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View Full Version : Advice on my first Hombrew Monsters



OrangeK
2018-11-14, 11:06 AM
Let me know what you all think about these, and what CR i should set them at.

Base Monsters Were
CR9
CR5
CR2


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Mutant Master

Medium Aberration, Neutral Evil

Armor Class 19 (natural armor)

Hit Points 130 (12d8+33)

Speed 30 ft., Climb 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 16 (+3) 12 (+) 12 (+1) 10 (+0)

Saving Throws Str +7, Con +6, Int +5

Skills Intimidation +6, Perception +4, Stealth +7

Damage Resistances cold, acid, lightning, poison, bludgeoning, piercing, and slashing from nonmagical weapons

Senses darkvision 60 ft.

Languages Abyssal, Common, Deep Speech, Undercommon

Challenge ?????

2x Daily Reaction – Biotic Armor. The AC of the Mutant Master includes its Constitution bonus.

Telepathy. The Mutant Master can magically transmit simple messages and images to any creature within 120 ft. of it that can understand a language.

Acidic Blood – Whenever Mutant Master is hit with Bludgeoning or Slashing Damage, all creatures within 5ft must make a DC 12 Dex. Save. 10 (2d4+2)
Acid Damage on a Failed Save, Half as much on a successful Save

Innate Spellcasting. The Mutant Master spellcasting ability is Charisma (spell save DC 14). The Mutant Master can innately cast the following spells,
requiring no material components:

3/day each: _Major Image_, _Alter Self___, __Vampric Touch__,

1/day: __Blight (Grappled Target Only__

Actions

Multiattack. The Mutant Master makes two melee attacks or uses its Acid Ray twice.

Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 16 (3d8 + 3) bludgeoning damage plus 4 (1d8) Acid damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The Mutant Master has two tentacles, each of which can grapple one target.

Tentacle Slam. The Mutant Master slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 12 (3d6 + 3) bludgeoning damage and be stunned until the end of the Mutant Master next turn. On a successful save, the target takes half the bludgeoning damage and isn’t stunned.

Acid Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 16 (3d8+3) Acid damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every hour that elapses, the target must repeat the saving throw, (1d10) Poison Damage on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0.
Mutant Domination. One humanoid the Mutant Master can see within 30 ft. of it must succeed on a DC 14 Intelligence saving throw or be magically charmed for 1 day. The charmed target obeys the Mutant Master spoken commands. If the target suffers any harm from the Mutant Master or another creature or receives a suicidal command from the Mutant Master, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to the Mutant Master’s Mutant Domination for the next 24 hours.

Experimental Regeneration – Recharge 5/6 – The Mutant Master uses its Mutant Physique to rapidly regenerate any lost limbs and regain 2d6+6 HP

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Mutogorgon

Medium aberration, neutral

Armor Class 16 (natural armor)

Hit Points 102 (10d10+48)

Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 19 (+4) 10 (0) 13 (+1) 6 (-2)

Saving Throws Con +7

Senses darkvision 120 ft.

Languages Abyssal

Challenge ????

Acidic Blood – Whenever Mutogorgon is hit with Bludgeoning or Slashing Damage, all creatures within 5ft must make a DC 12 Dex. Save. 10 (2d4+2) Acid Damage on a Failed Save, Half as much on a successful Save

Limited Telepathy. The Mutogorgon can magically transmit simple messages and images to any creature within 120 ft. of it that can understand a language. This form of telepathy doesn’t allow the receiving creature to telepathically respond.
Actions

Multiattack. The Mutogorgon makes Two attacks its tentacles, Or it uses Acid Throw or Experimental Regeneration
Greater Acid Throw. Ranged Weapon Attack: +6 to hit, reach 40/80 ft., one target. Hit: 12 (2d8 + 3) Acid damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. . Every hour that elapses, the target must repeat the saving throw, (1d10) Poison Damage on a failure. The disease is cured on a success.

Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) Acid damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The Mutogorgon has two tentacles, each of which can grapple one target.

