Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
New Homebrew Monsters - Enforcers
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="dave2008" data-source="post: 8106812" data-attributes="member: 83242"><p>No, I will just link to them in the ToC. However, if you could post each in its own post in this thread without a spoiler that would be great. It makes it easier for people who are clicking on the links. Something like this maybe:</p><p></p><p><strong>Divine Mind: </strong>For this <a href="https://www.enworld.org/threads/new-homebrew-monsters-enforcers.675424/post-8105730" target="_blank">enforcer</a>, the gods bound a mortal mind to the heavens itself, unlocking divine power and the strength of absolute knowledge. Divine Minds are warriors guided by an intellect so great that they can practically see the future as well as the as the True form of their enemies. Their minds can shape the power of the divine into actual weapons and armor, or use it to heal wounds or harm enemies. A Divine Mind is constantly shifting on the battleground, one minute striking with a large blade, the next firing long range arrows...and then shifting into defensive shields to resist attack. But if attacks fail, the Divine Mind can call upon its greatest and most terrifying weapon, the ability to reshape the mind itself.</p><p></p><p><strong><span style="font-size: 22px">Divine Mind</span></strong></p><p><em>Medium humanoid (<a href="https://www.enworld.org/threads/new-homebrew-monsters-enforcers.675424/post-8105730" target="_blank">enforcer</a>)</em></p><p></p><p><strong>Armor Class</strong> 22 (Plate +1, Shield +1)</p><p><strong>Hit Points</strong> 180</p><p><strong>Speed</strong> 30 ft.</p><p></p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>15 (+2)</td><td>15 (+2)</td><td>15 (+2)</td><td>30 (+10)</td><td>20 (+5)</td><td>20 (+5)</td></tr></table><p></p><p><strong>Skills</strong>: *See Intelligent Insight</p><p><strong>Saving Throws: </strong>*See Mental Perfection</p><p><strong>Senses</strong> Truesight 100 ft., passive perception 19</p><p><strong>Challenge</strong> 13 (Offensive</p><p></p><p><strong><em>Battlemind.</em></strong> For every additional Enforcer in the encounter, the Divine Mind gains a legendary action, and its CR increases by 1.</p><p></p><p><strong><em>Mental Perfection.</em></strong> The Divine Mind automatically passes all intelligence, wisdom, and charisma saving throws. If there is an effect when those saves are passed, the Divine Mind does not suffer the effect.</p><p></p><p><strong><em>Open Mind. </em></strong>The Divine Mind automatically sees the thoughts of any creature within 100 ft, as if they failed a saving throw against the <em>Detect Thoughts</em> spell. Effects that block the spell block this effect.</p><p></p><p><strong><em>Intelligent Insight.</em> </strong>The Divine Mind has advantage on all attacks and has a critical range of 18-20. The Divine Mind has advantage and a +4 bonus on all ability checks and possesses a perfect memory.</p><p></p><p><strong><em>Arsenal of Light</em>.</strong> The Divine Mind can summon any armor, shield, or weapon, and can freely switch between them at any time (statblock provides some standard options, and assumes the best armor and shield). Such weapons are magical, deal radiant damage, and ignore the Damage Threshold of objects and creatures. The equipment disappears if it leaves the Divine Mind’s hand.</p><p></p><p><strong><u>ACTIONS</u></strong></p><p><strong><em>Multiattack.</em> </strong>The Divine Mind makes 2 attacks, any combination of Greatsword, Halberd, or Longbow.</p><p></p><p><strong><em>Greatsword,</em> </strong><em>Melee Weapon Attack</em>: +8 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) radiant damage. The Divine Mind may take a -5 to the attack roll and add +10 damage.</p><p></p><p><strong><em>Halberd.</em> </strong><em>Melee Weapon Attack</em>: +8 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) radiant damage.</p><p></p><p><strong><em>Longbow.</em> </strong>Ranged<em> Weapon Attack</em>: +8 to hit, range: 600., one target. Hit: 11 (1d8 + 7) radiant damage. This attack ignores half and 3/4 cover.</p><p></p><p><strong><u>REACTIONS</u></strong></p><p><strong>Double Shield Defense</strong>: When an attack is made, but before the result is known, the Divine Mind can summon two large tower shields, granting +5 to AC to themself and any adjacent ally. This bonus lasts until the Divine Mind takes another Action or Legendary Action.</p><p></p><p><strong>Halberd Defense</strong>: Whenever a creature moves within 10 ft of the Divine Mind, the Divine Mind may make a Halberd attack.</p><p></p><p><strong><u>LEGENDARY ACTIONS </u></strong></p><p>The enforcer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The enforcer regains spent legendary actions at the start of its turn.</p><p></p><p><strong>Angelic Attack: </strong>The Divine Mind may make a Greatsword, Halberd, or Longsword attack</p><p><strong>Pillar of Divinity (Costs 2 Actions)</strong>: The Divine Mind summons a pillar of light with a 5 foot radius anywhere within 60 feet. Any ally (including the Divine Mind) that enters the pillar during their turn or starts their turn in the pillar heals 14 (4d6) damage and gains the effect of a <em>Greater Restoration</em>.