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New Homebrew Monsters - Enforcers
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<blockquote data-quote="Stalker0" data-source="post: 8105825" data-attributes="member: 5889"><p>And now thank you for your feedback!</p><p></p><p></p><p>The defensive base is actually 8 for 180 hp, then +4 would be 12, and I could easily see it being 13 for the extra extra special saves. So it seems CR 13 is in the ballpark.</p><p></p><p>I do give the advantage on all ability checks, so they do have a major skill boost from that, but I see no reason not to top them off with a big skill boost, with an int like that you would expect<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>So I look at what would happen if he gave up 2 attacks to activate the pillar and then got the equivalent of Regeneration 14 (its not exactly like regeneration because you can still die in the pillar but its close). The Offensive CR drops from 13 to 12 and the Defensive CR increases from 12 to 14. So it looks like I'm still dancing around CR 13 regardless.</p><p></p><p>I like my legendries to change the battlefield a bit, so I'll leave it as is and try it out.</p><p></p><p>Can do!</p><p></p><p>Thanks for the proof reads there, I'll clean them up.</p><p></p><p>I actually used the exact wording of the spell Erupting Earth, which does not give a half damage effect, but having one gives him options so I am game.</p><p></p><p>I mentioned out the top that I am not factoring in the BPS resistance at all, as at these levels my group always has magic weapons. Since we are looking at adding it to your gallery I am 100% ok with just removing the BPS resistance to keep the math clean.</p><p></p><p>Ack! I dropped my attack bonus at the last moment to allow me to add more damage, and now I remember why I had the attack in the first place, a +14 = +10 str + 4 proficiency. So I can go back, though that drops my damage back I'll have to look.</p><p></p><p>So this is where the design leaves the standard monster. I am making these monsters with the intentional idea that they are OP in specific ways. The goal is to ensure party's can't just fight these guys the normal way....that way lies madness. With the World Soul....fighting him in melee is nigh insanity, and I wanted to reflect that.</p><p></p><p>That said, I could probably give him advantage on athletics check (I used a barbarian for some of the thoughts of the monster anyway). A +14 with advantage is going to be auto success a good portion of the time, but its not a guaranteed your screwed. I'll ponder it, I really like the concept that he is just inescapable....but that is more of a 3e mindset than a 5e one.</p><p></p><p></p><p>This was intentional. I made this guy ridiculous in melee with the balance of weaker against ranged attacks and limited maneuverability. He does have a 50 speed which can help him get out of trouble, but not too special. I also wanted to make sure it wasn't too like an earth elemental, there are already very strong similarities anyway.</p><p></p><p>Reform Self is flavorwise (from my story) the absolute core part of the character, so I will hold onto it for dear life unless I have to be rid of it. Again going back to what I said about the world soul....Enforcers are intentional imbalanced in specific ways...they are each designed to be extremely difficult to fight unless you smartly adapt to the tactics. A party that does not aggressively attack this enforcer is going to hugely pay for that, and that is very intentional. On the other hand, a simple hypnotic pattern or hold person could end this guy with barely a whimper. It does of course make usual CR balance incredibly tricky.</p><p></p><p>Much cleaner language, thank you, I will incorporate!</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8105825, member: 5889"] And now thank you for your feedback! The defensive base is actually 8 for 180 hp, then +4 would be 12, and I could easily see it being 13 for the extra extra special saves. So it seems CR 13 is in the ballpark. I do give the advantage on all ability checks, so they do have a major skill boost from that, but I see no reason not to top them off with a big skill boost, with an int like that you would expect:) So I look at what would happen if he gave up 2 attacks to activate the pillar and then got the equivalent of Regeneration 14 (its not exactly like regeneration because you can still die in the pillar but its close). The Offensive CR drops from 13 to 12 and the Defensive CR increases from 12 to 14. So it looks like I'm still dancing around CR 13 regardless. I like my legendries to change the battlefield a bit, so I'll leave it as is and try it out. Can do! Thanks for the proof reads there, I'll clean them up. I actually used the exact wording of the spell Erupting Earth, which does not give a half damage effect, but having one gives him options so I am game. I mentioned out the top that I am not factoring in the BPS resistance at all, as at these levels my group always has magic weapons. Since we are looking at adding it to your gallery I am 100% ok with just removing the BPS resistance to keep the math clean. Ack! I dropped my attack bonus at the last moment to allow me to add more damage, and now I remember why I had the attack in the first place, a +14 = +10 str + 4 proficiency. So I can go back, though that drops my damage back I'll have to look. So this is where the design leaves the standard monster. I am making these monsters with the intentional idea that they are OP in specific ways. The goal is to ensure party's can't just fight these guys the normal way....that way lies madness. With the World Soul....fighting him in melee is nigh insanity, and I wanted to reflect that. That said, I could probably give him advantage on athletics check (I used a barbarian for some of the thoughts of the monster anyway). A +14 with advantage is going to be auto success a good portion of the time, but its not a guaranteed your screwed. I'll ponder it, I really like the concept that he is just inescapable....but that is more of a 3e mindset than a 5e one. This was intentional. I made this guy ridiculous in melee with the balance of weaker against ranged attacks and limited maneuverability. He does have a 50 speed which can help him get out of trouble, but not too special. I also wanted to make sure it wasn't too like an earth elemental, there are already very strong similarities anyway. Reform Self is flavorwise (from my story) the absolute core part of the character, so I will hold onto it for dear life unless I have to be rid of it. Again going back to what I said about the world soul....Enforcers are intentional imbalanced in specific ways...they are each designed to be extremely difficult to fight unless you smartly adapt to the tactics. A party that does not aggressively attack this enforcer is going to hugely pay for that, and that is very intentional. On the other hand, a simple hypnotic pattern or hold person could end this guy with barely a whimper. It does of course make usual CR balance incredibly tricky. Much cleaner language, thank you, I will incorporate! [/QUOTE]
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