I am a DM of about 1 year. My Curse of Strahd campaign recently left Strahd's domain and I am looking for an interesting place to but some later chapters of a story. I saw Elysium and was intrigued and interested by the optional rule of not wanting to leave the plane. This led me to look into converting some of the guardinal race from 3.5. My first was the Leonal and I am curious to hear opinons on what could be changed or if it is too under/overpowered as this is my first time really custom creating creatures. Here is what I have so far:
Protective Aura: The loanal and everyone within 20 feet gain a +2 to Armor Class and saving throws against attacks and effects made by evil aligned creatures.
Innate Spellcasting: The leonal’s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
At will: detect thoughts, fireball, hold monster, tongues, wall of force
3/day: cure wounds, lesser restoration, protection from poison
1/day: heal
Actions
Multiattack: The leonal makes two attacks, one with its bite and one with its claws.
Claws (Melee Weapon Attack): +8 to hit, reach 5 ft., one target. Hit: 27 (5d8 +7) slashing damage.
Bite (Melee Weapon Attack): +8 to hit, reach 5 ft., one target. Hit: 27(5d8+7) piercing damage. Target must make a DC 17 Strength saving throw or be knocked prone.
Roar (3/day): The leonal releases a roar of good based energy. Each non-good creature within a 60 ft. cone must make a DC 17 Charisma save. On a failed save the creature takes 18(4d8+2) force damage and become blinded and deafened for 1 minute. On a successful save, the creature takes half as much damage and is not blinded or deafened. A creature can repeat this saving throw at the end of each of its turns, ending the blinded and deafened conditions on a success.
I did my best to compare to other things of its CR but most of them are large + creatures so that makes it a little more difficult to do so. I'm still not quite sure if I feel that the attacks are too good or bad for its CR yet or not.
The Dungeon Master's Guide has a section on how to calculate the CR of a creature.
Thank you very much for that tip. Oh the sections you tend to glance over when you are just running from a book. I have made a few edits to make it more fitting. The only thing that is difficult is HP. Without making it so the rolled count is 30+dice, there isn't quite a way to get a medium sized creature into the 200+ range that the DMG suggests. That being said, I compared to the only mediums sized CR 11 creature I could find in 5E and it actually is just a bit higher than it is.
I am a DM of about 1 year. My Curse of Strahd campaign recently left Strahd's domain and I am looking for an interesting place to but some later chapters of a story. I saw Elysium and was intrigued and interested by the optional rule of not wanting to leave the plane. This led me to look into converting some of the guardinal race from 3.5. My first was the Leonal and I am curious to hear opinons on what could be changed or if it is too under/overpowered as this is my first time really custom creating creatures. Here is what I have so far:
Leonal
Medium Celestial, neutral good alignment
Armor Class: 17 (natural armor)
Hit Points: 155 (20d8+65)
Speed: 60ft
STR:24(+7) DEX: 18 (+4) Con:20(+5) Int:14 (+2) Wis: 14 (+2) Cha: 15 (+2)
Skills: +8 Acrobatics, +8 Stealth
Damage Resistances: cold,force
Damage Immunities: lightning
Condition Immunities: petrified
Senses: dakvision: 60 ft.
Challenge 11 (7,200 XP)
Protective Aura: The loanal and everyone within 20 feet gain a +2 to Armor Class and saving throws against attacks and effects made by evil aligned creatures.
Innate Spellcasting: The leonal’s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
At will: detect thoughts, fireball, hold monster, tongues, wall of force
3/day: cure wounds, lesser restoration, protection from poison
1/day: heal
Actions
Multiattack: The leonal makes two attacks, one with its bite and one with its claws.
Claws (Melee Weapon Attack): +8 to hit, reach 5 ft., one target. Hit: 27 (5d8 +7) slashing damage.
Bite (Melee Weapon Attack): +8 to hit, reach 5 ft., one target. Hit: 27(5d8+7) piercing damage. Target must make a DC 17 Strength saving throw or be knocked prone.
Roar (3/day): The leonal releases a roar of good based energy. Each non-good creature within a 60 ft. cone must make a DC 17 Charisma save. On a failed save the creature takes 18(4d8+2) force damage and become blinded and deafened for 1 minute. On a successful save, the creature takes half as much damage and is not blinded or deafened. A creature can repeat this saving throw at the end of each of its turns, ending the blinded and deafened conditions on a success.
I did my best to compare to other things of its CR but most of them are large + creatures so that makes it a little more difficult to do so. I'm still not quite sure if I feel that the attacks are too good or bad for its CR yet or not.
The Dungeon Master's Guide has a section on how to calculate the CR of a creature.
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Thank you very much for that tip. Oh the sections you tend to glance over when you are just running from a book. I have made a few edits to make it more fitting. The only thing that is difficult is HP. Without making it so the rolled count is 30+dice, there isn't quite a way to get a medium sized creature into the 200+ range that the DMG suggests. That being said, I compared to the only mediums sized CR 11 creature I could find in 5E and it actually is just a bit higher than it is.