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Created Ooze boss would like some feed back on it thoughts critiscims welcomed
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<blockquote data-quote="Quickleaf" data-source="post: 7929164" data-attributes="member: 20323"><p>[USER=6976164]@Nightbeat84[/USER] Here's my stab at your monster. I erred toward the deadlier side since it sounds like your party has plenty of magic items. Monster maths are in spoilers.</p><p></p><p>Notice I dropped its AC and HP, removed slashing immunity (as discussed), reduced its Regeneration (generally 20 regen should have a way to be countered by the PCs), restricted its Multiattack to at-will spells, overall dropped its damage, clarified its ranged acid attack, removed <em>blur </em>from its spell list entirely (I thought about giving it <em>dissonant whispers </em>but decided to leave that up to you), removed the up-leveling from <em>mind thrust, </em>and made its Move legendary action more thematic (Surge). Also notice that I didn't include its conjured ooze minions into the calculations; I'd assume these are just treated as monsters with your normal encounter building maths (if any).</p><p></p><p>[SPOILER=Monster Maths]</p><p>effective HP = ((200 + (3 * 10) regen)) * 1.25 resistances + (3 * 30) legendary resistance = 377</p><p>effective AC = 11 + 2 saves + 2 magic resistance = 15</p><p><strong>Defensive CR 18</strong></p><p></p><p>DPR = 5 lair action: green slime, one round + (2 * 17) multiattack:slam + 10 multiattack: at-will spell: <em>mind thrust</em> + 17 legendary action: slam + (4 * 2) legendary action: surge + (0) legendary action: spell: <em>ego whip </em>or <em>compulsion </em>= 74</p><p>effective attack = +10</p><p><strong>Offensive CR 12</strong></p><p><strong></strong></p><p><strong>Total CR = </strong>(18 + 12) / 2 = <strong>15</strong></p><p>[/SPOILER]</p><p></p><p><strong>Garos</strong></p><p><em>Huge fiend (demon, ooze), Chaotic Evil</em></p><p></p><p><strong>Armor Class </strong>11 (natural armor)</p><p><strong>Hit Points </strong>200 (16d12+96)</p><p><strong>Speed </strong>25 ft., climb 25 ft.</p><p><strong>STR DEX CON INT WIS CHA</strong></p><p><strong> </strong>20 (+5) 7 (-2) 22 (+6) 16 (+3) 14 (+2) 14 (+2)</p><p><strong>Saving Throws </strong>Con +11, Wis +7, Cha +7</p><p><strong>Skills </strong>Athletics +10, Perception +7</p><p><strong>Damage Resistances </strong>cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks</p><p><strong>Damage Immunities </strong>acid, lightning, poison</p><p><strong>Condition Immunities </strong>blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, poisoned, prone, restrained, stunned, unconscious</p><p><strong>Senses </strong>blindsight 80 ft., darkvision 120 ft., passive Perception 17</p><p><strong>Languages </strong>Abyssal, Gnomish, Undercommon, telepathy 120 ft.</p><p><strong>Challenge </strong>15 (13,000 XP)</p><p></p><p><strong><em>Amorphous. </em></strong>Garos can can move through a space as narrow as 1 inch wide without squeezing.</p><p></p><p><strong><em>Corrosive Form. </em></strong>A creature that touches Garos or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits Garos corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.</p><p></p><p><strong><em>Innate Spellcasting. </em></strong>Garos’ innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</p><p>At will:<em> detect thoughts, mind thrust </em>(UA)</p><p>3/day each: <em>compulsion, ego whip </em>(UA)</p><p>1/day: <em>project image</em></p><p></p><p><strong><em>Legendary Resistance (3/Day). </em></strong>If Garos fails a saving throw, it can choose to succeed instead.</p><p></p><p><strong><em>Magic Resistance. </em></strong>Garos has advantage on saving throws against spells and other magical effects.