I'm creating a group of three robotic antagonists the one I need help making stats for is called The Heart of Talos, it's main shtick is it absorbs magic adding on to its own strength and life( I will be using 3.5 Nishruu's Absorb magic for it
Absorb Magic (Su): Nishruus feed on magic. They absorb any magical energy that comes in contact with their bodies, including spells targeted on them, magic items they envelop, and even spellcasters engulfed within their misty forms. This unusual diet has the following effects.
If a nishruu is the target of a spell that deals hit point damage, it absorbs the spell and permanently gains hit points equal to the damage it would otherwise have dealt. The only exceptions are cold and fire spells, which deal damage (reduced, in the case of cold spells) and then dissipate after 1 round.
If a nishruu is the target of a non-damaging spell, it absorbs the spell and gains 1 hit point per spell level.
If a magic item that has charges is in contact with a nishruu, the creature drains 1d4 charges upon initial contact and a like amount every other round thereafter.
If a nishruu is in contact with a magic item that does not have charges, the effects of the item are negated for as long as it remains in contact with the nishruu and for 1d4 rounds afterward.
If a character enveloped within a nishruu attempts to use a temporary item such as a potion or scroll, the effect does not initiate until 1d4 rounds after the user leaves the nishruu's body.
Artifacts do not operate while in contact with a nishruu and for 1 round thereafter.
A spellcaster (arcane or divine) loses one prepared spell or spell slot, determined randomly, upon initial contact with a nishruu. Each round thereafter that two remain in contact, the spellcaster loses one additional randomly selected spell. Each time she loses a spell in this manner, she must make a DC 15 Will save or suffer the effects of a feeblemind spell. The save DC is Charisma-based.
) once it reaches a certain threshold it will add on to it's form with The Body of Talos. Any suggestions for stats?
You might want to change that ability a tiny bit. There are no Will saves in D&D, so you should change it to a Wisdom save. Also, you don't need to state that the save is Charisma-based.
For stats:
Make sure that the monster type is Construct. Make sure that the hit die size correlates to the monster's size (1d4 for tiny, 1d6 for small, 1d8 for medium, 1d10 for large, 1d12 for huge, and 1d20 for gargantuan). Make sure that is has both a ranged attack and melee attack. Make sure that is has legendary actions, along with possibly having bonus actions or lair actions. Make sure that the creature has two different attack/legendary action options: One that does straight damage (possibly of multiple types), and one that does some damage and inflicts a condition.
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
I'm creating a group of three robotic antagonists the one I need help making stats for is called The Heart of Talos, it's main shtick is it absorbs magic adding on to its own strength and life( I will be using 3.5 Nishruu's Absorb magic for it
Absorb Magic (Su): Nishruus feed on magic. They absorb any magical energy that comes in contact with their bodies, including spells targeted on them, magic items they envelop, and even spellcasters engulfed within their misty forms. This unusual diet has the following effects.
) once it reaches a certain threshold it will add on to it's form with The Body of Talos. Any suggestions for stats?
You might want to change that ability a tiny bit. There are no Will saves in D&D, so you should change it to a Wisdom save. Also, you don't need to state that the save is Charisma-based.
For stats:
Make sure that the monster type is Construct.
Make sure that the hit die size correlates to the monster's size (1d4 for tiny, 1d6 for small, 1d8 for medium, 1d10 for large, 1d12 for huge, and 1d20 for gargantuan).
Make sure that is has both a ranged attack and melee attack.
Make sure that is has legendary actions, along with possibly having bonus actions or lair actions.
Make sure that the creature has two different attack/legendary action options: One that does straight damage (possibly of multiple types), and one that does some damage and inflicts a condition.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
Thank you