J-H
2019-03-14, 11:25 AM
I don't have a DMG (yet), but ran my wife through an Egypt-themed dungeon with some modified monsters. The party is 3 CR 3 characters, although it appears that XP is back to being independent of the party count & levels (yay). XP is split evenly between each party member, right? Or is it awarded equally to all participants?
Fire elemental CR5 -> reduce to CR 2: 450xp look about right?
Armor Class 12
Hit Points 58 (8d8 + 10)
Speed 50 ft.
STR 10 DEX 15 CON 12 INT 6 WIS 10 CHA7
Damage Immunities fire, poison
Condition Immunities: exhaustion, grappled, paralyzed,petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Ignan
Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of
it takes 1 fire damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 1d4 fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 1d4 fire damage at the
start of each of its turns.
Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.
Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
Actions
Multiattack. The elemental makes two touch attacks.
Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d6 + 2 fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 1d4 fire damage at the start of each of its turns.
Gargoyle x2 (normally cr 2/450xp): 900 x .9 for weaken = 810xp
CON reduced by 4 each, dropping HP by 14 per monster
Skeleton (lizardfolk) x 4 (cr 3/4 100xp): 300xp
Lizardfolk servant:
AC 14
HP: 24 (4d8+4)
Speed 30’
Str 15, dex 10, con 13, int 7, wis 12, cha 7
Multiattack:
Bite +4, 1d6+2
Claw +4, 1d4+2
(more HP vs regular skeleton; multiattack)
Skeleton (armored) x 6 (Cr 3/4 100xp): 600xp
(Regular skeletons, but increase AC from 13 to 16)
Mummy (weakened) rate as CR2 instead of CR3: 450xp
Summary: Change out rot for a touch attack; reduce damage output by equipping with magical weapon instead of death punch. Lower damage and removal of the save or die.
Azur-Khuresh
AC 12 (+2 natural, -1 dex, +1 bracers)
HP 58
Speed 20’
STR 16 DEX 8 CON 15 INT 6 WIS 10 CHA 12
Saves: Wis+2
Vulnerability: Fire
Resist: physical damage from non-magical weapons
Immunities: Necrotic, poison, charm, exhaustion, fear, paralysis
Multiattack: Any two of
Dreadful glare: DC11 wisdom save or frightened and lose a turn. If succeed on save, immune for 24 hours
Cobra Mace: +7 to hit, 1d6+3 damage plus 1d4 poison damage
Cursed Touch: +7 to hit, Constitution save (DC 11) or HP recovery from all sources of healing is halved until the next long rest.
Loot: Bracers of Armor +1, Cobra Mace (magic, +1d4 poison damage)
Total = 2610xp?
Fire elemental CR5 -> reduce to CR 2: 450xp look about right?
Armor Class 12
Hit Points 58 (8d8 + 10)
Speed 50 ft.
STR 10 DEX 15 CON 12 INT 6 WIS 10 CHA7
Damage Immunities fire, poison
Condition Immunities: exhaustion, grappled, paralyzed,petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Ignan
Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of
it takes 1 fire damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 1d4 fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 1d4 fire damage at the
start of each of its turns.
Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.
Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
Actions
Multiattack. The elemental makes two touch attacks.
Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d6 + 2 fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 1d4 fire damage at the start of each of its turns.
Gargoyle x2 (normally cr 2/450xp): 900 x .9 for weaken = 810xp
CON reduced by 4 each, dropping HP by 14 per monster
Skeleton (lizardfolk) x 4 (cr 3/4 100xp): 300xp
Lizardfolk servant:
AC 14
HP: 24 (4d8+4)
Speed 30’
Str 15, dex 10, con 13, int 7, wis 12, cha 7
Multiattack:
Bite +4, 1d6+2
Claw +4, 1d4+2
(more HP vs regular skeleton; multiattack)
Skeleton (armored) x 6 (Cr 3/4 100xp): 600xp
(Regular skeletons, but increase AC from 13 to 16)
Mummy (weakened) rate as CR2 instead of CR3: 450xp
Summary: Change out rot for a touch attack; reduce damage output by equipping with magical weapon instead of death punch. Lower damage and removal of the save or die.
Azur-Khuresh
AC 12 (+2 natural, -1 dex, +1 bracers)
HP 58
Speed 20’
STR 16 DEX 8 CON 15 INT 6 WIS 10 CHA 12
Saves: Wis+2
Vulnerability: Fire
Resist: physical damage from non-magical weapons
Immunities: Necrotic, poison, charm, exhaustion, fear, paralysis
Multiattack: Any two of
Dreadful glare: DC11 wisdom save or frightened and lose a turn. If succeed on save, immune for 24 hours
Cobra Mace: +7 to hit, 1d6+3 damage plus 1d4 poison damage
Cursed Touch: +7 to hit, Constitution save (DC 11) or HP recovery from all sources of healing is halved until the next long rest.
Loot: Bracers of Armor +1, Cobra Mace (magic, +1d4 poison damage)
Total = 2610xp?