Anyway, here is the updated
Dodkong
I've updated the Dodkong to have more necromancy and earth spells. However, warlocks don't have a lot of spell options. Any suggestions are welcome.
It's a monster, it doesn't have to follow any stinking PC rules!
If I were in your shoes I'd give it whatever spells seemed appropriate.
Ran my eyes across the latest edition and here's my first impressions.
Why does it have "bloodied" in its hit points? I thought this was a core rule only version.
The "tremor sense" in
Senses should not be two words: it's tremorsense.
Having trouble figuring out if its DPR is appropriate for its CR.
I'm reading this right its most damaging arrangement for a round is a
Slam (19½ damage) plus
cone of cold (72 damage, as AoE count double)
Multiattack followed by a
Fling (33 damage) Bonus Action if its Slam grapples plus a
Hellish Rebuke (33 damage) Reaction.
That's 157½ in total, which is pretty close to the Challenge 22 average of 159 to 176, but it can only use its powerful attacks like
cone of cold or
Arcanum Death a few times a day.
That seems a tad low.
Hold on, I've just noticed it's got "The Dodkong can take up to three reactions per round but only one per turn" in Reactions. Have you combined its Reaction and Legendary Actions? Whatever the case, if it can use Hellish Rebuke three times a round that's another 66 damage for 223½ "best damage on a round" which seems a tad high.
Have to think about this.
That Dodkong's AC and HP are lower than the CR 22 average suggesting it would need to do a bit more damage to compensate, plus it's got decent Resistances and Challenges.
Also not sure how the various condition-inflicting attacks will affect the Challenge, the
Dreamwalker's Charm alone is a potential TPK if everyone saves badly. Charm is not a power to be taken lightly. Once wiped out a party using a Vampire using her charming gaze.