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New Creature Critique - Dagonspawn
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<blockquote data-quote="LordEntrails" data-source="post: 6977847" data-attributes="member: 6804070"><p>[MENTION=83242]dave2008[/MENTION], [MENTION=53176]Leatherhead[/MENTION],</p><p></p><p>Thanks guys. I knew the stat block wasn't clear, and I just didn't know how to clarify that.</p><p></p><p>I thought about making it two separate stat blocks, one for the cocoon state and one for the birthed state, but, obviously, I didn't go that way. Should I?</p><p></p><p>To clarify, this creature starts off as something like an egg with tentacles. It comes from a ritual and the evil priests "feed" it victims. It takes several months for it to actually emerge (and many dead sacrifices). The adventurers are here at the end (predictable huh?) to either prevent it from emerging or kill it once it does.</p><p></p><p>So, I wanted the abyssal drain to take time, That's where the ability drain comes in. It should take a long time for this to kill someone otherwise it would be going through victims in minutes and emerge in a matter of hours or days.</p><p></p><p>The embryonic form starts with fewer hit points (~45) and it's hooked up to a dozen victims that are now all unconscious and have various numbers of remaining ability points. A few are within a couple of rounds of being killed. So max hit points is 113 (or rolled value if the DM does that).</p><p></p><p>I don't think the offensive CR is that high, because once they are all attached, it does 24 damage (which is CR 3). After it hatches, yes it does, (temporarily) have upto 14 attacks (which concerns me, but...). But notice that the tentacle no longer regenerate and are easily killed. So in many cases the PCs will destroy those attacks quickly. Plus, any that are attached won't make attacks, instead will just allow the spawn to regen hitpoints (2 each). Then, once the tentacles are destroyed, it's attacks are back to 2 for 11 each. (which again is CR 3).</p><p></p><p>So, how do I best get there?</p></blockquote><p></p>
[QUOTE="LordEntrails, post: 6977847, member: 6804070"] [MENTION=83242]dave2008[/MENTION], [MENTION=53176]Leatherhead[/MENTION], Thanks guys. I knew the stat block wasn't clear, and I just didn't know how to clarify that. I thought about making it two separate stat blocks, one for the cocoon state and one for the birthed state, but, obviously, I didn't go that way. Should I? To clarify, this creature starts off as something like an egg with tentacles. It comes from a ritual and the evil priests "feed" it victims. It takes several months for it to actually emerge (and many dead sacrifices). The adventurers are here at the end (predictable huh?) to either prevent it from emerging or kill it once it does. So, I wanted the abyssal drain to take time, That's where the ability drain comes in. It should take a long time for this to kill someone otherwise it would be going through victims in minutes and emerge in a matter of hours or days. The embryonic form starts with fewer hit points (~45) and it's hooked up to a dozen victims that are now all unconscious and have various numbers of remaining ability points. A few are within a couple of rounds of being killed. So max hit points is 113 (or rolled value if the DM does that). I don't think the offensive CR is that high, because once they are all attached, it does 24 damage (which is CR 3). After it hatches, yes it does, (temporarily) have upto 14 attacks (which concerns me, but...). But notice that the tentacle no longer regenerate and are easily killed. So in many cases the PCs will destroy those attacks quickly. Plus, any that are attached won't make attacks, instead will just allow the spawn to regen hitpoints (2 each). Then, once the tentacles are destroyed, it's attacks are back to 2 for 11 each. (which again is CR 3). So, how do I best get there? [/QUOTE]
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