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  1. - Top - End - #1
    Barbarian in the Playground
     
    ClericGuy

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    Default Possesed and taken teiflings...stat help

    o in my game there is a city state of all teiflings. Recently they were all possessed by their ancestor devils (in my game teiflings owe their souls to their devil ancestors if they don't meet certain unknown terms and conditions) the devils collected their debt early to help the god of hell make a power play on the world with two other deities. Our adventurers are trapped their by the city and are going to try to solve it. We have clerics and paladins who I rule do extra damage to these creatures (who cant even stand being in a church building due to the tenuous grip of their ancestors)

    Do these stats seem balanced? (our party is 3rd level with about 8-9 players 1 paladin and 2 clerics almost guaranteed along with a rogue, a warlock, a bard, and two wizards, the other players are barbarians I think) they all have limited use magic items that vary in usefulness.
    Spoiler: "Taken" teifling stats
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    note: Possessed teiflings are just using commoner stats "taken" teiflings are like the more unstable ones.
    hp:12
    Ac:11
    Str 12
    Dex 12
    Int 9
    Cha 9
    Wis 10
    Con 10
    Resistant to: Necrotic
    Immune to: Fire
    Vulnerable to: Radiant
    Status immunities: None
    Abilities: Choose 1
    Pourous skin: The demonic power trys to utilize your spells power to help it maintain control, disadvantage on magic checks vs this creature.
    Liquid form: The creature can effectively change small portions of its body from liquid to solid disadvantage on non magical ranged attacks.
    Claws of hell: Unarmed opponents can sense and deflect melee attacks with their hands, disadvantage to non magical melee attacks


    P.s. Also I need a way to reverse this to free the teiflings...killing kills both the host and the devil, so our party might try to avoid it but not if there is no other way, how would they reverse this blight? Maybe holy water or something?

    p.s. just moved this from the 5e board and i wrote this before school so theres some mistakes. "magic checks" are just attacks made at it with certain spells.

  2. - Top - End - #2
    Titan in the Playground
     
    Ninja_Prawn's Avatar

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    Default Re: Possesed and taken teiflings...stat help

    So... this is a stat block, right?

    What's the CR? Without that, we have no way of knowing whether it's balanced or not.
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  3. - Top - End - #3
    Barbarian in the Playground
     
    ClericGuy

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    Default Re: Possesed and taken teiflings...stat help

    Quote Originally Posted by Ninja_Prawn View Post
    So... this is a stat block, right?

    What's the CR? Without that, we have no way of knowing whether it's balanced or not.
    I never really figured out how to make a stat block appropriately unfortunately. I've tried for about a year and they're always off.

  4. - Top - End - #4
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    Ninja_Prawn's Avatar

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    Default Re: Possesed and taken teiflings...stat help

    Quote Originally Posted by 1Forge View Post
    I never really figured out how to make a stat block appropriately unfortunately. I've tried for about a year and they're always off.
    That's ok, I can do that for you. There's enough to work with here.

    As an aside, a party of 8-9 is a bit outside of my field of experience... I've never DMed for so many, so I'll just go by what the DMG says for the encounter sizing.
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  5. - Top - End - #5
    Barbarian in the Playground
     
    ClericGuy

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    Default Re: Possesed and taken teiflings...stat help

    Quote Originally Posted by Ninja_Prawn View Post
    That's ok, I can do that for you. There's enough to work with here.

    As an aside, a party of 8-9 is a bit outside of my field of experience... I've never DMed for so many, so I'll just go by what the DMG says for the encounter sizing.
    Thanks. Yeah I'm the only reliable DM in town and I help run a club so I get alot of players.

  6. - Top - End - #6
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    Ninja_Prawn's Avatar

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    Default Re: Possesed and taken teiflings...stat help

    Taken
    Medium fiend, any evil alignment

    Armour Class 11
    Hit Points 13 (3d8)
    Speed 30 ft.

