Quickleaf
Legend
I frequently homebrew monsters, either because I can find nothing quite right in my sourcebooks or I want to surprise my experienced players. But often I struggle with fitting my ideas into a reasonably sized stat block. Generally, I try to keep to 8 or fewer abilities, ideally less, and that seems to be a good guideline to keep it manageable at the table, but it's so easy to blow past that.
I'm working on a design for an "Alabaster Mountebank" (some visual inspiration) that's tripping me up. It's a trickster who sold their soul to the demon lord Graz’zt, thinking in their arrogance that they could outwit their master but never quite succeeding. Eventually, they were drawn to the Abyss when the contract came due to serve as a special blend of elite guard, harlequin, and spy-hunter. The alabaster mask they wear is symbol of their pact. And in the lore I'm somehow linking them to the cape of the mountebank magic item, just not sure how yet...
I drew inspiration from the old Mountebank class in Dragon Magazine Compendium, added some bits from elsewhere, and gave it a creepy teleport hitchhiking/swapping power. My maths estimate it as a CR 9 currently (for whatever CR is worth).
Alabaster Mountebank
Medium Fiend, Chaotic Evil
Armor Class 16 (studded leather)
Hit Points 110 (20d8+20)
Speed 40 ft.
STR 11 (+0) DEX 18 (+4) CON 12 (+1) INT 14 (+2) WIS 14 (+2) CHA 18 (+4)
Skills Deception +12, Insight +6, Intimidation +8, Perception +6, Performance +8, Persuasion +8, Sleight of Hand +8, Stealth +8
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 16
Languages Common, Abyssal
Challenge 9 (5,000 XP) Proficiency Bonus +4
Deceptive Attack (1/Turn). The mountebank deals an extra 17 (5d6) damage when it hits a target with a weapon and has advantage on the attack roll, or when the target is beguiled.
Magic Resistance. The mountebank has advantage on saving throws against spells and other magical effects.
Masked Soul. If subjected to any effect that would read its thoughts, detect its emotions or alignment, or sense that it is a fiend, the mountebank may make a Charisma (Deception) check opposed by the other creature’s Wisdom (Insight). If the mountebank succeeds, it chooses what the creature learns as if it were truth.
Spellcasting. The mountebank’s spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
3/day each: alter self, blur
1/day each: confusion, mislead, teleport (self only)
ACTIONS
Multiattack. The mountebank makes two rapier attacks or four dagger attacks.
Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage plus 10 (3d6) poison damage.
Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+4) piercing damage.
Mass Beguile (recharge 4-6). Each creature of the mountebank’s choosing within 30 feet must succeed a DC 16 Wisdom save or be beguiled (as per Beguiling Stare).
BONUS ACTIONS
Beguiling Stare. A creature within 30 feet that can see the mountebank must succeed a DC 16 Wisdom saving throw or be beguiled (as a magical charm effect) until the end of the mountebank’s next turn.
A beguiled creature is vulnerable to damage dealt by the mountebank, suffers disadvantage on Wisdom saving throws and ability checks, and does not gain its Dexterity bonus to AC or initiative. On a successful save, the creature does not realize magic was used against it.
Teleport. The mountebank magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
REACTIONS
Deflect Missiles. When the mountebank is hit by a ranged attack, it may reduce the damage by 24. If this reduces the damage of a thrown weapon to 0, the mountebank can catch the weapon if it is small enough to hold in one hand and it has one hand free. If it catches a thrown weapon in this way, the mountebank can make a ranged attack with the weapon, as part of the same reaction. It makes this attack with proficiency.
Shell Game. When a creature teleports within 60 feet of the mountebank, and the mountebank can see that creature, the mountebank may teleport to the space that the creature vacated. Alternately, the mountebank may attempt to swap places with the creature; the creature must succeed a DC 16 Charisma saving throw or the mountebank teleports to its new space and the creature teleports to the mountebank’s space.
If the mountebank wishes, it may adopt an illusory guise of the teleporting creature that lasts for 1 minute after teleporting. The changes wrought by this effect fail to hold up to physical inspection. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 22 Intelligence (Investigation) check to discern that the mountebank is disguised.
