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New Homebrew Monsters - Enforcers
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<blockquote data-quote="Stalker0" data-source="post: 8106671" data-attributes="member: 5889"><p>Alright made my updates!</p><p></p><p>1) Divine Mind: I went with most of the suggestions except for removing the Spell names and replace with language. Normally I would be all about that but the spell language is actually VERY LONG, and it would be quite a mouthful to put that in the stat block. Since there are two spells for the guy its the one enforcer that I expect the DM to look up some spells. Its not ideal, but neither is turing the stat block into a two pager.</p><p></p><p>2) World Soul: So I took a bit of the cap off this guy. In my story he is the strongest of the enforcers, so no reason not to bump up the CR (he is now offensive CR 19). I decided to push harder on the barbarian motif. For World's Strength, I gave him the 18th level barbarian ability indomitable might (so now his athletics checks at a 30). Instead of going for a minimum, I just made them a flat 30. This still gives him the feel of "absolute strength", but the lower max means there is still a chance a crazy strong barbarian PC might make it out of the grapple. At CR 19 that feels appropriate within flavor.</p><p></p><p>I also used your idea of adding con into to AC and damage, so I recalculated his AC and attacks. So overall he got a solid CR bump but I think it better captures the essence.</p><p></p><p>3) Fate Shaper: Ok so I took a page out of your mythic handbook, and went with that recovery model. However instead of getting stronger, he gets weaker by the loss of legendary actions. This represents the book flavor I wanted to keep (he gets tired from the use of that ability), and it is much easier to CR. It allows is a good way to showcase to the party that they are winning...otherwise it could be very discouraging to see the monster just "get back up". But once they see that's legendary actions have dropped....they know that they are winning. It also allows for the Divine Mind to recharge that ability, which is also something that the two could do in the story....which made them a particularly deadly combination.</p><p></p><p>I did add a +2 CR for battlemind on this one, since he gets a lot more out of a new legendary action than most enforcers do. I think this also properly reflects that a Fate Shaper is particularly dangerous when other enforcers are around to take advantage of the stuns.</p><p></p><p>4) I did a gender neutral pass on the text as well.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8106671, member: 5889"] Alright made my updates! 1) Divine Mind: I went with most of the suggestions except for removing the Spell names and replace with language. Normally I would be all about that but the spell language is actually VERY LONG, and it would be quite a mouthful to put that in the stat block. Since there are two spells for the guy its the one enforcer that I expect the DM to look up some spells. Its not ideal, but neither is turing the stat block into a two pager. 2) World Soul: So I took a bit of the cap off this guy. In my story he is the strongest of the enforcers, so no reason not to bump up the CR (he is now offensive CR 19). I decided to push harder on the barbarian motif. For World's Strength, I gave him the 18th level barbarian ability indomitable might (so now his athletics checks at a 30). Instead of going for a minimum, I just made them a flat 30. This still gives him the feel of "absolute strength", but the lower max means there is still a chance a crazy strong barbarian PC might make it out of the grapple. At CR 19 that feels appropriate within flavor. I also used your idea of adding con into to AC and damage, so I recalculated his AC and attacks. So overall he got a solid CR bump but I think it better captures the essence. 3) Fate Shaper: Ok so I took a page out of your mythic handbook, and went with that recovery model. However instead of getting stronger, he gets weaker by the loss of legendary actions. This represents the book flavor I wanted to keep (he gets tired from the use of that ability), and it is much easier to CR. It allows is a good way to showcase to the party that they are winning...otherwise it could be very discouraging to see the monster just "get back up". But once they see that's legendary actions have dropped....they know that they are winning. It also allows for the Divine Mind to recharge that ability, which is also something that the two could do in the story....which made them a particularly deadly combination. I did add a +2 CR for battlemind on this one, since he gets a lot more out of a new legendary action than most enforcers do. I think this also properly reflects that a Fate Shaper is particularly dangerous when other enforcers are around to take advantage of the stuns. 4) I did a gender neutral pass on the text as well. [/QUOTE]
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