Tentacle Slam. The Mutogorgon slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the Mutogorgon’s next turn. On a successful save, the target takes half the bludgeoning damage and isn’t stunned.


Experimental Regeneration – Recharge 5/6 – The Mutant Master uses its Mutant Physique to rapidly regenerate any lost limbs and regain 2d4+4 HP



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Lesser Mutogorgon

Medium aberration, neutral evil

Armor Class 15 (natural armor)

Hit Points 45 (6d8+18)

Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 16 (+3) 10 (+1) 10 (0) 6 (-2)

Skills Perception +2, Stealth +5

Senses Darkvision 60 ft.

Languages Undercommon

Challenge ???

Keen Sight. The Lesser Mutogorgon has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The Lesser Mutogorgonmakes two Tentacle attacks.

Tentacle . Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) Bludgeoning damage.

Rotting Gaze. The Lesser Mutogorgon targets one creature it can see within 30 ft. of it. The target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) necrotic damage.

Acid Throw. Ranged Weapon Attack: +4 to hit, Range 40/80, One Target. Hit: 7 (1d8+3) Acid Damage

Louro
2018-11-14, 11:40 AM
The mutant master is boring. And dangerous too, but mostly boring.

Ranged poisoning attacks, with AC 19 and resistance to everything. It would take forever to bring it down, assuming the lv9 party can, which I doubt.

OrangeK
2018-11-14, 12:29 PM
Suggestions? My first time making something new
The Mutant Master is a modified Cambion, the only resistance i changed was FIRE to ACID.

Im shooting for a CR 9.

OrangeK
2018-11-14, 12:33 PM
Also, i plan on using this monster with a Part of 5 @ Level 5.

I appreciate the feedback.
How do you feel its boring?
How would you spice it up?

Basically the lore behind this guy is that it was a Wizard who was desperately seeking extensions of his power (to save his sick and comatose daughter)
and ended up contacting an entity from another plane, who granted him with "power", but at the cost of his sanity, enthrallment to the entity and an insatiable hunger for power.

The Mutant Master will be the boss in a dungeon where he has townsfolk captive, getting transformed into Lesser Mutogorgons (i dont like the name, but was in a bit of a rush to make these guys)

for visual Inspiration i was looking at the art for "Simic Manipulator" from MTG - Gatecrash.

dickerson76
2018-11-14, 12:56 PM
My thoughts:

Mutant Master
STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 16 (+3) 12 (+) 12 (+1) 10 (+0)
Proficiency bonus seems to be +3, so INT saving throw should only be +4


2x Daily Reaction – Biotic Armor. The AC of the Mutant Master includes its Constitution bonus.
No duration listed. Is to only to the triggering attack?...until the end of the current turn?...until the start of the Mutant's next turn?


Acidic Blood – Whenever Mutant Master is hit with Bludgeoning or Slashing Damage, all creatures within 5ft must make a DC 12 Dex. Save. 10 (2d4+2)
Acid Damage on a Failed Save, Half as much on a successful Save
Seems more appropriate for that to trigger when hit by Piercing or Slashing, not Bludgeoning.

OrangeK
2018-11-14, 01:00 PM
My thoughts:

Proficiency bonus seems to be +3, so INT saving throw should only be +4


No duration listed. Is to only to the triggering attack?...until the end of the current turn?...until the start of the Mutant's next turn?


Seems more appropriate for that to trigger when hit by Piercing or Slashing, not Bludgeoning.

Made those changes, thank you!!!

I also trimmed the Resistances down to just Acid Lightning and Poison.

dickerson76
2018-11-14, 01:00 PM
Actions

Acid Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 16 (3d8+3) Acid damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every hour that elapses, the target must repeat the saving throw, (1d10) Poison Damage on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0.
Why is it a saving throw against Disease for a Poisoned effect? Some things are immune/resistant to disease, others to poison. Pick one or the other for consistency.

