrighty, fixed them in OP.
I suppose it'll be fine with CR 6, as I imagined a Shambling Horror as a solitary predator, indiscriminate about its prey, thus very likely a solo monster. And a challenging one at that.

Arkhios
2016-03-17, 02:47 AM
Added a "Platydile" to the original post. I'm not exactly sure does the creature meet up with expectations for a CR 1/4. If not, what should I do to make it so?

Ninja_Prawn
2016-03-17, 03:28 AM
Added a "Platydile" to the original post. I'm not exactly sure does the creature meet up with expectations for a CR 1/4. If not, what should I do to make it so?

I find it to be CR 1/2 according to the DMG... 11HP @ 12AC is 1/8 and 10 damage @ +3 to hit is 1. 1.125/2=0.5.

On the other hand, the MM has the giant poisonous snake at CR 1/4, and that seems to be roughly equivalent to this. Maybe you're not meant to count poison damage?

Arkhios
2016-03-17, 03:37 AM
I find it to be CR 1/2 according to the DMG... 11HP @ 12AC is 1/8 and 10 damage @ +3 to hit is 1. 1.125/2=0.5.

On the other hand, the MM has the giant poisonous snake at CR 1/4, and that seems to be roughly equivalent to this. Maybe you're not meant to count poison damage?

Yeah, that's what got me puzzled too. I guess you might be right about not counting a rider damage?

Ninja_Prawn
2016-03-17, 03:42 AM
Yeah, that's what got me puzzled too. I guess you might be right about not counting a rider damage?

Mhm. My understanding is that all damage should count, but I suppose the fact that you have to hit and get through a saving throw makes it less likely to happen. And a lot of PCs have easy resistance to the poison damage type specifically.

Arkhios
2016-03-17, 03:46 AM
Mhm. My understanding is that all damage should count, but I suppose the fact that you have to hit and get through a saving throw makes it less likely to happen. And a lot of PCs have easy resistance to the poison damage type specifically.

I decided to make a compromise and reduce poison damage to 1d6, ending up with total damage per round at 6. I guess that shouldn't be too tough.
not counting poison would mean this creature would be as low as 1/8 if you don't count riders, or 1/4 if you do.

On hindsight, I feel kinda dumb creating such an animal, just because of some cute-factors, but then again, why not. Evolution can be a bit wacky at times, as we can already see from the actual Platypi! :smallbiggrin:

Arkhios
2016-08-14, 09:14 AM
Woop! It's been a while, but here I go again.
This time I'm looking for a bit more help than before, with calculating the challenge rating for a Ogre Mage Ghost (updated in the First Post of the thread).