#### FuzzyBunny

##### Villager

I'm looking to scale down a stat block, which I won't reproduce here because it's not part of any SRD. It doesn't easily fit the monster creation guides in the A5E MM, which is what is making it difficult to cost. This is a (Recharge 6) ability, so likely to only be used once per encounter. The text is something like this:

Each creature grappled takes 12 bludgeoning damage. All other creatures within 15 feet make a DC Y Dexterity saving throw. On a failed save, a creature takes 12 bludgeoning damage per grappled creature, successful save for half damage.

For context, the creature's "basic attack" is 2 attacks, each of which deal 9 damage and can grapple and restrain a creature, dealing 3 damage each turn while the creature is grappled and restrained.

What makes this one tricky is that 1) a grappled creature gets no save against the special attack; if it's grappled, it hits and 2) the area of effect damage increases for each grappled creature - "On a failed save, a creature takes 12 bludgeoning damage

**per grappled creature.**"Mathematically, it really only makes sense to use this special attack if you have 2 PCs grappled - so 12 unavoidable damage per PC = 24 damage minimum. But ideally, you'd have 2 PCs grappled and a third PC who can get hit by the area of effect attack: 12 unavoidable damage x 2 PCs = 24 unavoidable damage, and 24 avoidable damage against the third PC in the area of effect (12 x 2 PCs grappled) = 48 damage. My instinct is to split this down the middle and cost it at 36 damage. But since half of this damage has no save or attack role (assuming the PCs are already grappled), I think it makes sense to cost it as 48 damage per round.

I realize I could make a guesstimate and it would probably be fine. But it's more fun for me to try to understand the math and the logic behind it, if someone else would relish the challenge of taking a stab at it!