JNAProductions
2017-12-08, 11:30 PM
IGOR! Fetch me some ingredients!
Yes master...
Something... Different. Something... Exotic...
Basically, the idea is as follows: You give me a list of ingredients, and I make a monster out of it. The first set, to show how it works, has been provided by Illven, and is as follows:
adamantine, dragonscale, mithrail, alchimeical silver for the base
Alchemical Silver Golem
Large Construct, Unaligned
Armor Class 18 (Integrated Adamantine Full Plate)
Hit Points 210 (20d10+100)
Speed 40'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
18 (+4)
16 (+3)
20 (+5)
3 (-4)
10 (0)
1 (-5)
Damage Immunities Poison, Psychic, non-magical and non-adamantine Bludgeoning, Piercing, and Slashing damage
Damage Resistances Fire, Lightning, Acid, Cold
Condition Immunities Charmed, Exhausted, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 120', Passive Perception 10
Languages Understands one language spoken by its creator, but cannot speak
Challenge 9
Immutable Form The golem is immune to any effect that would alter its form.
Magic Resistance The golem has advantage on saves against magical effects.
Magical Weapons The golem's attacks count as magical for the purposes of overcoming damage resistance and immunities.
Mithral Joints The golem has mithral joints, granting it greatly increased agility. This increases its move speed by 10' and its Dexterity by 6 (already included in its statline).
Dragonhide Layering The golem is inlaid with dragonhide, granting it resistance to many common elements, and complete immunity to dragon breath.
Adamantine Full Plate The golem is immune to critical hits, though is still hit on a natural 20.
Actions
Slam Melee Natural Attack: +10 to-hit, reach 5', one target. Hit: 3d8+4 (17) bludgeoning damage.
Alchemical Storehouse The Alchemical Silver Golem, in addition to being a masterwork construction, is a storehouse for all sorts of alchemy creations. When taking this action, it may throw one of the following items as a ranged attack:
Tanglefoot Bag: +9 to-hit, range 60'/180', one target. Hit: The target is restrained. The target may make a Strength check (replacing an attack) at DC 14 to break free.
Thunderstone: range 60'/180', 5' radius centered around a point in range. All targets within the area must make a DC 14 Constitution saving throw or take 4d8 (18) bludgeoning damage and be pushed 5' back from the center of the blast. If the Thunderstone is thrown at long range, this save is made with advantage.
Alchemist's Fire: +9 to-hit, range 60'/180', one target. Hit: The target takes 2d8 (9) fire damage and lights on fire. They take a further 1d8 fire damage at the start of each of their turns, and must take an action to stop, drop, and roll (making themselves prone in the process) and douse the fires. (Alternative solutions may exist, such as jumping in a pond or similar.)
Acid Worm (Recharge 4-6): +9 to-hit, range 60'/180', one target. Hit: The target takes 3d8 (13) acid damage and the streamers of acid begin to burrow into their equipment. Non-magical equipment must be cleaned (taking an action) within 2d2 rounds or degrade to uselessness, while magical equipment instead take a -1 penalty to hit rolls and damage rolls (weapons) or AC (armor, to a minimum AC of 10+Dex (light), 10+Dex max 2 (medium), or 10 (heavy)) every 2d2 rounds until cleaned and repaired.
Multiattack The golem makes two slam attacks.
Alchemical Barrage (Racharge 5-6) The golem uses each available option from its Alchemical Storehouse action.
DCR base is 10, and nothing really changes that. No regen, normal AC-wait, MAGIC RESISTANCE! Ups effective AC by 2, so that's DCR of 11.
OCR is 34 DPR for 5 base, +2 for hit bonus (so 7). Save DCs are slightly low, but with Barrage and the extra abilities, that probably makes up for it.
So 7+11=18, 18/2=9. Final CR is 9.
Yes master...
Something... Different. Something... Exotic...
Basically, the idea is as follows: You give me a list of ingredients, and I make a monster out of it. The first set, to show how it works, has been provided by Illven, and is as follows:
adamantine, dragonscale, mithrail, alchimeical silver for the base
Alchemical Silver Golem
Large Construct, Unaligned
Armor Class 18 (Integrated Adamantine Full Plate)
Hit Points 210 (20d10+100)
Speed 40'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
18 (+4)
16 (+3)
20 (+5)
3 (-4)
10 (0)
1 (-5)
Damage Immunities Poison, Psychic, non-magical and non-adamantine Bludgeoning, Piercing, and Slashing damage
Damage Resistances Fire, Lightning, Acid, Cold
Condition Immunities Charmed, Exhausted, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 120', Passive Perception 10
Languages Understands one language spoken by its creator, but cannot speak
Challenge 9
Immutable Form The golem is immune to any effect that would alter its form.
Magic Resistance The golem has advantage on saves against magical effects.
Magical Weapons The golem's attacks count as magical for the purposes of overcoming damage resistance and immunities.
Mithral Joints The golem has mithral joints, granting it greatly increased agility. This increases its move speed by 10' and its Dexterity by 6 (already included in its statline).
Dragonhide Layering The golem is inlaid with dragonhide, granting it resistance to many common elements, and complete immunity to dragon breath.
Adamantine Full Plate The golem is immune to critical hits, though is still hit on a natural 20.
Actions
Slam Melee Natural Attack: +10 to-hit, reach 5', one target. Hit: 3d8+4 (17) bludgeoning damage.
Alchemical Storehouse The Alchemical Silver Golem, in addition to being a masterwork construction, is a storehouse for all sorts of alchemy creations. When taking this action, it may throw one of the following items as a ranged attack:
Tanglefoot Bag: +9 to-hit, range 60'/180', one target. Hit: The target is restrained. The target may make a Strength check (replacing an attack) at DC 14 to break free.
Thunderstone: range 60'/180', 5' radius centered around a point in range. All targets within the area must make a DC 14 Constitution saving throw or take 4d8 (18) bludgeoning damage and be pushed 5' back from the center of the blast. If the Thunderstone is thrown at long range, this save is made with advantage.
Alchemist's Fire: +9 to-hit, range 60'/180', one target. Hit: The target takes 2d8 (9) fire damage and lights on fire. They take a further 1d8 fire damage at the start of each of their turns, and must take an action to stop, drop, and roll (making themselves prone in the process) and douse the fires. (Alternative solutions may exist, such as jumping in a pond or similar.)
Acid Worm (Recharge 4-6): +9 to-hit, range 60'/180', one target. Hit: The target takes 3d8 (13) acid damage and the streamers of acid begin to burrow into their equipment. Non-magical equipment must be cleaned (taking an action) within 2d2 rounds or degrade to uselessness, while magical equipment instead take a -1 penalty to hit rolls and damage rolls (weapons) or AC (armor, to a minimum AC of 10+Dex (light), 10+Dex max 2 (medium), or 10 (heavy)) every 2d2 rounds until cleaned and repaired.
Multiattack The golem makes two slam attacks.
Alchemical Barrage (Racharge 5-6) The golem uses each available option from its Alchemical Storehouse action.
DCR base is 10, and nothing really changes that. No regen, normal AC-wait, MAGIC RESISTANCE! Ups effective AC by 2, so that's DCR of 11.
OCR is 34 DPR for 5 base, +2 for hit bonus (so 7). Save DCs are slightly low, but with Barrage and the extra abilities, that probably makes up for it.
So 7+11=18, 18/2=9. Final CR is 9.