Emongnome777
2022-07-15, 12:19 PM
I've created a new monster as part of a side quest that is based off of the Murder in Baldur's Gate adventure (happens 7 years later). I can provide more details about the "why" of the creature, but for now, here's its stats. I'm mostly interested to see if it lines up with its CR or if I need to tweak it in some way. Any other general comments that help improve it would be great as well.
VENEMIR
Large monstrosity, chaotic evil
Armor Class: 14 (natural armor)
Hit Points: 102 (12d10+36)
Speed: 40 ft
Str 18 (+4) Dex 17 (+3) Con 16 (+3) Int 11 (+0) Wis 15 (+2) Cha 16 (+3)
Saving Throws Con +6, Wis +5, Cha +6
Skills Perception +5
Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Common
Challenge 8 (3,900 xp)
--TRAITS--
Bhaal's Immortality
If Vesemir dies, he immediately transforms into a mist that floats away and reforms into his humanoid form at his laboratory. That mist travels at 30 feet per round.
Regeneration
Venemir regains 10 hit points at the start of its turn. If Venemir takes radiant or fire damage, this trait doesn't function at the start of his next turn.
Stench
Any creature that starts its turn within 5 feet of Venemir must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to Venemir's stench for 24 hours.
Magic Resistance
Venemir has advantage on saving throws against spells and other magical effects.
--ACTIONS--
Multiattack
Venemir makes two slam attacks.
Slam
Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) bludgeoning damage plus 5 (2d4) acid damage.
Acid Breath (Recharge 5-6)
Venemir spews acid in a 10-foot cone. Each creature in that cone must make a DC 14 Dexterity saving throw, taking 33 (6d10) acid damage on a failed save, or half as much damage on a successful one.
VENEMIR (ENHANCED)
Large monstrosity, chaotic evil
Armor Class: 15 (natural armor)
Hit Points: 119 (14d10+42)
Speed: 40 ft
Str 20 (+5) Dex 17 (+3) Con 16 (+3) Int 11 (+0) Wis 15 (+2) Cha 16 (+3)
Saving Throws Con +7, Wis +6, Cha +7
Skills Perception +6
Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 16
Languages Common
Challenge 10 (5,900 xp)
--TRAITS--
Bhaal's Immortality
If Vesemir dies, he immediately transforms into a mist that floats away and reforms into his humanoid form at his laboratory. That mist travels at 30 feet per round.
Regeneration
Venemir regains 15 hit points at the start of its turn. If Venemir takes radiant or fire damage, this trait doesn't function at the start of his next turn.
Stench
Any creature that starts its turn within 5 feet of Venemir must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to Venemir's stench for 24 hours.
Magic Resistance
Venemir has advantage on saving throws against spells and other magical effects.
--ACTIONS--
Multiattack
Venemir makes two slam attacks.
Slam
Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 14 (2d8 + 5) bludgeoning damage plus 7 (2d6) acid damage.
Acid Breath (Recharge 5-6)
Venemir spews acid in a 15-foot cone. Each creature in that cone must make a DC 15 Dexterity saving throw, taking 44 (8d10) acid damage on a failed save, or half as much damage on a successful one.
--BONUS ACTIONS--
Misty Teleport
Vesemir can transform into a mist and teleport up to 30 feet, reforming at his destination.
--REACTIONS--
Misty Defense
Upon getting hit with an attack, Vesemir can transform into a mist and teleport to a space up to 10 feet away, reforming at his destination. This teleport negates the hit. He then can make one slam attack against a creature in range.
VENEMIR
Large monstrosity, chaotic evil
Armor Class: 14 (natural armor)
Hit Points: 102 (12d10+36)
Speed: 40 ft
Str 18 (+4) Dex 17 (+3) Con 16 (+3) Int 11 (+0) Wis 15 (+2) Cha 16 (+3)
Saving Throws Con +6, Wis +5, Cha +6
Skills Perception +5
Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Common
Challenge 8 (3,900 xp)
--TRAITS--
Bhaal's Immortality
If Vesemir dies, he immediately transforms into a mist that floats away and reforms into his humanoid form at his laboratory. That mist travels at 30 feet per round.
Regeneration
Venemir regains 10 hit points at the start of its turn. If Venemir takes radiant or fire damage, this trait doesn't function at the start of his next turn.
Stench
Any creature that starts its turn within 5 feet of Venemir must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to Venemir's stench for 24 hours.
Magic Resistance
Venemir has advantage on saving throws against spells and other magical effects.
--ACTIONS--
Multiattack
Venemir makes two slam attacks.
Slam
Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) bludgeoning damage plus 5 (2d4) acid damage.
Acid Breath (Recharge 5-6)
Venemir spews acid in a 10-foot cone. Each creature in that cone must make a DC 14 Dexterity saving throw, taking 33 (6d10) acid damage on a failed save, or half as much damage on a successful one.
VENEMIR (ENHANCED)
Large monstrosity, chaotic evil
Armor Class: 15 (natural armor)
Hit Points: 119 (14d10+42)
Speed: 40 ft
Str 20 (+5) Dex 17 (+3) Con 16 (+3) Int 11 (+0) Wis 15 (+2) Cha 16 (+3)
Saving Throws Con +7, Wis +6, Cha +7
Skills Perception +6
Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 16
Languages Common
Challenge 10 (5,900 xp)
--TRAITS--
Bhaal's Immortality
If Vesemir dies, he immediately transforms into a mist that floats away and reforms into his humanoid form at his laboratory. That mist travels at 30 feet per round.
Regeneration
Venemir regains 15 hit points at the start of its turn. If Venemir takes radiant or fire damage, this trait doesn't function at the start of his next turn.
Stench
Any creature that starts its turn within 5 feet of Venemir must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to Venemir's stench for 24 hours.
Magic Resistance
Venemir has advantage on saving throws against spells and other magical effects.
--ACTIONS--
Multiattack
Venemir makes two slam attacks.
Slam
Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 14 (2d8 + 5) bludgeoning damage plus 7 (2d6) acid damage.
Acid Breath (Recharge 5-6)
Venemir spews acid in a 15-foot cone. Each creature in that cone must make a DC 15 Dexterity saving throw, taking 44 (8d10) acid damage on a failed save, or half as much damage on a successful one.
--BONUS ACTIONS--
Misty Teleport
Vesemir can transform into a mist and teleport up to 30 feet, reforming at his destination.
--REACTIONS--
Misty Defense
Upon getting hit with an attack, Vesemir can transform into a mist and teleport to a space up to 10 feet away, reforming at his destination. This teleport negates the hit. He then can make one slam attack against a creature in range.