Mutant Domination. One humanoid the Mutant Master can see within 30 ft. of it must succeed on a DC 14 Intelligence saving throw or be magically charmed for 1 day. The charmed target obeys the Mutant Master spoken commands. If the target suffers any harm from the Mutant Master or another creature or receives a suicidal command from the Mutant Master, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to the Mutant Master’s Mutant Domination for the next 24 hours.
This seems too powerful. Fail two saves and you can be forced to kill yourself.


Experimental Regeneration – Recharge 5/6 – The Mutant Master uses its Mutant Physique to rapidly regenerate any lost limbs and regain 2d6+6 HP
As a full action, this seems week.


Mutogorgon
Acidic Blood – Whenever Mutogorgon is hit with Bludgeoning or Slashing Damage, all creatures within 5ft must make a DC 12 Dex. Save. 10 (2d4+2) Acid Damage on a Failed Save, Half as much on a successful Save
See above.


Multiattack. The Mutogorgon makes Two attacks its tentacles, Or it uses Acid Throw or Experimental Regeneration
This is unclear. It that two Acid Throws? If not, why is it listed as part of Multi-attack. Same with Experimental Regeneration.


Greater Acid Throw. Same as above with Poison/Disease.

OrangeK
2018-11-14, 01:16 PM
Why is it a saving throw against Disease for a Poisoned effect? Some things are immune/resistant to disease, others to poison. Pick one or the other for consistency.
Ooops, missed this,. Good Point. Thanks.


This seems too powerful. Fail two saves and you can be forced to kill yourself.
This is as it was written for the Cambion, the only thing i changed was from CHA save to INT save.
Ill tweek this.




As a full action, this seems week.
Make a Bonus Action, or up the Healing Die??



See above.
Already Fixed



This is unclear. It that two Acid Throws? If not, why is it listed as part of Multi-attack. Same with Experimental Regeneration.
Its supposed to be 2 Tentacles OR Either the Ranged or the Heal. Ill change the wording


Same as above with Poison/Disease.
Already Fixed

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Updated Version's

Mutant Master

Medium Aberration, Neutral Evil

Armor Class 19 (natural armor)

Hit Points 130 (12d8+33)

Speed 30 ft., Climb 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 16 (+3) 12 (+) 12 (+1) 10 (+0)

Saving Throws Str +7, Con +6, Int +4

Skills Intimidation +6, Perception +4, Stealth +7

Damage Resistances: acid, lightning, poison

Senses darkvision 60 ft.

Languages Abyssal, Common, Deep Speech, Undercommon

Challenge ?????

2x Daily Reaction – Biotic Armor. The AC of the Mutant Master includes its Constitution bonus until the start of its next turn.

Telepathy. The Mutant Master can magically transmit simple messages and images to any creature within 120 ft. of it that can understand a language.

Acidic Blood – Whenever Mutant Master is hit with Piercing or Slashing Damage, all creatures within 5ft must make a DC 12 Dex. Save. 10 (2d4+2)
Acid Damage on a Failed Save, Half as much on a successful Save

Innate Spellcasting. The Mutant Master spellcasting ability is Charisma (spell save DC 14). The Mutant Master can innately cast the following spells,
requiring no material components:

3/day each: _Major Image_, _Alter Self___, __Vampric Touch__,

1/day: __Blight (Grappled Target Only__

Actions

Multiattack. The Mutant Master makes two melee attacks or uses its Acid Ray twice.

Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 16 (3d8 + 3) bludgeoning damage plus 4 (1d8) Acid damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The Mutant Master has two tentacles, each of which can grapple one target.

Tentacle Slam. The Mutant Master slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 12 (3d6 + 3) bludgeoning damage and be stunned until the end of the Mutant Master next turn. On a successful save, the target takes half the bludgeoning damage and isn’t stunned.

Acid Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 16 (3d8+3) Acid damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or become poisoned until it is cured. Every hour that elapses, the target must repeat the saving throw, (1d10) Poison Damage on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0.