    STR DEX CON INT WIS CHA
    12 (+1) 12 (+1) 10 (+0) 9 (-1) 10 (+0) 9 (-1)

    Skills Intimidation +1
    Damage Immunity Fire
    Damage Resistance Necrotic
    Damage Vulnerability Radiant
    Senses darkvision 60ft., passive Perception 9
    Languages Common, Infernal
    Challenge 1/4 (50 XP)


    Fiendish Mutation. When you first create this creature, roll a d6 and apply the relevant result.
    1-2: Porous Skin. All spell attack rolls against this Taken have disadvantage.
    3-4: Liquid Form. All ranged weapon attack rolls against this Taken have disadvantage.
    5-6: Claws of Hell. All melee weapon attack rolls against this Taken have disadvantage.

    Actions

    Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage.

    Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320, one target. Hit: 5 (1d8+1) slashing damage.
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  7. - Top - End - #7
    Barbarian in the Playground
     
    ClericGuy

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    Default Re: Possesed and taken teiflings...stat help

    Quote Originally Posted by Ninja_Prawn View Post
    Taken
    Medium fiend, any evil alignment

    Armour Class 11
    Hit Points 13 (3d8)
    Speed 30 ft.

    STR DEX CON INT WIS CHA
    12 (+1) 12 (+1) 10 (+0) 9 (-1) 10 (+0) 9 (-1)

    Skills Intimidation +1
    Damage Immunity Fire
    Damage Resistance Necrotic
    Damage Vulnerability Radiant
    Senses darkvision 60ft., passive Perception 9
    Languages Common, Infernal
    Challenge 1/4 (50 XP)


    Fiendish Mutation. When you first create this creature, roll a d6 and apply the relevant result.
    1-2: Porous Skin. All spell attack rolls against this Taken have disadvantage.
    3-4: Liquid Form. All ranged weapon attack rolls against this Taken have disadvantage.
    5-6: Claws of Hell. All melee weapon attack rolls against this Taken have disadvantage.

    Actions

    Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage.

    Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320, one target. Hit: 5 (1d8+1) slashing damage.
    Thank you that's perfect!

  8. - Top - End - #8
    Titan in the Playground
     
    Ninja_Prawn's Avatar

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    Default Re: Possesed and taken teiflings...stat help

    Encounter size:

    XP thresholds for 9no level 3 PCs:
    Easy Medium Hard Deadly
    675 1,350 2,025 3,600

    Per the DMG's encounter maths, these monster groups might work...
    Spoiler: Easy Encounters
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    1 Incubus (1,100XP)
    1 Cult Fanatic and 1 Quasit (650XP)
    2 Imps and 1 Taken Tiefling (450XP)
    4 Ice Mephits (400XP)
    3 Taken Tieflings and 3 Dust Mephits (450XP)
    4 Taken Tieflings and 8 Possessed Tieflings (280XP)
    7 Taken Tieflings (350XP)
    22 Possessed Tieflings (220XP) - Probably a terrible idea!

    Spoiler: Medium Encounters
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    11 Taken Tielfings (550XP)
    8 Taken Tieflings and 8 Possessed Tieflings (480XP)

    Spoiler: Hard Encounters
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    3 Spined Devils and 3 Taken Tieflings (1,500XP)
    15 Taken Tieflings (750XP)

    Spoiler: Deadly Encounters
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    1 Horned Devil (7,200XP) - Probably a terrible idea!
    2 Barbed Devils (3,600XP)
    2 Balguras (3,600XP)
    2 Succubi and 1 Quasit (2,400XP)
    5 Cult Fanatics (2,250XP)
    3 Bearded Devils and 3 Imps (2,400XP)
    1 Spined Devil and 7 Imps (1,850XP)
    9 Quasits (1,800XP)
    24 Taken Tieflings (1,200XP) - Probably a terrible idea!
    Last edited by Ninja_Prawn; 2015-10-22 at 02:55 PM.
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