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New Creature Critique - Dagonspawn
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<blockquote data-quote="LordEntrails" data-source="post: 6976898" data-attributes="member: 6804070"><p>I'm creating a new demon and would like your feedback. This is a creature that is born from an evil ritual to Dagon. It starts in a cocoon state and is being fed via sacrificial victims. When it reaches full hit points (via it's tentacles abyssal drain), it emerges or is born.</p><p></p><p>Two most important things I'm hoping for feedback on;</p><p>1) is the challenge rating appropriate?</p><p>2) is this two-form clear and playable?</p><p></p><p>Thanks in Advance</p><p></p><p></p><p><u><strong>Dagonspawn</strong></u></p><p>Medium fiend (demon), chaotic evil</p><p><strong>Armor Class</strong> 13 (natural armor)</p><p><strong>Hit Points</strong> 113 (15d8 + 45)</p><p><strong>Speed</strong> 30 ft.</p><p>STR DEX CON INT WIS CHA</p><p>15 12 16 12 12 10</p><p><strong>Saving Throws </strong><strong>Con +6, Wis +5</strong></p><p><strong>Senses </strong><strong>darkvision 120ft., passive Perception 11</strong></p><p><strong>Languages</strong> Abyssal</p><p><strong>Challenge</strong> 3 (700 XP)</p><p> </p><p><strong><u>Traits</u></strong></p><p><strong>Hardened Shell</strong></p><p>Until the dagonspawn hatches, the cocoon (but not the Abyssal Tentacles) has resistance to bludgeoning, slashing and piercing damage from non-magical attacks and has a dexterity of 0.</p><p> </p><p><strong>Magic Resistance</strong></p><p>Once the dagonspawn hatches, it gains advantage on saving throws against spells and other magical effects.</p><p> </p><p><strong>Abyssal Tentacles</strong></p><p>The dagonspawn has 12 tentacles. Each tentacle has 2 hit points, AC 13 and until the dagonspawn hatches, regenerates at the start of the second turn after being destroyed. Damage done to a tentacle does not harm the dagonspawn.</p><p> </p><p><strong>Abyssal Drain</strong></p><p>While being grappled by a tentacle a creature suffers 2 necrotic damage at the start of the dagonspawn's turn and the dagonspawn gains 2 hit points to the dagon spawn’s maxiumum hit points. Creatures that are at zero hit points when they suffer this effect instead take no necrotic damage, instead they lose one ability from a random ability that has more than one point, when all abilities are at 1 and they suffer an abyssal drain, instead they die. The spawn still gains 2 hit points when it drains ability point damage. A creature can suffer no more than one abyssal drain per turn.</p><p> </p><p><strong><u>Actions</u></strong></p><p><strong>Multiattack</strong></p><p>The dagonspawn can attack with all of its tentacles and can make two other melee (claw) attacks.</p><p> </p><p><strong>Tentacle Slam</strong></p><p>Melee weapon attack: +3 to hit, reach 20 ft., one target. Hit: 4 (1d4+2) bludgeoning damage and the target is grappled. On subsequent turns, a grappled creature is subject to an Abyssal Drain effect. A creature can use its action to make a DC15 grapple check to attempt to free itself from the tentacle.</p><p> </p><p><strong>Claw</strong></p><p>Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) slashing damage.</p></blockquote><p></p>
[QUOTE="LordEntrails, post: 6976898, member: 6804070"] I'm creating a new demon and would like your feedback. This is a creature that is born from an evil ritual to Dagon. It starts in a cocoon state and is being fed via sacrificial victims. When it reaches full hit points (via it's tentacles abyssal drain), it emerges or is born. Two most important things I'm hoping for feedback on; 1) is the challenge rating appropriate? 2) is this two-form clear and playable? Thanks in Advance [U][B]Dagonspawn[/B][/U] Medium fiend (demon), chaotic evil [B]Armor Class[/B] 13 (natural armor) [B]Hit Points[/B] 113 (15d8 + 45) [B]Speed[/B] 30 ft. STR DEX CON INT WIS CHA 15 12 16 12 12 10 [B]Saving Throws [/B][B]Con +6, Wis +5[/B] [B]Senses [/B][B]darkvision 120ft., passive Perception 11[/B] [B]Languages[/B] Abyssal [B]Challenge[/B] 3 (700 XP) [B][U]Traits[/U][/B] [B]Hardened Shell[/B] Until the dagonspawn hatches, the cocoon (but not the Abyssal Tentacles) has resistance to bludgeoning, slashing and piercing damage from non-magical attacks and has a dexterity of 0. [B]Magic Resistance[/B] Once the dagonspawn hatches, it gains advantage on saving throws against spells and other magical effects. [B]Abyssal Tentacles[/B] The dagonspawn has 12 tentacles. Each tentacle has 2 hit points, AC 13 and until the dagonspawn hatches, regenerates at the start of the second turn after being destroyed. Damage done to a tentacle does not harm the dagonspawn. [B]Abyssal Drain[/B] While being grappled by a tentacle a creature suffers 2 necrotic damage at the start of the dagonspawn's turn and the dagonspawn gains 2 hit points to the dagon spawn’s maxiumum hit points. Creatures that are at zero hit points when they suffer this effect instead take no necrotic damage, instead they lose one ability from a random ability that has more than one point, when all abilities are at 1 and they suffer an abyssal drain, instead they die. The spawn still gains 2 hit points when it drains ability point damage. A creature can suffer no more than one abyssal drain per turn. [B][U]Actions[/U][/B] [B]Multiattack[/B] The dagonspawn can attack with all of its tentacles and can make two other melee (claw) attacks. [B]Tentacle Slam[/B] Melee weapon attack: +3 to hit, reach 20 ft., one target. Hit: 4 (1d4+2) bludgeoning damage and the target is grappled. On subsequent turns, a grappled creature is subject to an Abyssal Drain effect. A creature can use its action to make a DC15 grapple check to attempt to free itself from the tentacle. [B]Claw[/B] Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) slashing damage. [/QUOTE]
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