Anyway, here is the updated Dodkong
I've updated the Dodkong to have more necromancy and earth spells. However, warlocks don't have a lot of spell options. Any suggestions are welcome.
Not fussed about inclusion of nonwarlock spells. Can explain by saying 'twas olden times...so ancient...maybe he was a type of rune-wizard.
Maybe change Hellish Rebuke to be cold/necrotic/bludgeoning damage..calling it Icy/Deathly/Rocky Rebuke?
NB:SGW has tag now added and is here
I know that, I was just trying to give it the flavor of the fiction I was told (by @Casimir Liber). I'm not a slave to it, just a starting piont.It's a monster, it doesn't have to follow any stinking PC rules!
Will do!If I were in your shoes I'd give it whatever spells seemed appropriate.
I've been using the LevelUp standard in my thread for a while and it includes the "bloodied" state. When we get the design done I will make DnD Beyond version and it will not have the bloodied HP.Ran my eyes across the latest edition and here's my first impressions.
Why does it have "bloodied" in its hit points? I thought this was a core rule only version.
Good catch - thanks!The "tremor sense" in Senses should not be two words: it's tremorsense.
The stat block is complex. I used this tool to calculate the CR: CR calculatorHaving trouble figuring out if its DPR is appropriate for its CR.
I'm reading this right its most damaging arrangement for a round is a Slam (19½ damage) plus cone of cold (72 damage, as AoE count double) Multiattack followed by a Fling (33 damage) Bonus Action if its Slam grapples plus a Hellish Rebuke (33 damage) Reaction.
That's 157½ in total, which is pretty close to the Challenge 22 average of 159 to 176, but it can only use its powerful attacks like cone of cold or Arcanum Death a few times a day.
That seems a tad low.
Hold on, I've just noticed it's got "The Dodkong can take up to three reactions per round but only one per turn" in Reactions. Have you combined its Reaction and Legendary Actions? Whatever the case, if it can use Hellish Rebuke three times a round that's another 66 damage for 223½ "best damage on a round" which seems a tad high.
Have to think about this.
That Dodkong's AC and HP are lower than the CR 22 average suggesting it would need to do a bit more damage to compensate, plus it's got decent Resistances and Challenges.
Also not sure how the various condition-inflicting attacks will affect the Challenge, the Dreamwalker's Charm alone is a potential TPK if everyone saves badly. Charm is not a power to be taken lightly. Once wiped out a party using a Vampire using her charming gaze.
That is my plan. I am a bit busy for the next few days, but will update the Dod when I get a chance.Yeah - since Multiverse statblocks seem to have been looser when complying with spell/class limits, and often just becoming untethered completely, dividing spell-like powers into "at will" "3/day" and "1/day" - so I am not fussed to adhere to any spell limits as it is thousands of years old and virtually a demigod, but making powers and spells cohesive to the narrative really.
It didn't let me choose generic "giant" as subtype so option not available sadly.
Oh well, sticking to Huge undead, neutral evil like the Enworld Stone Giant Wight works for me.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.