the Jester
Legend
DMs, what's the lowest CR legendary monster you have created and/or used?
I don't think I've used any below about CR 6, but I've made a couple of CR 1 legendary monsters. I just did up my second one, who I'll post as an example of what I think a low level legendary monster can be like:
Jackalwere Old Man of the Desert
Medium Humanoid (Shapechanger), often neutral
Armor Class 11
Hit Points 44 (8d8+8)
Speed 25 ft.
STR 8 (-1), DEX 12 (+1), CON 13 (+1),
INT 15 (+2), WIS 18 (+4), CHA 11 (+0)
Skills Insight +6, Perception +6, Religion +4
Damage Immunities bludgeoning, piercing, and slashing that isn't magic or cold iron
Senses passive Perception 16
Languages Common, any three (can't speak in jackal form)
Challenge 1 (200 xp) Prof +2
Legendary Resistance (3/day). If the jackalwere fails a save, it can choose to succeed instead.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage.
Transfixing Gaze. Each creature within 30' of the jackalwere that can see it must make a DC 14 Wis save. If it succeeds, it is immune to the jackalwere's Transfixing Gaze for 24 hours. If it fails, it is transfixed for 1 minute (save ends). While transfixed, its speed is 0, and it can't take the attack, cast a spell, or Dodge.
A creature that fails its save by 5 or more instead succumbs to a magical slumber, falling unconscious for 1 hour or until a creature uses an action to wake the target.
Shapechanger. The jackalwere polymorphs into a specific Medium human or a jackal-humanoid hybrid, or back into its true form (a Small jackal). Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
REACTIONS
You're Only Hurting Yourself. When the jackalwere takes damage, the creature that deal the damage must make a DC 14 Wis save, taking an equal amount of force damage on a failure or half that on a success.
LEGENDARY ACTIONS
The jackalwere can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The jackalwere regains spent legendary actions at the start of its turn.
I don't think I've used any below about CR 6, but I've made a couple of CR 1 legendary monsters. I just did up my second one, who I'll post as an example of what I think a low level legendary monster can be like:
Jackalwere Old Man of the Desert
Medium Humanoid (Shapechanger), often neutral
Armor Class 11
Hit Points 44 (8d8+8)
Speed 25 ft.
STR 8 (-1), DEX 12 (+1), CON 13 (+1),
INT 15 (+2), WIS 18 (+4), CHA 11 (+0)
Skills Insight +6, Perception +6, Religion +4
Damage Immunities bludgeoning, piercing, and slashing that isn't magic or cold iron
Senses passive Perception 16
Languages Common, any three (can't speak in jackal form)
Challenge 1 (200 xp) Prof +2
Legendary Resistance (3/day). If the jackalwere fails a save, it can choose to succeed instead.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage.
Transfixing Gaze. Each creature within 30' of the jackalwere that can see it must make a DC 14 Wis save. If it succeeds, it is immune to the jackalwere's Transfixing Gaze for 24 hours. If it fails, it is transfixed for 1 minute (save ends). While transfixed, its speed is 0, and it can't take the attack, cast a spell, or Dodge.
A creature that fails its save by 5 or more instead succumbs to a magical slumber, falling unconscious for 1 hour or until a creature uses an action to wake the target.
Shapechanger. The jackalwere polymorphs into a specific Medium human or a jackal-humanoid hybrid, or back into its true form (a Small jackal). Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
REACTIONS
You're Only Hurting Yourself. When the jackalwere takes damage, the creature that deal the damage must make a DC 14 Wis save, taking an equal amount of force damage on a failure or half that on a success.
LEGENDARY ACTIONS
The jackalwere can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The jackalwere regains spent legendary actions at the start of its turn.
- Lecture. The jackalwere lectures a creature that can hear it within 60' that has attacked or cast a spell since the end of the jackalwere's last turn. That creature must make a DC 14 Wis save or be stunned until the end of its next turn.
- Recover (costs 2 actions). The jackalwere regains 9 (2d8) hit points.
- Teleport. The jackalwere teleports up to 30' to a space it can see.