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Low-medium CR creatures with lair actions?
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<blockquote data-quote="Sacrosanct" data-source="post: 8378819" data-attributes="member: 15700"><p>Good point. How about this? Since they are focused on lower-mid CR creatures, keeping lair actions more minor than high CR creatures already have is something to keep in mind, and thus no need to differentiate between minor and major.</p><p></p><p><strong>Leader</strong> (5-10 members of a group)</p><p>+1 to each ability score, +1 CR, +2 HD, +1 damage to each attack, access to 2 lair actions</p><p></p><p><strong>Lieutenant</strong> (10-25 members of a group)</p><p>+2 to each ability score, +2 CR, +1 Proficiency bonus, +5 HD, 1 extra attack action per round, 3 lair actions, one trait</p><p></p><p><strong>Captain</strong> (25-50 members of a group)</p><p>+3 to each ability score, +3 CR, +1 Proficiency bonus, +1 AC, +7 HD, 1 extra attack action per round, 4 lair actions, one trait</p><p></p><p><strong>Chieftain/Chieftess</strong> (50+ members of a group)</p><p>+4 to each ability score, +4 CR, +2 Proficiency bonus, +2 AC, +10 HD, 1 extra attack per round, +2 damage to each attack, all applicable lair actions, two traits</p><p></p><p></p><p><strong>Lair Actions</strong></p><p></p><ul> <li data-xf-list-type="ul">Objects within 5ft of the leader, such as a chair, tankard, rock, burning log, dirt, or other item, can be thrown as a reaction by the leader on this initiative count at one target within 30ft. If a ranged attack roll hits (Prof Bonus + Dexterity mod), then the target will be distracted and suffer disadvantage on all attack rolls until the end of its next turn.</li> <li data-xf-list-type="ul">The terrain/furnishings in the lair are so familiar to the leader that they can be utilized to avoid blows, granting a +2 bonus to the leader’s AC until the start of the next round.</li> <li data-xf-list-type="ul">A pitfall, rock deadfall in the ceiling, or other trap is triggered in a 5ft square. Any creature within that area needs to make a Dexterity saving throw or suffer 6 (1d10) damage of a type based on trap (piercing for spikes, bludgeoning for rocks, etc.) and have their movement rate set to 0 until the end of their next turn.</li> <li data-xf-list-type="ul">A light source (torch, fire, lantern) will flash in bright light. All creatures within 30ft of the light source will need to make a Dexterity saving throw or be <em>blinded</em> until the start of the next round. The creatures of this lair are immune as they are prepared for this and know what to expect.</li> <li data-xf-list-type="ul">Roots or vines animate in a 5ft square. Any large sized or smaller creature in this area will need to make an athletics check or be <em>grappled</em> until the start of the next round. The creature may take their action to attempt to break free by making an athletics check.</li> <li data-xf-list-type="ul">A fungi or flower expels spores in a 5ft radius. Any creature in the area of effect will need to make a Constitution saving throw or be <em>charmed</em> until the end of their next turn. Charmed creatures are in a stupor, considered restrained and unable to take any actions.</li> <li data-xf-list-type="ul">A hidden passage opens, known only to the leader and the creatures of the lair. This is a hidden opening, requiring a perception check to succeed against a DC 10+leader’s proficiency bonus. This passage leads to another passage, to the surface, another room, or some other location determined by the GM.</li> </ul></blockquote><p></p>
[QUOTE="Sacrosanct, post: 8378819, member: 15700"] Good point. How about this? Since they are focused on lower-mid CR creatures, keeping lair actions more minor than high CR creatures already have is something to keep in mind, and thus no need to differentiate between minor and major. [B]Leader[/B] (5-10 members of a group) +1 to each ability score, +1 CR, +2 HD, +1 damage to each attack, access to 2 lair actions [B]Lieutenant[/B] (10-25 members of a group) +2 to each ability score, +2 CR, +1 Proficiency bonus, +5 HD, 1 extra attack action per round, 3 lair actions, one trait [B]Captain[/B] (25-50 members of a group) +3 to each ability score, +3 CR, +1 Proficiency bonus, +1 AC, +7 HD, 1 extra attack action per round, 4 lair actions, one trait [B]Chieftain/Chieftess[/B] (50+ members of a group) +4 to each ability score, +4 CR, +2 Proficiency bonus, +2 AC, +10 HD, 1 extra attack per round, +2 damage to each attack, all applicable lair actions, two traits [B]Lair Actions[/B] [LIST] [*]Objects within 5ft of the leader, such as a chair, tankard, rock, burning log, dirt, or other item, can be thrown as a reaction by the leader on this initiative count at one target within 30ft. If a ranged attack roll hits (Prof Bonus + Dexterity mod), then the target will be distracted and suffer disadvantage on all attack rolls until the end of its next turn. [*]The terrain/furnishings in the lair are so familiar to the leader that they can be utilized to avoid blows, granting a +2 bonus to the leader’s AC until the start of the next round. [*]A pitfall, rock deadfall in the ceiling, or other trap is triggered in a 5ft square. Any creature within that area needs to make a Dexterity saving throw or suffer 6 (1d10) damage of a type based on trap (piercing for spikes, bludgeoning for rocks, etc.) and have their movement rate set to 0 until the end of their next turn. [*]A light source (torch, fire, lantern) will flash in bright light. All creatures within 30ft of the light source will need to make a Dexterity saving throw or be [I]blinded[/I] until the start of the next round. The creatures of this lair are immune as they are prepared for this and know what to expect. [*]Roots or vines animate in a 5ft square. Any large sized or smaller creature in this area will need to make an athletics check or be [I]grappled[/I] until the start of the next round. The creature may take their action to attempt to break free by making an athletics check. [*]A fungi or flower expels spores in a 5ft radius. Any creature in the area of effect will need to make a Constitution saving throw or be [I]charmed[/I] until the end of their next turn. Charmed creatures are in a stupor, considered restrained and unable to take any actions. [*]A hidden passage opens, known only to the leader and the creatures of the lair. This is a hidden opening, requiring a perception check to succeed against a DC 10+leader’s proficiency bonus. This passage leads to another passage, to the surface, another room, or some other location determined by the GM. [/LIST] [/QUOTE]
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