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The Shadow in the Flame: A Workshop on Designing Dungeons, Monsters, and a Villain
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<blockquote data-quote="Quickleaf" data-source="post: 7028100" data-attributes="member: 20323"><p><span style="font-size: 15px"><strong><span style="color: #B22222">Step 5: Making Monsters (part 1 – NPCs)</span></strong></span></p><p></p><p>My next step has been to design and convert a whole lot of monsters/NPCs, and not just stat blocks, but to come up with an interesting role for them within the adventure/dungeon. I could absolutely do this later on, but I like knowing the capabilities of the creatures inhabiting the dungeon; I feel that gives me a consistent way to figure out how they can respond to the PCs and how they might creatively employ their abilities given their environment.</p><p></p><p>This means having a list of monsters that are thematically appropriate for your dungeon. I already had that early on, but if I didn't I would compose it now. Here's my list, though note that this is the latest version and it underwent a couple changes (e.g. I cut out flame horrors since they inhibit fire magic, I replaced the horned devil gate guards with maelephants, and in many cases I wasn't sure on the CR until I'd done a bit of design).</p><p></p><p>One important guideline for this step is <strong>variety</strong>. This means a variety of monster types (e.g. celestial, fiend, giant, humanoid, monstrosity, etc); this is relevant for the ranger's Favored Enemy, for magic items referencing specific monsters, for a few spells, and just to keep the players on their toes. It also means a variety of CRs, since a good dungeon/adventure throws combats of varying difficulties at the PCs. And it means thinking towards ways you can use the same set of monsters in creatively different situations (both in and outside of combat).</p><p></p><p>[SPOILER=My list of monsters]</p><p><strong>New Monsters</strong></p><p>The Bonfire CR ?</p><p>Maelephant CR 12</p><p>Tasked Genie, Guardian CR 12</p><p>Tasked Genie, Slayer CR 11</p><p>Fire Elemental Monolith CR 11</p><p>Great Ghul CR 10</p><p>Immolith CR 9</p><p>Khaz’harakhi CR 9</p><p>Angel, Asuras CR 8</p><p>Agha of the Imperishable CR 6</p><p>Dune Stalker CR 6</p><p>Priest of Kossuth CR 6</p><p>Shig’harakhi CR 6</p><p>Skeleton, Blazing CR 6</p><p>Cinderhaunt CR 5</p><p>Disciple of the Salamander CR 5</p><p>Hellcat CR 5</p><p>Flamedeath Fedayeen CR 4</p><p>Genie, Janni CR 4</p><p>Swarm of Fire Bats CR 4</p><p>Mamluk of the Imperishable CR 2</p><p>Fire Bat CR 1/4</p><p></p><p><strong>Monster Variants</strong></p><p>Pyrohydra (hydra) CR 11</p><p>Black Flame Zealot (asssassin) CR 9</p><p>Shadow Wyvern (wyvern) CR 9</p><p>Desert Terror (bulette) CR 8</p><p>Al-Mazhar Fire Elemental (elemental) CR 6</p><p>Desert Troll (troll) CR 5</p><p>Elder Flameskull (flameskull) CR 5</p><p>Copper Automaton (helmed horror) CR 4</p><p>Fire Scorpion (giant scorpion) CR 4</p><p>Kada, Dark Reflection (shadow demon) </p><p>Crypt Servant (wight) CR 3</p><p>Lesser Ghul (ghast) CR 3</p><p>Witherweed (awakened shrub) CR ?</p><p></p><p><strong>Monster Manual</strong></p><p>Iron Golem CR 16</p><p>Purple Worm CR 15</p><p>Erinyes CR 12</p><p>Remorhaz CR 11</p><p>Oni CR 7</p><p>Mummy CR 3</p><p>Cult Fanatic CR 2</p><p>Cultist CR 1/8</p><p>Guard CR 1/8</p><p>Commoner CR 0</p><p>[/SPOILER]</p><p></p><p>For the first part, I'm going to focus on designing NPCs, since I keep seeing the question of NPC design spring up online. To clear up any misconceptions:</p><p></p><p><span style="font-size: 15px"><span style="color: darkorange">NPCs in 5th edition are NOT created using the Player's Handbook.