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Custom Monsters and Enemies You’ve Made?
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<blockquote data-quote="Weiley31" data-source="post: 8292356" data-attributes="member: 7017196"><p>I haven't had yet the pleasure of Customizing/Homebrewing monsters......<em>yet.</em></p><p></p><p>However I do like having some basic ideas. Like if I want an enemy that is an Elite Swords/Guardman of a high priority target or something like that, then I legit give them the College of Swords' <em>Blade Flourishes</em> to represent their Weapons Training. A Swordmaster would straight up use the Battle Master <em>Combat Superiority Maneuvers</em>. Gish-Type enemies would have the Tasha's Bladesingers' <em>Extra Attack/Cantrip swap</em> or <em>Valor Bards' Extra Attack/Spell swap.</em> If I want a Mage Enemy to launch a projectile and have it hurt/do crap like pushing/pulling and stuff, then that Mage enemy is getting the Eldritch Blast cantrip <em>AND</em> the Agonizing Blast invocation that keys off whatever is their highest casting stat is. (and no they aren't a Warlock unless the character is a Warlock enemy.)</p><p></p><p>A Commander style type of enemy would be using the Bard's Bardic Inspiration or, as Adventures in Middle Earth likes to call it, <em>Command/Warden Die</em> which pretty much does the same thing. And an enemy squad used to working together would have Pack Tactics.</p><p></p><p>Speaking of Adventures in Middle Earth, a lot of the Monster Special/Troup Abilities are perfect to add when need. Just got to rework the DC saves math since AiME kinda has lowish DC saves numbers to avoid crap happening to ya.</p><p></p><p>And if I wanted a Boss style monster with a "Health Bar," Then they got a full re-heal Second Wind. Martials would like have two uses, Casters one use, and BBEG's having <em>THREE</em> uses.</p><p><em>But now we have Mythic Traits/Actions which pretty much does the same thingish. But before then, Second Winds,</em></p><p></p><p>I guess in a strange way, it's kinda like an unintentional reversal of 4E's Character Types, but for 5E monsters.</p></blockquote><p></p>
[QUOTE="Weiley31, post: 8292356, member: 7017196"] I haven't had yet the pleasure of Customizing/Homebrewing monsters......[I]yet.[/I] However I do like having some basic ideas. Like if I want an enemy that is an Elite Swords/Guardman of a high priority target or something like that, then I legit give them the College of Swords' [I]Blade Flourishes[/I] to represent their Weapons Training. A Swordmaster would straight up use the Battle Master [I]Combat Superiority Maneuvers[/I]. Gish-Type enemies would have the Tasha's Bladesingers' [I]Extra Attack/Cantrip swap[/I] or [I]Valor Bards' Extra Attack/Spell swap.[/I] If I want a Mage Enemy to launch a projectile and have it hurt/do crap like pushing/pulling and stuff, then that Mage enemy is getting the Eldritch Blast cantrip [I]AND[/I] the Agonizing Blast invocation that keys off whatever is their highest casting stat is. (and no they aren't a Warlock unless the character is a Warlock enemy.) A Commander style type of enemy would be using the Bard's Bardic Inspiration or, as Adventures in Middle Earth likes to call it, [I]Command/Warden Die[/I] which pretty much does the same thing. And an enemy squad used to working together would have Pack Tactics. Speaking of Adventures in Middle Earth, a lot of the Monster Special/Troup Abilities are perfect to add when need. Just got to rework the DC saves math since AiME kinda has lowish DC saves numbers to avoid crap happening to ya. And if I wanted a Boss style monster with a "Health Bar," Then they got a full re-heal Second Wind. Martials would like have two uses, Casters one use, and BBEG's having [I]THREE[/I] uses. [I]But now we have Mythic Traits/Actions which pretty much does the same thingish. But before then, Second Winds,[/I] I guess in a strange way, it's kinda like an unintentional reversal of 4E's Character Types, but for 5E monsters. [/QUOTE]
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