I'm working on a design for an "Alabaster Mountebank" (some visual inspiration) that's tripping me up. It's a trickster who sold their soul to the demon lord Graz’zt, thinking in their arrogance that they could outwit their master but never quite succeeding. Eventually, they were drawn to the Abyss when the contract came due to serve as a special blend of elite guard, harlequin, and spy-hunter. The alabaster mask they wear is symbol of their pact. And in the lore I'm somehow linking them to the cape of the mountebank magic item, just not sure how yet...
I drew inspiration from the old Mountebank class in Dragon Magazine Compendium, added some bits from elsewhere, and gave it a creepy teleport hitchhiking/swapping power. My maths estimate it as a CR 9 currently (for whatever CR is worth).
- How can I slim down the stat block? It's feeling a little too long. General tips or specific suggestions?
- Does it need something to feel more fiendish? What would you suggest?
- Would you estimate it as about a CR 9 as well?
- Is the stat blocking hitting on theme? Does it feel like the opening description I gave? Is there something you feel like it should have but is missing?
- Does it occupy a sufficiently unique niche to justify its own stat block?
Alabaster Mountebank
Medium Fiend, Chaotic Evil
Armor Class 16 (studded leather)
Hit Points 110 (20d8+20)
Speed 40 ft.
STR 11 (+0) DEX 18 (+4) CON 12 (+1) INT 14 (+2) WIS 14 (+2) CHA 18 (+4)
Skills Deception +12, Insight +6, Intimidation +8, Perception +6, Performance +8, Persuasion +8, Sleight of Hand +8, Stealth +8
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 16
Languages Common, Abyssal
Challenge 9 (5,000 XP) Proficiency Bonus +4
Deceptive Attack (1/Turn). The mountebank deals an extra 17 (5d6) damage when it hits a target with a weapon and has advantage on the attack roll, or when the target is beguiled.
Magic Resistance. The mountebank has advantage on saving throws against spells and other magical effects.
Masked Soul. If subjected to any effect that would read its thoughts, detect its emotions or alignment, or sense that it is a fiend, the mountebank may make a Charisma (Deception) check opposed by the other creature’s Wisdom (Insight). If the mountebank succeeds, it chooses what the creature learns as if it were truth.
Spellcasting. The mountebank’s spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
3/day each: alter self, blur
1/day each: confusion, mislead, teleport (self only)
ACTIONS
Multiattack. The mountebank makes two rapier attacks or four dagger attacks.
Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage plus 10 (3d6) poison damage.
Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+4) piercing damage.
Mass Beguile (recharge 4-6). Each creature of the mountebank’s choosing within 30 feet must succeed a DC 16 Wisdom save or be beguiled (as per Beguiling Stare).
BONUS ACTIONS
Beguiling Stare. A creature within 30 feet that can see the mountebank must succeed a DC 16 Wisdom saving throw or be beguiled (as a magical charm effect) until the end of the mountebank’s next turn.
A beguiled creature is vulnerable to damage dealt by the mountebank, suffers disadvantage on Wisdom saving throws and ability checks, and does not gain its Dexterity bonus to AC or initiative. On a successful save, the creature does not realize magic was used against it.
Teleport. The mountebank magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
REACTIONS
Deflect Missiles. When the mountebank is hit by a ranged attack, it may reduce the damage by 24. If this reduces the damage of a thrown weapon to 0, the mountebank can catch the weapon if it is small enough to hold in one hand and it has one hand free. If it catches a thrown weapon in this way, the mountebank can make a ranged attack with the weapon, as part of the same reaction. It makes this attack with proficiency.
Shell Game. When a creature teleports within 60 feet of the mountebank, and the mountebank can see that creature, the mountebank may teleport to the space that the creature vacated. Alternately, the mountebank may attempt to swap places with the creature; the creature must succeed a DC 16 Charisma saving throw or the mountebank teleports to its new space and the creature teleports to the mountebank’s space.
If the mountebank wishes, it may adopt an illusory guise of the teleporting creature that lasts for 1 minute after teleporting. The changes wrought by this effect fail to hold up to physical inspection. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 22 Intelligence (Investigation) check to discern that the mountebank is disguised.