</span></span></p><p><span style="font-size: 15px"><span style="color: darkorange"></span></span></p><p><span style="font-size: 15px"><span style="color: darkorange">And the "level" of an NPC (whether you determine that by their Hit Dice or spellcasting level) does NOT determine their CR. </span></span></p><p><span style="font-size: 15px"><span style="color: darkorange"></span></span></p><p><span style="font-size: 15px"><span style="color: darkorange">You determine CR the hard way using the guidelines in the Dungeon Master's Guide pages 273-283. Period.</span></span></p><p></p><p>That said, there's nothing wrong with doing an "inspired by class X" NPC, you just need to be thoughtful about which class features you include. For example, adding Thieves Cant as a language or interpreting Extra Attack as Multiattack is easy. However, you'll have to think hard whether it's worth it to include features like Reckless Attack or Evasion, or whether that space is better spent on something more unique to the NPC (or just cut out entirely).</p><p></p><p>I'll use the Priest of Kossuth as my example. Think this guy:</p><p></p><p><img src="https://66.media.tumblr.com/fbe764ae8f727a2b9c902d5d388415aa/tumblr_inline_o6ixniSHoy1siydxn_540.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>The Priests of Kossuth, of which there are five inhabiting Krak al-Mazhar, oversee ritual purifications, initiation of acolytes into the Temple of Kossuth, binding of fire elementals, administering of the magical flames of truth when justice is required, and overseeing extracting of the waters of life from the dead. Their alignment is Lawful Neutral or Lawful Evil. I'm imagining them having the spellcasting ability of a 10th level cleric; why 10th? So they can cast <em>conjure elemental</em> and <em>flame strike</em>, baby! Also, I like the old school aesthetic of NPCs with strongholds being of 9th level and higher. I see these priests as managing one of The Bonfire's biggest power bases – the faithful of Kossuth – and so he has to be wary of their political power within the Brotherhood.</p><p></p><p>Nothing else really catches my eye from the cleric, so I think I'll give the priest 2-4 new features/traits to distinguish it from the priesthood of any other deity.</p><p></p><p>For starters, I know the priest will have damage resistance to fire. I've read they're called "Firewalkers" and I'm imagining them being able to move through ongoing flames without being scathed as an act of concentration. So maybe that's their first new trait....</p><p></p><p>[EXCERPT]<strong><em>Firewalker.</em></strong> The priest of Kossuth can concentrate as a bonus action to gain immunity to non-magical fires (including the Plane of Fire); during this time it has advantage on its saving throws against fire-based magic.[/EXCERPT]</p><p></p><p>Next, I know these guys are going to be the major summoners of Krak al-Mazhar, and they need to be scarier than the standard spellcaster conjuring an elemental whose concentration is easily broken. So I think there's their second new trait...</p><p></p><p>[EXCERPT]<strong><em>Kossuth’s Summoning #1.</em></strong> Fire elemental creatures summoned by the priest are at maximum hit points. If summoned within sight of a shrine of Kossuth, the priest does not need to concentrate to maintain the summoning. If the priest is killed or knocked unconscious, summoned elementals go berserk.[/EXCERPT]</p><p></p><p>Simple enough, though it does makes the situation a bit black-and-white. The only way to get rid of the elemental is banishing it, or killing it or the priest. Moreover, <em>conjure elemental</em> still requires 1 minute! So they can't do this in the heat of battle. Hmm...maybe I can come up with a more interesting alternative...</p><p></p><p>[EXCERPT]<strong><em>Kossuth's Summoning #2.</em></strong> The casting time for the priest's <em>conjure elemental</em> and <em>conjure minor elementals</em> is just one action, instead of 1 minute. When the priest loses concentration on the spell, the elementals don’t disappear or turn hostile but instead behave erratically as if under <em>confusion</em>. The priest may reassert its control over elementals it can see as an action, resuming concentration.