Nizhgareth
2018-01-16, 06:27 PM
So I finally decided to sit down and try to use the monster-building rules in the DMG to make a creature that has been stuck in my mental craw for YEARS.
Coney (Large, NG)
AC 13
HP 36 (3d10 HD)
Spd 60
Str 16 (+3), Dex 16 (+3), Con 11 (+0), Int 7 (-2), Wis 12 (+1), Cha 9 (-2)
Proficiency Bonus: +2 Skills: Wisdom (Perception)
Passive Perception: 13 Saves: Con +2
CR 1/2
Traits:
Standing Leap: Standing Leap.The coney's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Actions:
Bite: +3 to hit, melee. 1d6+3 (6) damage, piercing.
Antler: +3 to hit, melee. 2d4+3 (8) dam, bludgeoning.
Charge: If the coney moves at least 30 feet straight toward a target and then hits it with an antler attack on the same turn, the target takes an extra 2d4 (5) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
The idea is that it's a jackalope that is about the size of a horse, and is thus rideable. It's for a big, open plains area with some canyons over which these can bound. So here's my main question: Should the CR be 1/2? That seemed right given the low HP vs potentially high damage output. Most coneys are born without antlers, and many born WITH antlers are so poorly balanced for jumping that they get eaten relatively early. Adult coney jackalopes with antlers are rare, prized, and dangerous. Coneys tend to bond to one rider, needing a long period without them before beginning to bond with a new one.
And if you wanted one without the antlers, and thus no charge, it would be a high CR 1/4, I think.
Finally, would it be pushing it to give them darkvision? Seems right for a prey creature on the dead last rung of a prairie food chain involving occasional dinosaurs.
Thank you for looking! It's fun to mess with rules I don't know well. :D
Coney (Large, NG)
AC 13
HP 36 (3d10 HD)
Spd 60
Str 16 (+3), Dex 16 (+3), Con 11 (+0), Int 7 (-2), Wis 12 (+1), Cha 9 (-2)
Proficiency Bonus: +2 Skills: Wisdom (Perception)
Passive Perception: 13 Saves: Con +2
CR 1/2
Traits:
Standing Leap: Standing Leap.The coney's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Actions:
Bite: +3 to hit, melee. 1d6+3 (6) damage, piercing.
Antler: +3 to hit, melee. 2d4+3 (8) dam, bludgeoning.
Charge: If the coney moves at least 30 feet straight toward a target and then hits it with an antler attack on the same turn, the target takes an extra 2d4 (5) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
The idea is that it's a jackalope that is about the size of a horse, and is thus rideable. It's for a big, open plains area with some canyons over which these can bound. So here's my main question: Should the CR be 1/2? That seemed right given the low HP vs potentially high damage output. Most coneys are born without antlers, and many born WITH antlers are so poorly balanced for jumping that they get eaten relatively early. Adult coney jackalopes with antlers are rare, prized, and dangerous. Coneys tend to bond to one rider, needing a long period without them before beginning to bond with a new one.
And if you wanted one without the antlers, and thus no charge, it would be a high CR 1/4, I think.
Finally, would it be pushing it to give them darkvision? Seems right for a prey creature on the dead last rung of a prairie food chain involving occasional dinosaurs.
Thank you for looking! It's fun to mess with rules I don't know well. :D