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
Base Monsters Were
CR9
CR5
CR2
-----------------------------
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