</p><p></p><p><strong><em>Magic Weapons. </em></strong>Garos’ weapon attacks are magical.</p><p></p><p><strong><em>Regeneration. </em></strong>Garos regains 10 hit points at the start of its turn if it has at least 1 hit point.</p><p></p><p><strong><em>Spider Climb. </em></strong>Garos can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</p><p></p><p><strong>Actions</strong></p><p><strong></strong></p><p><strong><em>Multiattack. </em></strong>Garos makes two Slam attacks and casts an at-will spell. Alternatively, Garos makes two Acid Orb attacks and casts an at-will spell.</p><p></p><p><strong><em>Slam. </em></strong><em>Melee Weapon Attack: </em>+10 to hit, reach 10 ft., one target. <em>Hit: </em>13 (2d6+4) bludgeoning damage plus 4 (1d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.</p><p></p><p><strong><em>Acid Orb. </em></strong><em>Ranged Spell Attack: </em>+8 to hit, range 60/240 ft., one target. <em>Hit: </em>13 (3d8) acid damage, and each creature within 5 feet of the target takes 4 (1d8) acid damage, or half as much damage on a successful DC 16 Dexterity saving throw.</p><p></p><p><strong>Legendary Actions</strong></p><p>Garos can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Garos regains spent legendary actions at the start of its turn.</p><p></p><p><strong><em>Cast a Spell. </em></strong>Garos casts a spell.</p><p><strong><em>Slam. </em></strong>Garos makes a Slam attack.</p><p><strong><em>Surge. </em></strong>Garos moves its speed, and may attempt to move through Large or smaller creatures during this move. Each creature that it attempts to move through must succeed an opposed Athletics check against Garos. If the creature succeeds, Garos’ movement ends. If the creature fails, it takes 4 (1d8) acid damage and is forcibly moved up to 10 feet to a space within 5 feet of Garos, as Garos chooses.</p><p></p><p><strong>Lair Actions</strong></p><p>On initiative count 20 (losing initiative ties), Garos can take a lair action to cause one of the following effects. It can’t use the same effect two rounds in a row.</p><ul> <li data-xf-list-type="ul">Garos summons 1d4 oozes of CR 1/2 or less (e.g. <strong>sooze </strong>in <em>Creature Codex </em>334). The oozes appear within 60 feet of Garos and act on their own initiative.</li> <li data-xf-list-type="ul">Garos creates a patch of green slime (DMG 105) on a surface within 60 feet.</li> </ul></blockquote><p></p>
[QUOTE="Quickleaf, post: 7929164, member: 20323"] [USER=6976164]@Nightbeat84[/USER] Here's my stab at your monster. I erred toward the deadlier side since it sounds like your party has plenty of magic items. Monster maths are in spoilers. Notice I dropped its AC and HP, removed slashing immunity (as discussed), reduced its Regeneration (generally 20 regen should have a way to be countered by the PCs), restricted its Multiattack to at-will spells, overall dropped its damage, clarified its ranged acid attack, removed [I]blur [/I]from its spell list entirely (I thought about giving it [I]dissonant whispers [/I]but decided to leave that up to you), removed the up-leveling from [I]mind thrust, [/I]and made its Move legendary action more thematic (Surge). Also notice that I didn't include its conjured ooze minions into the calculations; I'd assume these are just treated as monsters with your normal encounter building maths (if any). [SPOILER=Monster Maths] effective HP = ((200 + (3 * 10) regen)) * 1.25 resistances + (3 * 30) legendary resistance = 377 effective AC = 11 + 2 saves + 2 magic resistance = 15 [B]Defensive CR 18[/B] DPR = 5 lair action: green slime, one round + (2 * 17) multiattack:slam + 10 multiattack: at-will spell: [I]mind thrust[/I] + 17 legendary action: slam + (4 * 