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5e Updates: Monstrous Compendium
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<blockquote data-quote="Stalker0" data-source="post: 8231298" data-attributes="member: 5889"><p>Thank you for the detailed review! Lets dig in.</p><p></p><p>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.</p><p></p><p></p><p>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.</p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>So 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:</p><p></p><p>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).</p><p></p><p>2) It helps scale the energy boost, otherwise the creature gains +20 damage instead of +10. Now I could have the energy damage only apply to the first attack (which is how absorb elements works), but I want to keep things as simple as possible, as deal with the defensive options is already some DM work.</p><p></p><p>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.</p><p></p><p>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<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>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?</p><p></p><p>Alright I've made a few rewrites, see what you think.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8231298, member: 5889"] 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. 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. 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. So 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: 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). 2) It helps scale the energy boost, otherwise the creature gains +20 damage instead of +10. Now I could have the energy damage only apply to the first attack (which is how absorb elements works), but I want to keep things as simple as possible, as deal with the defensive options is already some DM work. 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:) 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? Alright I've made a few rewrites, see what you think. [/QUOTE]
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