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Seastars with high AC - 5e idea?
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<blockquote data-quote="Cleon" data-source="post: 8676410" data-attributes="member: 57383"><p>Maybe a <em>little</em> lower? Its <strong><em>Engulf</em></strong> attack would be the main damage dealer, the <strong><em>Arms</em></strong> are just the set up for it.</p><p></p><p>Might have to play around with the numbers a tad to be Challenge Appropriate.</p><p></p><p></p><p></p><p>I prefer using an attack roll. The <em><strong>Engulf</strong></em> would only work against restrained targets so having them dodge out of the way with a DEX save would feel weird.</p><p></p><p>Once it hits with an <em><strong>Engulf</strong></em> I think the acid damage would be continuous as long as the target's restrained but it'll need to make additional attack rolls to do more bludgeoning damage based on the precedent of <strong><em>Constrict</em></strong> attacks (i.e. the <a href="https://www.5esrd.com/database/creature/animal-snake-giant-constrictor/" target="_blank"><strong>Giant Constrictor Snake</strong></a>).</p><p></p><p>So, something like:</p><p></p><p style="margin-left: 20px"><em><strong>Arms.</strong> Melee Weapon Attack:</em> +5 to hit, reach 10 ft. [<span style="color: red"><strong>?</strong></span>], one target. <em>Hit:</em> 10 (2d4 + 5) [<span style="color: red"><strong>?</strong></span>] bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the creature is restrained, and the sea star can't grapple another target.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em><strong>Engulf #1.</strong> Melee Weapon Attack:</em> +5 to hit but target must be restrained, with Advantage against creatures with rigid shells (giant crabs and insects, humanoids in plate or banded armor, etc.), reach 5 ft., one restrained target. <em>Hit:</em> 10 (2d4 + 5) bludgeoning damage [<span style="color: red"><strong>?</strong></span>] plus 7 (2d6) acid damage [<span style="color: red"><strong>?</strong></span>]. Once an <em>Engulf</em> hits, if the sea star misses with a subsequent <em>Engulf</em> attack it still does 7 (2d6) acid damage [<span style="color: red"><strong>?</strong></span>] to the target as long as the target is restrained.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em><strong>Engulf #2.</strong> Melee Weapon Attack:</em> +5 to hit but target must be restrained, with Advantage against creatures with rigid shells (giant crabs and insects, humanoids in plate or banded armor, etc.), reach 5 ft., one restrained target. <em>Hit:</em> 10 (2d4 + 5) bludgeoning damage [<span style="color: red"><strong>?</strong></span>] plus 7 (2d6) acid damage [<span style="color: red"><strong>?</strong></span>]. Once an <em>Engulf</em> hits, the sea star automatically hits with subsequent <em>Engulf</em> attacks as long as the target is restrained.</p><p></p><p>I'll need to run it through the CR calculator to check if those damage figures are reasonable. Will want to tweak them up or down if it comes out under or over <strong>Challenge</strong> 1.</p><p></p><p>I prefer the <strong><em>Engulf #1</em></strong> over <strong><em>#2</em></strong>.</p><p></p><p>EDIT: The CR Calculator says it's Challenge 1.</p></blockquote><p></p>
[QUOTE="Cleon, post: 8676410, member: 57383"] Maybe a [I]little[/I] lower? Its [B][I]Engulf[/I][/B] attack would be the main damage dealer, the [B][I]Arms[/I][/B] are just the set up for it. Might have to play around with the numbers a tad to be Challenge Appropriate. I prefer using an attack roll. The [I][B]Engulf[/B][/I] would only work against restrained targets so having them dodge out of the way with a DEX save would feel weird. Once it hits with an [I][B]Engulf[/B][/I] I think the acid damage would be continuous as long as the target's restrained but it'll need to make additional attack rolls to do more bludgeoning damage based on the precedent of [B][I]Constrict[/I][/B] attacks (i.e. the [URL='https://www.5esrd.com/database/creature/animal-snake-giant-constrictor/'][B]Giant Constrictor Snake[/B][/URL]). So, something like: [INDENT][I][B]Arms.[/B] Melee Weapon Attack:[/I] +5 to hit, reach 10 ft. [[COLOR=red][B]?[/B][/COLOR]], one target. [I]Hit:[/I] 10 (2d4 + 5) [[COLOR=red][B]?[/B][/COLOR]] bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the creature is restrained, and the sea star can't grapple another target. [I][B]Engulf #1.[/B] Melee Weapon Attack:[/I] +5 to hit but target must be restrained, with Advantage against creatures with rigid shells (giant crabs and insects, humanoids in plate or banded armor, etc.), reach 5 ft., one restrained target. [I]Hit:[/I] 10 (2d4 + 5) bludgeoning damage [[COLOR=red][B]?[/B][/COLOR]] plus 7 (2d6) acid damage [[COLOR=red][B]?[/B][/COLOR]]. Once an [I]Engulf[/I] hits, if the sea star misses with a subsequent [I]Engulf[/I] attack it still does 7 (2d6) acid damage [[COLOR=red][B]?[/B][/COLOR]] to the target as long as the target is restrained. [I][B]Engulf #2.[/B] Melee Weapon Attack:[/I] +5 to hit but target must be restrained, with Advantage against creatures with rigid shells (giant crabs and insects, humanoids in plate or banded armor, etc.), reach 5 ft., one restrained target. [I]Hit:[/I] 10 (2d4 + 5) bludgeoning damage [[COLOR=red][B]?[/B][/COLOR]] plus 7 (2d6) acid damage [[COLOR=red][B]?[/B][/COLOR]]. Once an [I]Engulf[/I] hits, the sea star automatically hits with subsequent [I]Engulf[/I] attacks as long as the target is restrained.[/INDENT] I'll need to run it through the CR calculator to check if those damage figures are reasonable. Will want to tweak them up or down if it comes out under or over [B]Challenge[/B] 1. I prefer the [B][I]Engulf #1[/I][/B] over [B][I]#2[/I][/B]. EDIT: The CR Calculator says it's Challenge 1. [/QUOTE]
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