Dax Doomslayer
Adventurer
Ahhh - sorry dave. You used to put a WIP next to it I think so that messed me up. My apologies.
No worries - should have put the WIP up too. It is there now.Ahhh - sorry dave. You used to put a WIP next to it I think so that messed me up. My apologies.
STR | DEX | CON | INT | WIS | CHA |
18 (+4) | 12 (+1) | 14 (+2) | 4 (-3) | 10 (+0) | 6 (-2) |
Look interesting. I will give you some more in-depth feedback tomorrow.So I play tested a new monster concept against my party last night. It went okay, the monsters did well but the mechanics were a bit clunky and ultimately the monster was too grindy. So I've taken a pass to polish it up and streamline. See what you think. The name is in progress, I've given that honor to my party who faced it first
This monster resembles a giant cockroach, with a large flat carapace body and six legs. It has a large stinger similar to a scorpion, but with a trident like protrusion instead of a single barb.
Custom Monster X (Name Pending) - WIP
Large Aberration, Neutral
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Armor Class 17 (Natural Armor)
Hit Points 100
Speed 50 ft., burrow 50 ft.
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STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 14 (+2) 4 (-3) 10 (+0) 6 (-2) ![]()
Savings Throws Con +6
Skills Perception +4
Damage Resistances bludgeoning, piercing, and slashing that is nonmagical
Senses Darkvision 60ft, Passive Perception: 14
Languages None (understands Telepathy)
Challenge 9 (Defensive 9, Offensive 9)
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Telepathic Enslavement: A creature that can use telepathy gains advantage on all charisma checks against CMX and CMX has disadvantage on charm saves against the creature.
Prone Vulnerability: While prone, CMXs speed is 0, and it must use an action to remove the condition.
Environmental Adaptation: If CMX is in an environment naturally attuned to an energy type (such as the plane of fire), after 1 minute CMX becomes immune to that energy type until it leaves the environment.
ACTIONS
Stinger: Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 22 (4d8 + 4) piercing damage plus 31 (7d8) poison damage.
Reactions
Energy Absorption: When hit with energy damage, CMX gains resistance to the triggering damage type. In addition, its Stringer deals 3d6 (10) of the triggering damage type. This effect lasts until the start of CMXs next turn.
Anti-magic Carapace: When hit by a magic weapon, CMX gains damage resistance to bludgeoning, piercing, and slashing weapons. Any melee magical weapon (not an artifact) that strikes CMX becomes non-magical for 1 minute. These effects last until the start of CMXs next turn.
--Designer's Notes: So I am assuming the party will be doing half damage the vast majority of the time, so I doubled its effective HP for defensive CR. Or if you want to go a little less it puts the defense at 8, but also energy absorption bumps the offense to 11 so we are still dancing around the CR 9 regardless.
This guy came around as a similar idea to the rust monster, a way to change it up by effecting the opponent's gear as much as the opponent itself. I combined that with a general energy absorption concept and created a "cockroach" that can basically live anywhere. The prone vulnerability concept is one I've been wanting to try for a while, and players really took to it, they were using athletics left and right to keep these creatures down while handling the other monsters, as these monsters were doing lots of damage to them.
Got it - sounds interesting. Once you give it a name can I post it on this thread (credit to you of course)?So I play tested a new monster concept against my party last night. It went okay, the monsters did well but the mechanics were a bit clunky and ultimately the monster was too grindy. So I've taken a pass to polish it up and streamline. See what you think. The name is in progress, I've given that honor to my party who faced it first
This monster resembles a giant cockroach, with a large flat carapace body and six legs. It has a large stinger similar to a scorpion, but with a trident like protrusion instead of a single barb.
Burrow speeds can be nasty and fit the theme you seem to be going for.Custom Monster X (Name Pending) - WIP
Large Aberration, Neutral
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Armor Class 17 (Natural Armor)
Hit Points 100
Speed 50 ft., burrow 50 ft.
