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<blockquote data-quote="StarkMaster7" data-source="post: 8314534" data-attributes="member: 7031295"><p>I'm new to monster home-brew and I was hoping to get some feedback. I have 5 players at level 7, but I made the mistake of giving them too many magical items early on and now they are just a little OP. Also, they have a decent healer. </p><p></p><p>This monster is meant to be a boss, one of four horseman type entities. I want it to be tough and intimidating, but hopefully no player characters die. </p><p></p><p>Side note: I have this idea where Fenris could suck some or all of the players into it's chest, which would be a pocket dimension. It sounds cool but I have no idea how they would get out. If anyone has any ideas on that, let me know. Thanks!</p><p></p><p></p><p><a href="https://www.dndbeyond.com/monsters/1768405-fenris-dog-of-despair" target="_blank">FENRIS, DOG OF DESPAIR</a></p><p>Large undead , chaotic evil</p><p><img src="https://media-waterdeep.cursecdn.com/file-attachments/0/579/stat-block-header-bar.svg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>Armor Class 15 (Natural Armor) </p><p>Hit Points 210 (20d12+80)</p><p>Speed 50 ft. </p><p><img src="https://media-waterdeep.cursecdn.com/file-attachments/0/579/stat-block-header-bar.svg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>STR</p><p>18 (+4)</p><p>DEX</p><p>22 (+6)</p><p>CON</p><p>17 (+3)</p><p>INT</p><p>15 (+2)</p><p>WIS</p><p>19 (+4)</p><p>CHA</p><p>20 (+5)</p><p><img src="https://media-waterdeep.cursecdn.com/file-attachments/0/579/stat-block-header-bar.svg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>Skills <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Perception" target="_blank">Perception</a> +3, <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Stealth" target="_blank">Stealth</a> +4</p><p>Damage Resistances Bludgeoning, Piercing, Slashing</p><p>Condition Immunities <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Charmed" target="_blank">Charmed</a>, <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Frightened" target="_blank">Frightened</a>, <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Poisoned" target="_blank">Poisoned</a></p><p>Senses Passive Perception 15</p><p>Languages -- </p><p>Challenge 12 (8,400 XP)</p><p></p><p>Proficiency Bonus +4</p><p><img src="https://media-waterdeep.cursecdn.com/file-attachments/0/579/stat-block-header-bar.svg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><em><strong>Keen Hearing and Smell.</strong></em> Fenris has advantage on Wisdom (<a href="https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Perception" target="_blank">Perception</a>) checks that rely on hearing or smell.</p><p><em><strong>Magic Resistance. </strong></em>Fenris has advantage on saving throws against spells and other magical effects. </p><p><strong><em>Legendary resistance (3/day). </em></strong>If Fenris fails a saving throw, it can choose to succeed instead.</p><p><em><strong>Innate Spellcasting. </strong></em>Fenris can innately cast earthquake, firestorm, and cone of cold (Spell save DC 15 ), once per day. Requires no material components. It's innate spellcasting ability is Charisma. </p><p></p><p>Actions</p><p><strong>Multiattack.</strong> Fenris uses living nightmare if he can. He can then make three attacks. One with his bite and two with his claws. </p><p><em><strong>Bite.</strong> Melee Weapon Attack:</em> +7 to hit, reach 5 ft., two targets. <em>Hit:</em> 13 (2d8 + 4) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or become <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Grappled" target="_blank">grappled</a>.</p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack: </em>+7 to hit, reach 10 ft., two targets. Hit: 13 (1d8+4) Piercing damage plus 4 (1d8) necrotic damage.</p><p><em><strong>Frightful Presence</strong></em>. Each creature of Fenrir's choice that is within 30 ft. of him must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Fenris's Frightful Presence for the next 24 hours. </p><p></p><p>Legendary Actions</p><p><em><strong>Bite Attack. </strong></em>Fenris makes a bite attack. </p><p><em><strong>Deathly Thrash.</strong></em> All creatures within 15 feet of him must make a strength saving throw DC 15, taking 30 (5d12) bludgeoning damage on a failure, and are knocked prone. Fenrir can then move up to half his speed, without triggering attacks of opportunity. </p><p><em><strong>Detect.</strong></em> Fenrir makes a Wisdom (Perception) check.</p></blockquote><p></p>
