I started playing...typed in "zombie made with pine needles" and got this....oops
That's what we're currently working on.
I can always update my Pine Kindred Homebrews meanwhile as the whim takes me.
ok added Legendary resistance - its con (27) is +8 so CON save bonus is +14.
Trampling Charge. If the gurgotch moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.
So trampling charge is only at a single creature of size L or larger?
okay - yes to CR 20,
and pondering how to up damage a little "hurled for 4d10 feet and 10 (3d6) damage"? up the breath weapon to 45 (10d8) damage....?
CR Calculator said:Challenge Rating: 20
Offensive CR: 21
Defensive CR: 19
Proficiency Bonus: +6
Effective HP: 333 (18d20+144)
Effective AC: 22
Average Damage Per Round: 133
Save DC: 22
Experience Points: 25,000
Expected CR: 20
Hit Points: 333
Armor Class: 20
Hit Dice: 18d20
Damage Per Round: 133
[Multiattack 58 [bite 28 + two claws 30] for two round, Breath Weapon 144 [72×2] for one round PLUS Legendary Actions [tail attack 17 + wing attack 15×2] for three rounds]
Attack Bonus/Save DC: DC 22
[for Breath Weapon as it's by far the deadliest attack
Flies: (irrelevant as CR over 9)
Save Proficiencies: 4
Updating the Gurgohemoth.
It seems prudent to decide what Damage-Per-Round we're aiming at before we start pondering how to produce that.
How about 72 DPR, that's the middle of the 63 to 80 range the CR calculator?
Rather than radically increasing the existing attacks' damage, I'd rather add some Legendary Actions to its repertoire.
If it had, say, three Legendary Actions that averaged about 7 damage per Action. For example: a 2d6 damage "Toss Aside" for one Action, a 4d6 damage "Tail Lightning" that uses two Actions, or a 21 point damage "Earthshaking Bellow" or "Lightning Blast" that used all three Legendaries, then we can need an average of 51 damage for its regular actions.
That'd mean its regular Actions are a little too damaging and need to be toned down a little to hit an average of 51.
Round 1 (62 average): Trampling Charge: Gore (31?) plus Stomp (31?)Round 2 (45 average): Multiattack Gore (31?) plus Tail or Trunk (14?)Round 3 (44 average): Breath Weapon (22×2 AoE?) or Trample Path (22×2 AoE?)
That's 153 damage over three rounds, which is 51 per round from the regular Actions. Add another 21 from the Legendary Actions makes 72 DPR in total, which is dead on target.