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You could always make the monster stronger so that it makes sense.3. I have to agree that part breaking doesn't make sense with these lower CR creatures. I am currently trying to work on wording for it so that an individual stat block can be used by itself.
I get the idea, I am just not sure this is the best way to do it.4.To explain “break effects”, in the video game you can target certain monster parts to weaken them over the course of a battle. This is my attempt to reflect that.
AC 2 is better, but it might be easier to have them grant advantage or make them "vulnerable" or something similar. Static bonuses and penalties are not common in 5e. Honestly I really want something more flavorful and interesting to happen than a simple AC loss.5. Do you think a AC reduction of 2 or more might be more appropriate when i apply these to higher CR creatures.
I understand the intent, I am just not sure this is best way to do it. I have seen people do things like this (and I had a similar trait for my Primordials in my 5e Epic Updates) and I am just not sure of the best way to do it. The complexity is more than what you typical want for a 5e monster, but that is not in and of itself a bad thing. That being said, I am not sure you getting the impact you want for adding more complexity.
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You could always make the monster stronger so that it makes sense.
I get the idea, I am just not sure this is the best way to do it.
AC 2 is better, but it might be easier to have them grant advantage or make them "vulnerable" or something similar. Static bonuses and penalties are not common in 5e. Honestly I really want something more flavorful and interesting to happen than a simple AC loss.
OK here is my take on the Magnanir, just trying to reorganize the break effect. I also added a few comments/notes in red.
Large Beast, Unaligned
Armor Class 13 (Natural Armor)
Hit Points 45 (6d10 + 12)
Speed 60 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 14 (+2) 2 (-3) 11 (+1) 8 (-1)
Damage Resistance: cold
Damage Vulnerabilities: fire
Senses passive perception 11
Challenge 2 (450 XP) Proficiency Bonus +2
Herd Tactics. The magnanir has advantage on attack rolls against a creature if at least one of the magnamir’s allies are within 5 ft of the creature and the ally isn’t incapacitated.
Charge. If the magnamir moves at least 30 feet straight toward a creature and then hits it with a horn attack on the same turn, that target takes an additional 1d8 slashing damage. If the target is a creature of medium size or smaller, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Brittle Horn. The magnamir's horn can be targeted separately and has an AC 15 and 15 hit points. If the magamir's horn is reduced to 0 hit points, it can not Charge or make Horn attacks until the horn is restored to full hit points. The magamir's horn regenerates and regains all hit points after a long rest.
I moved the break effect to the traits section where I think it should be. I also simplified it and made it more impactful. If the benefit does not have a real impact there is no real reason to target the horn, it is better to just kill the monster instead. Alternately, you could use:
Brittle Horn. If the magnamir takes 10 or more damage in a single turn, its horn is shattered.
If the magamir's horn is shattered, it can not Charge or make Horn attacks until the horn is restored to full hit points. The magamir's horn regenerates and regains all hit points after a long rest.
This option removes the complexity of targeting the horn, but requires specific trigger (10 damage - on single turn).
Multiattack. The magnamir makes two melee attacks.
I am not sure this is what you want. Unless it charges there is no reason to make a horn attack since the kick is so much better. I might change it to:
Multiattack. The magnamir makes two Horn attacks. It can replace one of these with a kick attack.
Multiattack. The magnamir makes two attacks: one with its horn and one with its kick. It can't make both attacks against the same target.
or a combo
Multiattack. The magnamir makes two Hoorn attacks. It can replace one of these attacks with a kick attack; however, it can't target the same creature with a Horn and a Kick attack.
However, perhaps with the brittle horn trait, it needs be able to kick twice if needed. If that is the case I would increase the horn or charge damage or decrease the impact of Kick.
Horn. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit. 8 (1d8 + 4) slashing damage.
Kick. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit. 10 (2d6 + 3) bludgeoning damage. A creature hit by this attack must make a DC 14 Strength saving throw or be stunned until the start of its next turn.
Leap. If the magnamir is attacked by a creature it can see, it leap up to 15 feet in any direction. Perhaps this action should state that: "this movement does provoke opportunity attacks." I am also not sure if this movement means the attack misses or not. What is your intent? Is it an auto miss on the triggering attack or does it add to the AC vs that attack or something else?
Leap. If the magnamir is attacked by a creature it can see, it leap up to 15 feet in any direction without provoking opportunity attacks and the triggering attack misses the magnamir.
Sure thing. But i dont want to add a loot section to the creatures stack block. I may just put meats and such as a shop you could use. I wont put any of the non-food items from creatures in that shop, but i think having different versions of these shops would work well. Not every shop will sell behemoth steak after all.Can they be used to gather ingredients for cooking?
This is a gallery of enemies that appear in Final Fantasy XV. An in-game bestiary was added in a patch, which displays most enemies in the menu. If an enemy appears as a boss encounter in a main or sidequest, they are listed under Bosses, even if they may become regular enemies later in the...finalfantasy.fandom.com
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