Quickleaf
Legend
Really? I would disagree. Let's compare Superior Invisibility (from faerie dragon, defensively worth +2 AC according to DMG, leaving aside the offensive bonus which is separate) with Blurred Movement (from quickling).Invisibility is worth 2 AC. Blurred movement is worse.
Superior Invisibility. As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.
- Being invisible means you can't be targeted by spells/effects which stipulate "a creature you can see..."
- Requires a bonus action to activate.
- Being incapacitated (i.e. paralyzed, stunned, or otherwise unable to take an action) prevents activation.
- Requires concentration, which can be disrupted by damage.
- Is countered with faerie fire, dispel magic, or see invisibility.
- Requires no bonus action.
- Being incapacitated (i.e. paralyzed, stunned, or otherwise unable to take an action) or restrained counters it.
- Does not require concentration.
- Is not countered by faerie fire, dispel magic or see invisibility.
18 is 5 over 23, so only 2 steps.
Defensive CR is 1/2.
Sure. But you're rounding 2.75 down to get 2.Offensive is 5 as noted.
Average is 2. Published as a 1.
What does the DMG have to say about rounding CR values? Top of page 275:
Average Challenge Rating. The monster's final challenge rating is the average of its defensive and offensive challenge ratings. Round the average up or down to the nearest challenge rating to determine your monster's final challenge rating. For example, if the creature's defensive challenge rating is 2 and its offensive rating is 3, its final rating is 3.
So I stand by my original evaluation. The quickling's CR is 3.
I agree, there's value in doing the maths for a broader cross-section of monsters, and I wish I had the time to do deep analysis of more monsters. Maybe I can tackle one or two more while I'm under quarantine -- I'll try to think of some that I have actual experience running which seemed different from the CR the book was telling me. The quickling came up in a game I ran in early 2017, and I think someone even asked about it on ENWorld, so I crunched some numbers.(a) as noted the DMG rules are an approximation of their internal ones, (b) this is off by 1 CR, (c) I asked for 5 for a reason. I have no doubt there are a few monsters with CR that is off. The least bad of the 5 worst you can find produces a reasonable bound on how bad 5e calculation is.
Yes, they can be nasty. My quickling encounter involved them carrying a magic lantern with a will-o-wisp inside through moorlands with treacherous sections that caused Small or Medium creatures to sink if you stayed on them too long. PCs were after the magic lantern. Quicklings zipped around without a concern for terrain and will-o-wisp magnified "attacking them while they're down" threat.For the quickling, a party of +5 to hit L2 PCs needs 1.5 hits to drop it. At 16 AC and disadvantage, that is 0.25 hits per attack, so 6 attacks to drop it. A party of 4 drops it after 1.5 rounds using at-will stuff.
(If someone has a non-dex save cantrip, faster).
It gets 5 swings (high initiative) for 36 total damage at +8 to hit. That is nasty. And lots of taps for near instant kills on downed foes. An ogre lasting 3 rounds does 39 at +6, and is a legit CR 2.