[/EXCERPT]</p><p></p><p>This makes the priest much scarier – they can summon a fire elemental in combat! – but also is interesting in that you don't know exactly what will happen when disrupting the priest's concentration...only that you've got a limited window to take the priest down before it reestablishes control of the elemental.</p><p></p><p>OK, let me think about their spell list next... Mostly going to limit myself to cleric spells, but not being strict about it because conjuring elementals is the priest's schtick, and <em>conjure elemental</em> is most definitely not a cleric spell. Fire is associated with purification and rebirth, the flame of truth (owing to an old story about placing a coal in the liar's mouth perhaps). I've also noticed that Kossuth's favored weapon is the spiked chain, so that gives me an idea about how these priests might adapt <em>flame blade</em>. I think I have enough to go on here...</p><p></p><p>[EXCERPT]<strong><em>Spellcasting.</em></strong> The priest of Kossuth is a 10th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following spells prepared (EE means Elemental Evil Player's Companion, * indicates a new spell:</p><p></p><p>Cantrips: <em>control flames</em> (EE), <em>light</em>, <em>sacred flame</em>, <em>thaumaturgy</em></p><p>1st level (4 slots): <em>burning hands</em>, <em>cure wounds</em>, <em>fire truth</em>*</p><p>2nd level (3 slots): <em>continual flame</em>, <em>flame blade</em> (can be cast with a 3rd level slot to use flame whip), <em>lesser restoration</em></p><p>3rd level (3 slots): <em>dispel magic</em>, <em>protection from energy</em>, <em>revivify</em></p><p>4th level (3 slots): <em>conjure minor elementals</em> (fire only), <em>guardian of faith</em></p><p>5th level (2 slots): <em>conjure elemental</em> (fire only), <em>flame strike</em>[/EXCERPT]</p><p></p><p>So, now I need to figure out what flame whip does. Going to go with the most simple adaptation...</p><p></p><p>[EXCERPT]<strong><em>Flame Whip.</em></strong> <em>Melee Spell Attack:</em> +6 to hit, reach 10 ft., one target. <em>Hit:</em> 10 (3d6) fire damage, and the priest slides the target 5 feet in a direction of the priest’s choosing.[/EXCERPT]</p><p></p><p>This has some nice interplay with the <em>guardian of faith</em> spell and any fire hazards the priest might be encountered with.</p><p></p><p>Pretty good. Last thing I want to give them is kind of a roleplaying thing I've been thinking about, like a fire charm which transfixes creatures staring into it. The priests may or may not ever use it on the PCs, but it goes a long way towards the DM grasping their feel and how they might interact with other NPCs if the PCs are watching.</p><p></p><p>[EXCERPT]<strong><em>Channel Divinity: Fire Charm (recharge short rest).</em></strong> A normal fire source within 60 feet of the priest emits a gossamer veil and alluring whispers. Any creatures of the priest’s choosing observing the fire must make a DC 14 Wisdom saving throw or be charmed into remaining motionless and gazing transfixed at the flames. All saving throws made while the creature is charmed have disadvantage. The Fire Charm is broken by attacking the charmed creature, if their line of sight to the fire source is obstructed, if the fire source is extinguished, or after 1 minute passes.[/EXCERPT]</p><p></p><p>Here's what I've got so far, along with the priest's estimated CR.</p><p></p><p><img src="http://i.imgur.com/5MufpBu.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>Last step is to calculate the CR, referencing DMG p. 273-283.</p><p></p><p>Defense is easy - the priest is defensively weak. HP 65, AC 14. So defensive CR 1/2. I may want to raise the Dexterity to 12 (+1), to boost their AC to 15 and hence CR to 1. We'll see.