EDIT: I also noticed that a few of the calculations used on this NPC are a little off of "normal." AC for a Dex 13 creature is 11 and 14 with mage armor. Proficiency bonus for a monster up through CR 4 is +2. So the spell attack bonus is +5 and the save DC is 13.
Oops. It's meant to be 14.
What CR do you want this NPC to be? If you want him to be CR 2, rather than giving him Bracers of Defense, which can be grabbed by the players, bump his Dex to 16 for an AC of 16 with mage armor and give him 54 hp (12d8). This would make him a solid CR 2.
I was hoping to keep it at CR 6, but it looks like that's not really possible since I took away all the big damage spells. He's a major villain in the campaign, but he's not one that likes to fight. He prefers to weasel his way out of difficult situations.
Also, your calculator's not really working for me. Getting lots of "#NAME?" errors - for the ability modifiers, for final hit points if I change the creature's size or Con, and a number of other things.
EDIT: OK, how about this for my NPC mage?
AC 14 (17 w/
mage armor) ~
bracers of defense
HP 78 (12d8 + 24)
STR 9 DEX 14 CON 14 INT 17 WIS 12 CHA 14
Saves Int, Wis
Replace
hypnotic pattern with
lightning bolt. Assuming it hits 2 targets each round (half of what's on page 249), that's 56 damage, which is CR 8. However, his save DC is only 14, so his offensive CR drops to 7.
Meanwhile, with 78 hit points and an AC of 17 with
mage armor, plus the ability to fly, he's got a defensive CR of 4.
11/2 = 5.5, rounded up to 6.
p.s. I'm OK with the PCs getting the
bracers. The monk could use a higher AC.
EDIT 2: Next one is my revised Ice Witch (I'm running a beefed up
Legacy of the Crystal Shard campaign). I'm aiming for CR 8, and I think I've got it sorted.
AC 15 (
ice armor ~ a variant of
mage armor)
HP 73 (9d8 + 9 plus 24 from her
ice armor)
STR 9 DEX 14 CON 12 INT 12 WIS 17 CHA 12
Dmg Resistances fire
Dmg Immunities cold
Freezing Aura - Anyone within 5 ft must make a Con save or take 5 (1d10) cold dmg
Legendary Resistance [2/day]
Spellcasting (9th level; DC 14; +6)
Cantrips: [x],
ray of frost,
thaumaturgy
1st Level (4 slots):
command,
cure wounds, [x],
fog cloud
2nd Level (3 slots):
gust of wind,
ice spear*,
lesser restoration
3rd Level (3 slots):
dispel magic, [x]
4th Level (3 slots): [x], [x]
5th Level (1 slot):
cone of cold
FYI: [x] marks spells that are redacted due to my alpha playtest NDA. One of them deals 17 (5d6) dmg to all creatures within a 20 foot radius that fail a save. For the purposes of offensive CR, I'll be including two rounds of that spell plus one round of
cone of cold (affecting 3 creatures - half the amount from pg 249 of the DMG).
Legendary Actions: Includes a variation of the solar's Searing Burst, which deals an average of 20 dmg. I'll be factoring that in to her damage output, along with the 5 dmg from her freezing aura and a
spike growth-like lair action [it deals 5 dmg per 5 ft moved, but they'll be fighting her in a fairly small space, so I doubt it'll do much more than 5 dmg anyway].
Cone of cold: average of 36 dmg x 3 targets = 108 dmg. [X] 4th level spell: 17 dmg x 2 targets = 34 x 2 rounds = 68 / 3 = 58 + 30 dmg from legendary/lair actions and auras = 88 damage output per round. That puts her offensive CR at 14, but her save DC is only 14, so that drops it to 12.
Her two instances of Legendary resistance give her 40 extra effective hit points, bring her HP total to 113, which is CR 3, but her AC of 15 bumps that up to a defensive CR of 4. 12 + 4 = 16 / 2 = 8.
I didn't factor her damage resistance and immunity in as it seems like it's mainly the B/P/S resistance that affects defensive CR.
Did I miss anything there?
*Custom spell from the
LotCS stats pdf