2) legendary action: surge + (0) legendary action: spell: [I]ego whip [/I]or [I]compulsion [/I]= 74 effective attack = +10 [B]Offensive CR 12 Total CR = [/B](18 + 12) / 2 = [B]15[/B] [/SPOILER] [B]Garos[/B] [I]Huge fiend (demon, ooze), Chaotic Evil[/I] [B]Armor Class [/B]11 (natural armor) [B]Hit Points [/B]200 (16d12+96) [B]Speed [/B]25 ft., climb 25 ft. [B]STR DEX CON INT WIS CHA [/B]20 (+5) 7 (-2) 22 (+6) 16 (+3) 14 (+2) 14 (+2) [B]Saving Throws [/B]Con +11, Wis +7, Cha +7 [B]Skills [/B]Athletics +10, Perception +7 [B]Damage Resistances [/B]cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks [B]Damage Immunities [/B]acid, lightning, poison [B]Condition Immunities [/B]blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, poisoned, prone, restrained, stunned, unconscious [B]Senses [/B]blindsight 80 ft., darkvision 120 ft., passive Perception 17 [B]Languages [/B]Abyssal, Gnomish, Undercommon, telepathy 120 ft. [B]Challenge [/B]15 (13,000 XP) [B][I]Amorphous. [/I][/B]Garos can can move through a space as narrow as 1 inch wide without squeezing. [B][I]Corrosive Form. [/I][/B]A creature that touches Garos or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits Garos corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. [B][I]Innate Spellcasting. [/I][/B]Garos’ innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will:[I] detect thoughts, mind thrust [/I](UA) 3/day each: [I]compulsion, ego whip [/I](UA) 1/day: [I]project image[/I] [B][I]Legendary Resistance (3/Day). [/I][/B]If Garos fails a saving throw, it can choose to succeed instead. [B][I]Magic Resistance. [/I][/B]Garos has advantage on saving throws against spells and other magical effects. [B][I]Magic Weapons. [/I][/B]Garos’ weapon attacks are magical. [B][I]Regeneration. [/I][/B]Garos regains 10 hit points at the start of its turn if it has at least 1 hit point. [B][I]Spider Climb. [/I][/B]Garos can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. [B]Actions [I]Multiattack. [/I][/B]Garos makes two Slam attacks and casts an at-will spell. Alternatively, Garos makes two Acid Orb attacks and casts an at-will spell. [B][I]Slam. [/I][/B][I]Melee Weapon Attack: [/I]+10 to hit, reach 10 ft., one target. [I]Hit: [/I]13 (2d6+4) bludgeoning damage plus 4 (1d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. [B][I]Acid Orb. [/I][/B][I]Ranged Spell Attack: [/I]+8 to hit, range 60/240 ft., one target. [I]Hit: [/I]13 (3d8) acid damage, and each creature within 5 feet of the target takes 4 (1d8) acid damage, or half as much damage on a successful DC 16 Dexterity saving throw. [B]Legendary Actions[/B] Garos can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Garos regains spent legendary actions at the start of its turn. [B][I]Cast a Spell. [/I][/B]Garos casts a spell. [B][I]Slam. [/I][/B]Garos makes a Slam attack. [B][I]Surge. [/I][/B]Garos moves its speed, and may attempt to move through Large or smaller creatures during this move. Each creature that it attempts to move through must succeed an opposed Athletics check against Garos. If the creature succeeds, Garos’ movement ends. If the creature fails, it takes 4 (1d8) acid damage and is forcibly moved up to 10 feet to a space within 5 feet of Garos, as Garos chooses. [B]Lair Actions[/B] On initiative count 20 (losing initiative ties), Garos can take a lair action to cause one of the following effects. It can’t use the same effect two rounds in a row. [LIST] [*]Garos summons 1d4 oozes of CR 1/2 or less (e.g. [B]sooze [/B]in [I]Creature Codex [/I]334). The oozes appear within 60 feet of Garos and act on their own initiative. [*]Garos creates a patch of green slime (DMG 105) on a surface within 60 feet. [/LIST] [/QUOTE]
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