</p><p></p><p>Any enemy instead takes 14 (4d6) radiant damage, and an enemy undead of CR 3 or lower must make a DC 18 wisdom saving throw or be destroyed. The pillar lasts until the ability is used again or the end of the Divine Mind's next turn.</p><p><strong>Divine Memory (Costs 3 Actions): </strong>The Divine Mind casts <em>Modify Memory</em> (9th level, DC 18)</p><p></p><p>PS It would be nice if the enforcer lore was its own post too.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8106812, member: 83242"] No, I will just link to them in the ToC. However, if you could post each in its own post in this thread without a spoiler that would be great. It makes it easier for people who are clicking on the links. Something like this maybe: [B]Divine Mind: [/B]For this [URL='https://www.enworld.org/threads/new-homebrew-monsters-enforcers.675424/post-8105730']enforcer[/URL], the gods bound a mortal mind to the heavens itself, unlocking divine power and the strength of absolute knowledge. Divine Minds are warriors guided by an intellect so great that they can practically see the future as well as the as the True form of their enemies. Their minds can shape the power of the divine into actual weapons and armor, or use it to heal wounds or harm enemies. A Divine Mind is constantly shifting on the battleground, one minute striking with a large blade, the next firing long range arrows...and then shifting into defensive shields to resist attack. But if attacks fail, the Divine Mind can call upon its greatest and most terrifying weapon, the ability to reshape the mind itself. [B][SIZE=6]Divine Mind[/SIZE][/B] [I]Medium humanoid ([URL='https://www.enworld.org/threads/new-homebrew-monsters-enforcers.675424/post-8105730']enforcer[/URL])[/I] [B]Armor Class[/B] 22 (Plate +1, Shield +1) [B]Hit Points[/B] 180 [B]Speed[/B] 30 ft. [TABLE] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]15 (+2)[/TD] [TD]15 (+2)[/TD] [TD]15 (+2)[/TD] [TD]30 (+10)[/TD] [TD]20 (+5)[/TD] [TD]20 (+5)[/TD] [/TR] [/TABLE] [B]Skills[/B]: *See Intelligent Insight [B]Saving Throws: [/B]*See Mental Perfection [B]Senses[/B] Truesight 100 ft., passive perception 19 [B]Challenge[/B] 13 (Offensive [B][I]Battlemind.[/I][/B] For every additional Enforcer in the encounter, the Divine Mind gains a legendary action, and its CR increases by 1. [B][I]Mental Perfection.[/I][/B] The Divine Mind automatically passes all intelligence, wisdom, and charisma saving throws. If there is an effect when those saves are passed, the Divine Mind does not suffer the effect. [B][I]Open Mind. [/I][/B]The Divine Mind automatically sees the thoughts of any creature within 100 ft, as if they failed a saving throw against the [I]Detect Thoughts[/I] spell. Effects that block the spell block this effect. [B][I]Intelligent Insight.[/I] [/B]The Divine Mind has advantage on all attacks and has a critical range of 18-20. The Divine Mind has advantage and a +4 bonus on all ability checks and possesses a perfect memory. [B][I]Arsenal of Light[/I].[/B] The Divine Mind can summon any armor, shield, or weapon, and can freely switch between them at any time (statblock provides some standard options, and assumes the best armor and shield). Such weapons are magical, deal radiant damage, and ignore the Damage Threshold of objects and creatures. The equipment disappears if it leaves the Divine Mind’s hand. [B][U]ACTIONS[/U] [I]Multiattack.[/I] [/B]The Divine Mind makes 2 attacks, any combination of Greatsword, Halberd, or Longbow. [B][I]Greatsword,[/I] [/B][I]Melee Weapon Attack[/I]: +8 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) radiant damage. The Divine Mind may take a -5 to the attack roll and add +10 damage. [B][I]Halberd.[/I] [/B][I]Melee Weapon Attack[/I]: +8 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) radiant damage. [B][I]Longbow.[/I] [/B]Ranged[I] Weapon Attack[/I]: +8 to hit, range: 600., one target. Hit: 11 (1d8 + 7) radiant damage. This attack ignores half and 3/4 cover. [B][U]REACTIONS[/U] Double Shield Defense[/B]: When an attack is made, but before the result is known, the Divine Mind can summon two large tower shields, granting +5 to AC to themself and any adjacent ally. This bonus lasts until the Divine Mind takes another Action or Legendary Action. [B]Halberd Defense[/B]: Whenever a creature moves within 10 ft of the Divine Mind, the Divine Mind may make a Halberd attack. [B][U]LEGENDARY ACTIONS [/U][/B] The enforcer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The enforcer regains spent legendary actions at the start of its turn. [B]Angelic Attack: [/B]The Divine Mind may make a Greatsword, Halberd, or Longsword attack [B]Pillar of Divinity (Costs 2 Actions)[/B]: The Divine Mind summons a pillar of light with a 5 foot radius anywhere within 60 feet. Any ally (including the Divine Mind) that enters the pillar during their turn or starts their turn in the pillar heals 14 (4d6) damage and gains the effect of a [I]Greater Restoration[/I]. Any enemy instead takes 14 (4d6) radiant damage, and an enemy undead of CR 3 or lower must make a DC 18 wisdom saving throw or be destroyed. The pillar lasts until the ability is used again or the end of the Divine Mind's next turn. [B]Divine Memory (Costs 3 Actions): [/B]The Divine Mind casts [I]Modify Memory[/I] (9th level, DC 18) PS It would be nice if the enforcer lore was its own post too. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
New Homebrew Monsters - Enforcers
Top