</p><p></p><p>Offense. First step is figuring out the priest's DPR (damage per round); as is the cast with many spellcasters this requires visualizing 3-rounds worth of actions and calculating all damage from there. For the purposes of CR calculation, I'm going to assume the priest casts <em>flame strike</em> twice. In reality, these guys are going to use one 5th-level slot to summon a fire elemental, but calculating offensive CR is all about maximizing damage output; besides, the fire elemental will surely be doing damage as well.</p><p></p><p>Round 1: <em>guardian of the faith</em>, it hits two creatures for 40 damage total</p><p>Round 2: <em>guardian of faith</em> hits its last target for 20 damage. <em>flame strike</em>, I'm assuming it targets two creatures (using DMG p. 249 "Targets in Area of Effect" as my guideline), so that's 28 (8d6) * 2, which is 56 damage. 76 damage total.</p><p>Round 3: <em>flame strike</em>, I'm assuming it targets two creatures (using DMG p. 249 "Targets in Area of Effect" as my guideline), so that's 28 (8d6) * 2, which is 56 damage.</p><p></p><p>Damage per round = (40+76+56) / 3 = 57</p><p></p><p>So that puts their offensive CR at 9. With a save DC of 14, that reduces its offensive CR one step to 8.</p><p></p><p>And (8 + 1/2) / 2 = CR 4.25</p><p></p><p>Hmm. That's a little lower than I'd like for these priests, and also I realized that I didn't calculate <u>burning hands</u>, which is OK because I'm thinking is probably better to leave out and reserve for the wizardly NPC types. Also, I'd like to incorporate some way for the priest to summon another monster I'm going to create: a fire elemental monolith (~CR 11).</p><p></p><p>So here's what I'm going to do:</p><ul> <li data-xf-list-type="ul">Increase the priest to being a 12th-level caster with 12+24 HD (78 hp).</li> <li data-xf-list-type="ul">Replace <em>burning hands</em> with <em>detect evil and good</em> (which helps them suss out hidden fire elementals as well as a celestial NPC who has had altercations with the Brotherhood in the past).</li> <li data-xf-list-type="ul">Turn <em>fire charm</em> into a "new" 4th level spell, instead of a special ability (it used to be an AD&D spell).</li> <li data-xf-list-type="ul">Give it the <em>spare the dying</em> cantrip and <em>sanctuary</em> 1st-level spell.</li> <li data-xf-list-type="ul">Give it a spiked chain melee attack.</li> <li data-xf-list-type="ul">Boost Dexterity to 12 (+1), which boosts their AC to 15. Together with its HP of , that gives it a defensive CR of 2.</li> <li data-xf-list-type="ul">Boost Wisdom to 18 (4), increasing its spell save DC.</li> <li data-xf-list-type="ul">And I'll give the priest <em>planar ally</em> as its 6th level spell.</li> <li data-xf-list-type="ul">Lastly, I'm going to add a sidebar about priests of Kossuth summoning & binding more powerful elementals as a group.</li> </ul><p></p><p>It's definitely a CR 5, and I'm going to judge it as a CR 6 because of its really awesome summoning capabilities and the possibility of dropping a third <em>flame strike</em> using its 6th-level spell slot.</p><p></p><p>And here's the (probably) final version!</p><p></p><p><img src="http://i.imgur.com/UYnRWSC.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7028100, member: 20323"] [SIZE=4][B][COLOR=#B22222]Step 5: Making Monsters (part 1 – NPCs)[/COLOR][/B][/SIZE] My next step has been to design and convert a whole lot of monsters/NPCs, and not just stat blocks, but to come up with an interesting role for them within the adventure/dungeon. I could absolutely do this later on, but I like knowing the capabilities of the creatures inhabiting the dungeon; I feel that gives me a consistent way to figure out how they can respond to the PCs and how they might creatively employ their abilities given their environment. This means having a list of monsters that are thematically appropriate for your dungeon. I already had that early on, but if I didn't I would compose it now. Here's my list, though note that this is the latest version and it underwent a couple changes (e.g. I cut out flame horrors since they inhibit fire magic, I replaced the horned devil gate guards with maelephants, and in many cases I wasn't sure on the