Mutant Domination. One humanoid the Mutant Master can see within 30 ft. of it must succeed on a DC 14 Intelligence saving throw or be magically charmed for 1 day. The charmed target obeys the Mutant Master spoken commands. If the target suffers any harm from the Mutant Master or another creature or receives a suicidal command from the Mutant Master, ending the effect on itself. If the original saving throw fails, or If the effect ends for it, the creature is immune to the Mutant Master’s Mutant Domination for the next 24 hours.

Experimental Regeneration – Recharge 5/6 – The Mutant Master uses its Mutant Physique to rapidly regenerate any lost limbs and regain 2d6+6 HP

------------------------------------------------------------------------------------

Mutogorgon

Medium aberration, neutral

Armor Class 16 (natural armor)

Hit Points 102 (10d10+48)

Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 19 (+4) 10 (0) 13 (+1) 6 (-2)

Saving Throws Con +7

Senses darkvision 120 ft.

Languages Abyssal

Challenge ????

Acidic Blood – Whenever Mutogorgon is hit with Bludgeoning or Slashing Damage, all creatures within 5ft must make a DC 12 Dex. Save. 10 (2d4+2) Acid Damage on a Failed Save, Half as much on a successful Save

Limited Telepathy. The Mutogorgon can magically transmit simple messages and images to any creature within 120 ft. of it that can understand a language. This form of telepathy doesn’t allow the receiving creature to telepathically respond.
Actions

Multiattack. The Mutogorgon can make Two attacks with its tentacles

Greater Acid Throw. Ranged Weapon Attack: +6 to hit, reach 40/80 ft., one target. Hit: 12 (2d8 + 3) Acid damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or become poisoned until the it is cured. . Every hour that elapses, the target must repeat the saving throw, (1d10) Poison Damage on a failure. The disease is cured on a success.

Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) Acid damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The Mutogorgon has two tentacles, each of which can grapple one target.

Tentacle Slam. The Mutogorgon slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the Mutogorgon’s next turn. On a successful save, the target takes half the bludgeoning damage and isn’t stunned.


Experimental Regeneration – Recharge 5/6 – The Mutant Master uses its Mutant Physique to rapidly regenerate any lost limbs and regain 2d4+4 HP



-----------------------------------------------


Lesser Mutogorgon

Medium aberration, neutral evil

Armor Class 15 (natural armor)

Hit Points 45 (6d8+18)

Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 16 (+3) 10 (+1) 10 (0) 6 (-2)

Skills Perception +2, Stealth +5

Senses Darkvision 60 ft.

Languages Undercommon

Challenge ???

Keen Sight. The Lesser Mutogorgon has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The Lesser Mutogorgonmakes two Tentacle attacks.

Tentacle . Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) Bludgeoning damage.

Rotting Gaze. The Lesser Mutogorgon targets one creature it can see within 30 ft. of it. The target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) necrotic damage.

Acid Throw. Ranged Weapon Attack: +4 to hit, Range 40/80, One Target. Hit: 7 (1d8+3) Acid Damage

OrangeK
2018-11-14, 05:25 PM
Edited Versions

Mutant Master

Medium Aberration, Neutral Evil

Armor Class 17 (natural armor)

Hit Points 130 (12d8+33)

Speed 30 ft., Climb 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 16 (+3) 12 (+) 12 (+1) 10 (+0)

Saving Throws Str +7, Con +6, Int +4

Skills Intimidation +6, Perception +4, Stealth +7

Damage Resistances: acid, lightning, poison

Senses darkvision 60 ft.

Languages Abyssal, Common, Deep Speech, Undercommon

Challenge ?????

2x Daily Reaction – Biotic Armor. The AC of the Mutant Master includes its Constitution bonus until the start of its next turn.

Telepathy. The Mutant Master can magically transmit simple messages and images to any creature within 120 ft. of it that can understand a language.

