Ebon Rogue
2017-04-30, 05:03 PM
I'm designing a new creature with a theme in mind and some custom abilities to fit. An angry minotaur in spiked armor.
His abilities are a bit squirrely, but I'm thinking CR 3 or 4.
Monotaur Battlerager(patent pending)
Large Monstrocity
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Ac: 14(13 Natural, 1 Spiked Plates)
HP: 57 (6d10+24)
Stats: Str20(+5) / Dex8(-1) / Con18(+4) / Int10(0) / Wis7(-2) / Cha3(-4)
Skills: Athletics +9, Perception +2
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Serrated Armor. When the minotaur is hit by a melee attack within the minotaur's reach; the attacker takes 5 slashing damage.
Brutish Strength. The minotaur counts as being one size larger when used to calculate carrying capacity, shoving, and grappling.
Actions-----
Multiattack. The minotaur makes 2 attacks or uses Bull Rush
Thrash [Once per Round]. Melee Weapon Attack: +7 to hit, reach 5ft, all creatures in reach. Hit: 7 (1d4+5) slashing damage.
Horns. Melee Weapon Attack: +7 to hit, reach 5ft, one target. Hit 12 (2d6+5) piercing damage.
Unarmed. Melee Unarmed Attack: +7 to hit, reach 5ft, one target. Hit: 7 (1d4+5) bludgeoning damage
Bull Rush [Recharge 5-6]. Before moving, the Minotaur can charge in a straight line, up to twice its movement. If a creature is in the way and is large or smaller, make a grapple check when in range. On a success, the target take 12(2d6+5) piercing and is grappled by the horns. On a failure, the creature is moved to an adjacent tile(their choice) and takes 5 slashing damage. Once a creature has been grappled in this manner, the Minotaur automatically fails further grapple checks during this movement. The minotaur cannot use its Horn attack while a creature is grappled on the horns. If the Minotaur is stopped suddenly, the grappled creature takes 12(2d6+5) piercing damage and the Minotaur is stunned until the start of their next turn.
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I am hoping to have this type of enemy be a notable threat to a party, regardless of level. Something that should be trivial when the PCs understand it's tricks but, unless outplayed, can handle players like a bar bouncer if they dismiss the threat.
What do you guys think? Are the abilities to abusable for its rating? Or does it need some tuning in the stats?
I like the theme of a thrashing ball of spikes and horns, and would like to keep the abilities in some form, so I am looking for critique in how to balance this baddie(he said the title!).
His abilities are a bit squirrely, but I'm thinking CR 3 or 4.
Monotaur Battlerager(patent pending)
Large Monstrocity
-----
Ac: 14(13 Natural, 1 Spiked Plates)
HP: 57 (6d10+24)
Stats: Str20(+5) / Dex8(-1) / Con18(+4) / Int10(0) / Wis7(-2) / Cha3(-4)
Skills: Athletics +9, Perception +2
-----
Serrated Armor. When the minotaur is hit by a melee attack within the minotaur's reach; the attacker takes 5 slashing damage.
Brutish Strength. The minotaur counts as being one size larger when used to calculate carrying capacity, shoving, and grappling.
Actions-----
Multiattack. The minotaur makes 2 attacks or uses Bull Rush
Thrash [Once per Round]. Melee Weapon Attack: +7 to hit, reach 5ft, all creatures in reach. Hit: 7 (1d4+5) slashing damage.
Horns. Melee Weapon Attack: +7 to hit, reach 5ft, one target. Hit 12 (2d6+5) piercing damage.
Unarmed. Melee Unarmed Attack: +7 to hit, reach 5ft, one target. Hit: 7 (1d4+5) bludgeoning damage
Bull Rush [Recharge 5-6]. Before moving, the Minotaur can charge in a straight line, up to twice its movement. If a creature is in the way and is large or smaller, make a grapple check when in range. On a success, the target take 12(2d6+5) piercing and is grappled by the horns. On a failure, the creature is moved to an adjacent tile(their choice) and takes 5 slashing damage. Once a creature has been grappled in this manner, the Minotaur automatically fails further grapple checks during this movement. The minotaur cannot use its Horn attack while a creature is grappled on the horns. If the Minotaur is stopped suddenly, the grappled creature takes 12(2d6+5) piercing damage and the Minotaur is stunned until the start of their next turn.
-----
I am hoping to have this type of enemy be a notable threat to a party, regardless of level. Something that should be trivial when the PCs understand it's tricks but, unless outplayed, can handle players like a bar bouncer if they dismiss the threat.
What do you guys think? Are the abilities to abusable for its rating? Or does it need some tuning in the stats?
I like the theme of a thrashing ball of spikes and horns, and would like to keep the abilities in some form, so I am looking for critique in how to balance this baddie(he said the title!).