[QUOTE="StarkMaster7, post: 8314534, member: 7031295"] I'm new to monster home-brew and I was hoping to get some feedback. I have 5 players at level 7, but I made the mistake of giving them too many magical items early on and now they are just a little OP. Also, they have a decent healer. This monster is meant to be a boss, one of four horseman type entities. I want it to be tough and intimidating, but hopefully no player characters die. Side note: I have this idea where Fenris could suck some or all of the players into it's chest, which would be a pocket dimension. It sounds cool but I have no idea how they would get out. If anyone has any ideas on that, let me know. Thanks! [URL='https://www.dndbeyond.com/monsters/1768405-fenris-dog-of-despair']FENRIS, DOG OF DESPAIR[/URL] Large undead , chaotic evil [IMG]https://media-waterdeep.cursecdn.com/file-attachments/0/579/stat-block-header-bar.svg[/IMG] Armor Class 15 (Natural Armor) Hit Points 210 (20d12+80) Speed 50 ft. [IMG]https://media-waterdeep.cursecdn.com/file-attachments/0/579/stat-block-header-bar.svg[/IMG] STR 18 (+4) DEX 22 (+6) CON 17 (+3) INT 15 (+2) WIS 19 (+4) CHA 20 (+5) [IMG]https://media-waterdeep.cursecdn.com/file-attachments/0/579/stat-block-header-bar.svg[/IMG] Skills [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Perception']Perception[/URL] +3, [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Stealth']Stealth[/URL] +4 Damage Resistances Bludgeoning, Piercing, Slashing Condition Immunities [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Charmed']Charmed[/URL], [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Frightened']Frightened[/URL], [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Poisoned']Poisoned[/URL] Senses Passive Perception 15 Languages -- Challenge 12 (8,400 XP) Proficiency Bonus +4 [IMG]https://media-waterdeep.cursecdn.com/file-attachments/0/579/stat-block-header-bar.svg[/IMG] [I][B]Keen Hearing and Smell.[/B][/I] Fenris has advantage on Wisdom ([URL='https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Perception']Perception[/URL]) checks that rely on hearing or smell. [I][B]Magic Resistance. [/B][/I]Fenris has advantage on saving throws against spells and other magical effects. [B][I]Legendary resistance (3/day). [/I][/B]If Fenris fails a saving throw, it can choose to succeed instead. [I][B]Innate Spellcasting. [/B][/I]Fenris can innately cast earthquake, firestorm, and cone of cold (Spell save DC 15 ), once per day. Requires no material components. It's innate spellcasting ability is Charisma. Actions [B]Multiattack.[/B] Fenris uses living nightmare if he can. He can then make three attacks. One with his bite and two with his claws. [I][B]Bite.[/B] Melee Weapon Attack:[/I] +7 to hit, reach 5 ft., two targets. [I]Hit:[/I] 13 (2d8 + 4) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or become [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Grappled']grappled[/URL]. [I][B]Claw.[/B][/I] [I]Melee Weapon Attack: [/I]+7 to hit, reach 10 ft., two targets. Hit: 13 (1d8+4) Piercing damage plus 4 (1d8) necrotic damage. [I][B]Frightful Presence[/B][/I]. Each creature of Fenrir's choice that is within 30 ft. of him must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Fenris's Frightful Presence for the next 24 hours. Legendary Actions [I][B]Bite Attack. [/B][/I]Fenris makes a bite attack. [I][B]Deathly Thrash.[/B][/I] All creatures within 15 feet of him must make a strength saving throw DC 15, taking 30 (5d12) bludgeoning damage on a failure, and are knocked prone. Fenrir can then move up to half his speed, without triggering attacks of opportunity. [I][B]Detect.[/B][/I] Fenrir makes a Wisdom (Perception) check. [/QUOTE]
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