Acidic Blood – Whenever Mutant Master is hit with Piercing or Slashing Damage, all creatures within 5ft must make a DC 12 Dex. Save. 10 (2d4+2)
Acid Damage on a Failed Save, Half as much on a successful Save

Innate Spellcasting. The Mutant Master spellcasting ability is Charisma (spell save DC 14). The Mutant Master can innately cast the following spells,
requiring no material components:

3/day each: Major Image, Alter Self, Vampric Touch

1/day: Blight (Grappled Target Only
Actions

Multiattack. The Mutant Master makes two melee attacks or uses its Acid Ray twice.

Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 16 (3d8 + 3) bludgeoning damage plus 4 (1d8) Acid damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The Mutant Master has two tentacles, each of which can grapple one target.

Tentacle Slam. The Mutant Master slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 12 (3d6 + 3) bludgeoning damage and be stunned until the end of the Mutant Master next turn. On a successful save, the target takes half the bludgeoning damage and isn’t stunned.

Acid Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 16 (3d8+3) Acid damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or become poisoned until the disease is cured. Every hour that elapses, the target must repeat the saving throw, (1d10) Poison Damage on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0.

Mutant Domination. One humanoid the Mutant Master can see within 30 ft. of it must succeed on a DC 14 Intelligence saving throw or be magically charmed for 1 day. The charmed target obeys the Mutant Master spoken commands. If the target suffers any harm from the Mutant Master or another creature or receives a suicidal command from the Mutant Master, ending the effect on itself. If the original saving throw fails, or If the effect ends for it, the creature is immune to the Mutant Master’s Mutant Domination for the next 24 hours.

Experimental Regeneration – Recharge 5/6 – The Mutant Master uses its Mutant Physique to rapidly regenerate any lost limbs and regain 3d6+6 HP

------------------------------------------------------------------------------------

Mutogorgon

Medium aberration, neutral

Armor Class 16 (natural armor)

Hit Points 102 (10d10+48)

Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 19 (+4) 10 (0) 13 (+1) 6 (-2)

Saving Throws Con +7

Senses darkvision 120 ft.

Languages Abyssal

Challenge ????

Acidic Blood – Whenever Mutogorgon is hit with Bludgeoning or Slashing Damage, all creatures within 5ft must make a DC 12 Dex. Save. 10 (2d4+2) Acid Damage on a Failed Save, Half as much on a successful Save

Limited Telepathy. The Mutogorgon can magically transmit simple messages and images to any creature within 120 ft. of it that can understand a language. This form of telepathy doesn’t allow the receiving creature to telepathically respond.
Actions

Multiattack. The Mutogorgon can make Two attacks with its tentacles
Greater Acid Throw. Ranged Weapon Attack: +6 to hit, reach 40/80 ft., one target. Hit: 12 (2d8 + 3) Acid damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. . Every hour that elapses, the target must repeat the saving throw, (1d10) Poison Damage on a failure. The disease is cured on a success.

Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) Acid damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The Mutogorgon has two tentacles, each of which can grapple one target.

Tentacle Slam. The Mutogorgon slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the Mutogorgon’s next turn. On a successful save, the target takes half the bludgeoning damage and isn’t stunned.


Experimental Regeneration – Recharge 5/6 – The Mutant Master uses its Mutant Physique to rapidly regenerate any lost limbs and regain 2d4+4 HP



-----------------------------------------------


Lesser Mutogorgon

Medium aberration, neutral evil

Armor Class 15 (natural armor)

Hit Points 45 (6d8+18)

Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 16 (+3) 10 (+1) 10 (0) 6 (-2)

Skills Perception +2, Stealth +5

Senses Darkvision 60 ft.

Languages Undercommon

Challenge ???

Keen Sight. The Lesser Mutogorgon has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The Lesser Mutogorgon makes two Tentacle attacks.

Tentacle . Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) Bludgeoning damage.

Rotting Gaze. The Lesser Mutogorgon targets one creature it can see within 30 ft. of it. The target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) necrotic damage.

Acid Throw. Ranged Weapon Attack: +4 to hit, Range 40/80, One Target. Hit: 7 (1d8+3) Acid Damage