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Everything looks good here
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 14 (+2) 4 (-3) 10 (+0) 6 (-2) ![]()
I would probably give it another save proficiency, either Wis or Dex I think. But not a requirement. Obviously listing defensive and offensive CR is not standard (but I can see it being helpful to DMs) and you didn't list the XP. No big deal there. However, I would probably have this guy at CR 8. I calculated it at CR 8.5 and would round down because of prone vulnerability.Savings ThrowsCon +6
Skills Perception +4
Damage Resistances bludgeoning, piercing, and slashing that is nonmagical
Senses Darkvision 60ft, Passive Perception: 14
Languages None (understands Telepathy)
Challenge 9 (Defensive 9, Offensive 9)
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Personally I am not understanding the reason for this one, maybe it has something to do with an idea you have not explained. It seems like it could be a significant vulnerability in the right situation.Telepathic Enslavement: A creature that can use telepathy gains advantage on all charisma checks against CMX and CMX has disadvantage on charm saves against the creature.
This is interesting and fun, but it is also a big nerf. I didn't do it, but I think there is an argument for taking out a whole round of attacks when figuring its offensive CR. If you do that, I get a CR of 7 for this monster.Prone Vulnerability: While prone, CMXs speed is 0, and it must use an action to remove the condition.
Like it. Question: Is "energy type" defined anywhere in the PHB or DMG? More on that later.Environmental Adaptation: If CMX is in an environment naturally attuned to an energy type (such as the plane of fire), after 1 minute CMX becomes immune to that energy type until it leaves the environment.
Ok a have a few comments on this:ACTIONS
Stinger: Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 22 (4d8 + 4) piercing damage plus 31 (7d8) poison damage.
I like it. Similar to the 4e demon variable damage resistance. I do have two comments:Reactions
Energy Absorption: When hit with energy damage, CMX gains resistance to the triggering damage type. In addition, its Stringer deals 3d6 (10) of the triggering damage type. This effect lasts until the start of CMXs next turn.
I can see this being an interesting (and frustrating) twist. Is there a reason to limit it to melee weapons? If I hit over the head with my magic box, is it still magical? Is a magic arrow that hits it still magical? I also guess I am a bit more evil, I might not limit the effects to just 1 minuteAnti-magic Carapace: When hit by a magic weapon, CMX gains damage resistance to bludgeoning, piercing, and slashing weapons. Any melee magical weapon (not an artifact) that strikes CMX becomes non-magical for 1 minute. These effects last until the start of CMXs next turn.
Like your description this seems more like a support monster than a 1v1 type. After looking over it I really think the CR is too high. It has a fun puzzle that can make it a fairly trivial encounter on its own, but helps the PCs out in a large numbers situation. It sounds like you used it perfectly. Nice work!--Designer's Notes: So I am assuming the party will be doing half damage the vast majority of the time, so I doubled its effective HP for defensive CR. Or if you want to go a little less it puts the defense at 8, but also energy absorption bumps the offense to 11 so we are still dancing around the CR 9 regardless.
This guy came around as a similar idea to the rust monster, a way to change it up by effecting the opponent's gear as much as the opponent itself. I combined that with a general energy absorption concept and created a "cockroach" that can basically live anywhere. The prone vulnerability concept is one I've been wanting to try for a while, and players really took to it, they were using athletics left and right to keep these creatures down while handling the other monsters, as these monsters were doing lots of damage to them.
The flavor that I forgot to add is that the creatures have been cultivated by Aboleths (or mainly mind flayers I hadn't settled on it yet). So that was the reason, and I also did it frankly because one of my players has telepathy. But for a more general just cockroach like monster it may be best to remove that.Personally I am not understanding the reason for this one, maybe it has something to do with an idea you have not explained. It seems like it could be a significant vulnerability in the right situation.
I can be on board with that. Note that on the defensive CR if we assume resistance all the time that actually doubles the effective hitpoints I believe, but with appropriate vulnerabilities we can knock it back down.This is interesting and fun, but it is also a big nerf. I didn't do it, but I think there is an argument for taking out a whole round of attacks when figuring its offensive CR. If you do that, I get a CR of 7 for this monster.
So I based this off of the Aborb Elements spell, which looking at it actually defines the energy types in the reaction itself, so I will update based on that.Like it. Question: Is "energy type" defined anywhere in the PHB or DMG? More on that later.