CR until I'd done a bit of design). One important guideline for this step is [B]variety[/B]. This means a variety of monster types (e.g. celestial, fiend, giant, humanoid, monstrosity, etc); this is relevant for the ranger's Favored Enemy, for magic items referencing specific monsters, for a few spells, and just to keep the players on their toes. It also means a variety of CRs, since a good dungeon/adventure throws combats of varying difficulties at the PCs. And it means thinking towards ways you can use the same set of monsters in creatively different situations (both in and outside of combat). [SPOILER=My list of monsters] [B]New Monsters[/B] The Bonfire CR ? Maelephant CR 12 Tasked Genie, Guardian CR 12 Tasked Genie, Slayer CR 11 Fire Elemental Monolith CR 11 Great Ghul CR 10 Immolith CR 9 Khaz’harakhi CR 9 Angel, Asuras CR 8 Agha of the Imperishable CR 6 Dune Stalker CR 6 Priest of Kossuth CR 6 Shig’harakhi CR 6 Skeleton, Blazing CR 6 Cinderhaunt CR 5 Disciple of the Salamander CR 5 Hellcat CR 5 Flamedeath Fedayeen CR 4 Genie, Janni CR 4 Swarm of Fire Bats CR 4 Mamluk of the Imperishable CR 2 Fire Bat CR 1/4 [B]Monster Variants[/B] Pyrohydra (hydra) CR 11 Black Flame Zealot (asssassin) CR 9 Shadow Wyvern (wyvern) CR 9 Desert Terror (bulette) CR 8 Al-Mazhar Fire Elemental (elemental) CR 6 Desert Troll (troll) CR 5 Elder Flameskull (flameskull) CR 5 Copper Automaton (helmed horror) CR 4 Fire Scorpion (giant scorpion) CR 4 Kada, Dark Reflection (shadow demon) Crypt Servant (wight) CR 3 Lesser Ghul (ghast) CR 3 Witherweed (awakened shrub) CR ? [B]Monster Manual[/B] Iron Golem CR 16 Purple Worm CR 15 Erinyes CR 12 Remorhaz CR 11 Oni CR 7 Mummy CR 3 Cult Fanatic CR 2 Cultist CR 1/8 Guard CR 1/8 Commoner CR 0 [/SPOILER] For the first part, I'm going to focus on designing NPCs, since I keep seeing the question of NPC design spring up online. To clear up any misconceptions: [SIZE=4][COLOR=darkorange]NPCs in 5th edition are NOT created using the Player's Handbook. And the "level" of an NPC (whether you determine that by their Hit Dice or spellcasting level) does NOT determine their CR. You determine CR the hard way using the guidelines in the Dungeon Master's Guide pages 273-283. Period.[/COLOR][/SIZE] That said, there's nothing wrong with doing an "inspired by class X" NPC, you just need to be thoughtful about which class features you include. For example, adding Thieves Cant as a language or interpreting Extra Attack as Multiattack is easy. However, you'll have to think hard whether it's worth it to include features like Reckless Attack or Evasion, or whether that space is better spent on something more unique to the NPC (or just cut out entirely). I'll use the Priest of Kossuth as my example. Think this guy: [IMG]https://66.media.tumblr.com/fbe764ae8f727a2b9c902d5d388415aa/tumblr_inline_o6ixniSHoy1siydxn_540.png[/IMG] The Priests of Kossuth, of which there are five inhabiting Krak al-Mazhar, oversee ritual purifications, initiation of acolytes into the Temple of Kossuth, binding of fire elementals, administering of the magical flames of truth when justice is required, and overseeing extracting of the waters of life from the dead. Their alignment is Lawful Neutral or Lawful Evil. I'm imagining them having the spellcasting ability of a 10th level cleric; why 10th? So they can cast [I]conjure elemental[/I] and [I]flame strike[/I], baby! Also, I like the old school aesthetic of NPCs with strongholds being of 9th level and higher. I see these priests as managing one of The Bonfire's biggest power bases – the faithful of Kossuth – and so he has to be wary of their political power within the Brotherhood. Nothing else really catches my eye from the cleric, so I think I'll give the priest 2-4 new features/traits to distinguish it from the priesthood of any other deity. For starters, I know the priest will have damage resistance to fire. I've read they're called "Firewalkers" and I'm imagining them being able to move through ongoing flames without being scathed as an act of concentration. So maybe that's their first new trait.... [EXCERPT][B][I]Firewalker.