Work shoping CR (Very low magic world)

Satyrn

First Post
That's a good question...I always start with classes or the builds in the back of the MM for my 'phb race' antagonists... maybe I shouldn't. I would love to hear how you would do it different. Maybe that is the problem by making him a warlock/druid instead of just a monster that CAN do things...

This is how I've been making my legion of fiends. They're sort of a cross between monster and NPC, but they work fine as an example since I essentially start with "devil grunt" as a race.

But were I making your druid warlock, I'd follow the same steps

1) I set all their ability scores at 10 or 12, because they're really not worth thinking about and no one but me will ever see them. But if a strength or weakness leaps out at me, I'll knock the score up to 16 or more, or down to to 6 or less.

Randy would get a Wisdom and Charisma of 18, and the rest of his stats would be 12. (If he needed a weakness, I'd drop his Strength, but I don't see it as necessary)

2) For his attacks, I'd just give him eldritch blast, and some other interesting warlock area attack spell. For his traits, I'd give him the ability to summon some strong magically enhanced* critters, and the abilty to wildshape into those same critters (and the ability to cast while wildshaped). I'd also list a decent assortment of spells to remind me that he has options beyond the statblock.

And that's that.

No, There's more. Since this is a boss, I'd consider giving him something akin to legendary actions in the form of a couple custom spells that are cast as a reaction. (A player wanting to learn these spells would have to quest for them, maybe making a pact with Randy's patron, too, along with other onerous tasks that effectively put the spells out of reach).

And Lair Actions. If Randy's in his grove or the like, he'd have been performing rituals to make his home fight back.


I think that should feel like a powerful warlock/druid when encounteredand I'd be happy with that.



*Like, bump up the brown bear to a CR worth fighting. More hit points maybe, but certainly have it's claws bristle with primal might (a couple extra dice of damage) and its bite . . . its bite inflict hex because a warlock's gotta have hex somehow, right? That hex, by the way, would benefit the bear and Randy, so the more bears Randy conjures, the more PCs he can hex, and the more targets he has to choose from.
 

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aco175

Legend
You could also give him power where damage is directed to a minion or some part of his lair. The PCs will redirect their attacks to the minions to weaken him. Perhaps at the start of combat he brings forth a group of elementals that take the damage directed at him. Maybe it is a lair action to direct the damage, or he needs to be within 30ft of an elemental. The PCs might continue to beat on him to kill the elementals or redirect to the elementals, but he is able to go a few rounds longer against the PCs. To make it cooler have the lair heal the elementals so the PCs go after them and not just beat on the BBEG.
 

This is how I've been making my legion of fiends. They're sort of a cross between monster and NPC, but they work fine as an example since I essentially start with "devil grunt" as a race.
thanks, you are giving me a lot to think about.

But were I making your druid warlock, I'd follow the same steps

1) I set all their ability scores at 10 or 12, because they're really not worth thinking about and no one but me will ever see them. But if a strength or weakness leaps out at me, I'll knock the score up to 16 or more, or down to to 6 or less.

Randy would get a Wisdom and Charisma of 18, and the rest of his stats would be 12. (If he needed a weakness, I'd drop his Strength, but I don't see it as necessary)

2) For his attacks, I'd just give him eldritch blast, and some other interesting warlock area attack spell. For his traits, I'd give him the ability to summon some strong magically enhanced* critters, and the abilty to wildshape into those same critters (and the ability to cast while wildshaped). I'd also list a decent assortment of spells to remind me that he has options beyond the statblock.
Ok now that sounds pretty good. One of the things I wanted was for him to have been sickly, a reason why he didn't ever wear armor or pick up a sword even though he was raise a noble (hence the low CON)… I am rethinking that though.

As far as the Eldritch Blast, that doesn't really feel 'dark power deal' to me...so I will keep chill touch as his main offensive attack (especially since I like him stopping PCs for healing).

SOmehow I completely forgot about wildshape...I haveto think that through.



No, There's more. Since this is a boss, I'd consider giving him something akin to legendary actions in the form of a couple custom spells that are cast as a reaction. (A player wanting to learn these spells would have to quest for them, maybe making a pact with Randy's patron, too, along with other onerous tasks that effectively put the spells out of reach).

And Lair Actions. If Randy's in his grove or the like, he'd have been performing rituals to make his home fight back.

yes this I like too, I was already playing with legend and lair actions. He should have a connection to his dark corrupt grove...


You could also give him power where damage is directed to a minion or some part of his lair.
I love this...to fight him is to fight the land itself...


The PCs will redirect their attacks to the minions to weaken him. Perhaps at the start of combat he brings forth a group of elementals that take the damage directed at him. Maybe it is a lair action to direct the damage, or he needs to be within 30ft of an elemental. The PCs might continue to beat on him to kill the elementals or redirect to the elementals, but he is able to go a few rounds longer against the PCs. To make it cooler have the lair heal the elementals so the PCs go after them and not just beat on the BBEG.
maybe blights instead of elementals...



OK, back to the drawing board it is...I will get back to you guys, but again thanks for the ideas.
 

Satyrn

First Post
thanks, you are giving me a lot to think about.

. . .

As far as the Eldritch Blast, that doesn't really feel 'dark power deal' to me...so I will keep chill touch as his main offensive attack (especially since I like him stopping PCs for healing).

You're welcome. This is the fun part of this forum for me.

Eldritch blast was just the first thing that popped into my head. Since chill touch pops into yours, it's the better choice by far. I have a third option, though: You could blend chill touch with eldritch blast quite simply. Just have the eldritch blasts deal cold damage and inflict the inability to heal. This gives Randy a ranged attack and the effect you want.


Oh, and if you use @aco175's suggestion that some the damage Randy takes is actually taken by his summoned minions, you can keep him sickly and weak. I like giving my boss monsters ways to regain hit points in some way other than the standard healing spells and potions. This idea is one I'm stealing for use somewhere. Probably for a demon boss (which are roughly between CR 3-6)

Here's my first draft:

Conjure Meatshield (Recharge 5-6). As an bonus action, The Boss Demon conjures a Medium Demon Fodder, which appears at a spot of the boss demon's choice within 30'. Whenever the Boss Demon is hit, it chooses one of its conjured demon fodders to take the damage instead. The Boss Demon can have a maximum of 3 meatshields at any one time.


(Medium Demon Fodder are CR 1. Later drafts might have me going with CR 1/2 Small Fodder, but the details aren't really important, because they can be changed every time I use the feature and I get the added benefit of the demons' features being unpredictable to the players )
 

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