- I generally prefer to have more than one attack option and at least one option that does more than just damage. This attack doesn't even inflict the poisoned condition. So I would like to see it have a least one more method of attack or course of action.
- Shouldn't this be +8 to hit?
- I like high damage single attacks, however...
- I don't like that the attack does 22 (4d8 + 4) piercing damage. To me that implies the stinger is about 4x the size of a sword (i.e. a Gargantuan sword). I realize that is not a requirement in 5e monster design, but I like my damage to make sense and this doesn't make sense to me. If you want more DPR I would give it a multiattack option, most CR 9 monsters have them.
- I don't see anything in this attack the reflects the stinger is like a trident. You made a point of noting that, I would like to see it represented in the mechanics if possible. Maybe a save or be grappled / restrained?
I can see this being an interesting (and frustrating) twist. Is there a reason to limit it to melee weapons? If I hit over the head with my magic box, is it still magical? Is a magic arrow that hits it still magical? I also guess I am a bit more evil, I might not limit the effects to just 1 minute![]()
Got it!Thank you for the detailed review! Lets dig in.
The flavor that I forgot to add is that the creatures have been cultivated by Aboleths (or mainly mind flayers I hadn't settled on it yet). So that was the reason, and I also did it frankly because one of my players has telepathy. But for a more general just cockroach like monster it may be best to remove that.
It is a trick one to pin down CR wise because of the resistances and nerfs. I feels somewhere between 7-8 to me.I can be on board with that. Note that on the defensive CR if we assume resistance all the time that actually doubles the effective hitpoints I believe, but with appropriate vulnerabilities we can knock it back down.
That is what I was thinkingSo I based this off of the Aborb Elements spell, which looking at it actually defines the energy types in the reaction itself, so I will update based on that.
I can get behind thatSo in the design I wanted the creature to just be a nice solid brute option for a DM, but with a defensive twist. I wanted to go with a single big attack because so many of the current monsters use multi-attack. However, there were mechanically a few reasons as well:
That is a good point - the OA is something to be feared.1) I wanted the Opportunity Attack to be a real threat. I found that my party members would often move in, prone the creature, and then leave to deal with something else. I want the creature's counter OA to be something the party has to think about (even if the attack is at disadvantage for the prone).
My biggest issue was always how the damage was obtained, not the total. I just like to have some consistency in figuring my b,p, & s damage, I would up the poison damage, but that is just me personally.3) Very few monsters at this level are an actual "kill threat". This monster does enough damage on its attack to actually kill a 0 hp party member with a good roll. So in this case, the "condition" it can impose is death...and I think that is plenty scary, so no reason to throw in more tricks. In fact it may be too much damage for a CR 7 considering its a kill threat, I'll have to think about that one.
Now I am fine adjusting the damage to be more poison and less piercing if that helps the flavor. The trident thing was just because I don't have a picture to show, so I was trying to be descriptive![]()
I wasn't suggesting the bow becomes non-magical, just the arrow. I just don't think you need to specify it. Everyone realizes you don't hit the monster with the bow, just the arrow you are shoting. So basically anything that hits it becomes non-magical, done.the reason I limited it to magic melee, was it seemed weird to me that an arrow fired from a bow would turn the magical bow non-magical. The idea is that the arrow does turn non-magical (that's why I actually upgrade the resistance in the description), but it doesn't turn the bow itself non-magical. Perhaps I need new wording, any suggestions there?
I will check it out.Alright I've made a few rewrites, see what you think.
I like all of the revisions.Custom Monster X (Name Pending) - WIP (Version 2)
Large Aberration, Neutral
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I personally don't think you need the bold part, but I understand some would like it. I might simply sayAnti-magic Carapace: CMX can use this reaction when hit by a magic weapon. All magic weapons that strike CMX become non-magical for 1 minute. Ranged ammunition becomes non-magical, but the ranged weapon itself is not affected. These effects last until the end of CMXs next turn.
STR | DEX | CON | INT | WIS | CHA |
1 (-5) | 24 (+7) | 26 (+8) | 22 (+6) | 16 (+3) | 28 (+9) |