[/I][/B] The priest of Kossuth can concentrate as a bonus action to gain immunity to non-magical fires (including the Plane of Fire); during this time it has advantage on its saving throws against fire-based magic.[/EXCERPT] Next, I know these guys are going to be the major summoners of Krak al-Mazhar, and they need to be scarier than the standard spellcaster conjuring an elemental whose concentration is easily broken. So I think there's their second new trait... [EXCERPT][B][I]Kossuth’s Summoning #1.[/I][/B] Fire elemental creatures summoned by the priest are at maximum hit points. If summoned within sight of a shrine of Kossuth, the priest does not need to concentrate to maintain the summoning. If the priest is killed or knocked unconscious, summoned elementals go berserk.[/EXCERPT] Simple enough, though it does makes the situation a bit black-and-white. The only way to get rid of the elemental is banishing it, or killing it or the priest. Moreover, [I]conjure elemental[/I] still requires 1 minute! So they can't do this in the heat of battle. Hmm...maybe I can come up with a more interesting alternative... [EXCERPT][B][I]Kossuth's Summoning #2.[/I][/B] The casting time for the priest's [I]conjure elemental[/I] and [I]conjure minor elementals[/I] is just one action, instead of 1 minute. When the priest loses concentration on the spell, the elementals don’t disappear or turn hostile but instead behave erratically as if under [I]confusion[/I]. The priest may reassert its control over elementals it can see as an action, resuming concentration.[/EXCERPT] This makes the priest much scarier – they can summon a fire elemental in combat! – but also is interesting in that you don't know exactly what will happen when disrupting the priest's concentration...only that you've got a limited window to take the priest down before it reestablishes control of the elemental. OK, let me think about their spell list next... Mostly going to limit myself to cleric spells, but not being strict about it because conjuring elementals is the priest's schtick, and [I]conjure elemental[/I] is most definitely not a cleric spell. Fire is associated with purification and rebirth, the flame of truth (owing to an old story about placing a coal in the liar's mouth perhaps). I've also noticed that Kossuth's favored weapon is the spiked chain, so that gives me an idea about how these priests might adapt [I]flame blade[/I]. I think I have enough to go on here... [EXCERPT][B][I]Spellcasting.[/I][/B] The priest of Kossuth is a 10th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following spells prepared (EE means Elemental Evil Player's Companion, * indicates a new spell: Cantrips: [I]control flames[/I] (EE), [I]light[/I], [I]sacred flame[/I], [I]thaumaturgy[/I] 1st level (4 slots): [I]burning hands[/I], [I]cure wounds[/I], [I]fire truth[/I]* 2nd level (3 slots): [I]continual flame[/I], [I]flame blade[/I] (can be cast with a 3rd level slot to use flame whip), [I]lesser restoration[/I] 3rd level (3 slots): [I]dispel magic[/I], [I]protection from energy[/I], [I]revivify[/I] 4th level (3 slots): [I]conjure minor elementals[/I] (fire only), [I]guardian of faith[/I] 5th level (2 slots): [I]conjure elemental[/I] (fire only), [I]flame strike[/I][/EXCERPT] So, now I need to figure out what flame whip does. Going to go with the most simple adaptation... [EXCERPT][B][I]Flame Whip.[/I][/B] [I]Melee Spell Attack:[/I] +6 to hit, reach 10 ft., one target. [I]Hit:[/I] 10 (3d6) fire damage, and the priest slides the target 5 feet in a direction of the priest’s choosing.[/EXCERPT] This has some nice interplay with the [I]guardian of faith[/I] spell and any fire hazards the priest might be encountered with. Pretty good. Last thing I want to give them is kind of a roleplaying thing I've been thinking about, like a fire charm which transfixes creatures staring into it. The priests may or may not ever use it on the PCs, but it goes a long way towards the DM grasping their feel and how they might interact with other NPCs if the PCs are watching. [EXCERPT][B][I]Channel Divinity: Fire Charm (recharge short rest).[/I][/B] A normal fire source within 60 feet of the priest emits a gossamer veil and alluring whispers. Any creatures of the priest’s choosing observing the fire must make a DC 14 Wisdom saving throw or be charmed into remaining motionless and gazing transfixed at the flames. All saving throws made while the creature is charmed have disadvantage. The Fire Charm is broken by attacking the charmed creature, if their line of sight to the fire source is obstructed, if the fire source is extinguished, or after 1 minute passes.[/EXCERPT] Here's what I've got so far, along with the priest's estimated CR. [IMG]http://i.imgur.com/5MufpBu.png[/IMG] Last step is to calculate the CR, referencing DMG p. 273-283. Defense is easy - the priest is defensively weak. HP 65, AC 14. So defensive CR 1/2. I may want to raise the Dexterity to 12 (+1), to boost their AC to 15 and hence CR to 1. We'll see. Offense. First step is figuring out the priest's DPR (damage per round); as is the cast with many spellcasters this requires visualizing 3-rounds worth of actions and calculating all damage from there. For the purposes of CR calculation, I'm going to assume the priest casts [I]flame strike[/I] twice. In reality, these guys are going to use one 5th-level slot to summon a fire elemental, but calculating offensive CR is all about maximizing damage output; besides, the fire elemental will surely be doing damage as well. Round 1: [I]guardian of the faith[/I], it hits two creatures for 40 damage total Round 2: [I]guardian of faith[/I] hits its last target for 20 damage. [I]flame strike[/I], I'm assuming it targets two creatures (using DMG p. 249 "Targets in Area of Effect" as my guideline), so that's 28 (8d6) * 2, which is 56 damage. 76 damage total. Round 3: [I]flame strike[/I], I'm assuming it targets two creatures (using DMG p. 249 "Targets in Area of Effect" as my guideline), so that's 28 (8d6) * 2, which is 56 damage. Damage per round = (40+76+56) / 3 = 57 So that puts their offensive CR at 9. With a save DC of 14, that reduces its offensive CR one step to 8. And (8 + 1/2) / 2 = CR 4.25 Hmm. That's a little lower than I'd like for these priests, and also I realized that I didn't calculate [U]burning hands[/U], which is OK because I'm thinking is probably better to leave out and reserve for the wizardly NPC types. Also, I'd like to incorporate some way for the priest to summon another monster I'm going to create: a fire elemental monolith (~CR 11). So here's what I'm going to do: [LIST] [*]Increase the priest to being a 12th-level caster with 12+24 HD (78 hp). [*]Replace [I]burning hands[/I] with [I]detect evil and good[/I] (which helps them suss out hidden fire elementals as well as a celestial NPC who has had altercations with the Brotherhood in the past). [*]Turn [I]fire charm[/I] into a "new" 4th level spell, instead of a special ability (it used to be an AD&D spell). [*]Give it the [I]spare the dying[/I] cantrip and [I]sanctuary[/I] 1st-level spell. [*]Give it a spiked chain melee attack. [*]Boost Dexterity to 12 (+1), which boosts their AC to 15. Together with its HP of , that gives it a defensive CR of 2. [*]Boost Wisdom to 18 (4), increasing its spell save DC. [*]And I'll give the priest [I]planar ally[/I] as its 6th level spell. [*]Lastly, I'm going to add a sidebar about priests of Kossuth summoning & binding more powerful elementals as a group. [/LIST] It's definitely a CR 5, and I'm going to judge it as a CR 6 because of its really awesome summoning capabilities and the possibility of dropping a third [I]flame strike[/I] using its 6th-level spell slot. And here's the (probably) final version! [IMG]http://i.imgur.com/UYnRWSC.png[/IMG] [/QUOTE]
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