Hello, I just made a monster for my party of level 10. There are three of them, and none are particularity strong. I was hoping if I could get some tips on what the challenge rating of my monster should be. it just seems confusing because using the DMG's guide on it my monsters all have waaaay more HP than a official one of the same challenge rating. Thanks!
Since your monster is unpublished we cannot read it, BUT DON’T PUBLISH IT! Simply copy/paste it into your post. That way we can read it but you can still edit it without making multiple copies of the thing.
Since your monster is unpublished we cannot read it, BUT DON’T PUBLISH IT! Simply copy/paste it into your post. That way we can read it but you can still edit it without making multiple copies of the thing.
Frightful Presence. Each creature of the Ninja’s choice that is within 50 feet of the Ninja and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Ninja’s Frightful Presence for the next 24 hours.
Hyper-Critical. The Ninja deals 4D6 damage with critical hits while wielding their Katana.
Stunning Jab. The Ninja makes a punch attack with -10 on the attack roll, if it hits the target is stunned until the start of their next turn.
Reactions
Sandevistan. When the Ninja is subjected to an area of affect spell or ability they can spend their reaction to move up to 40ft and make two Katana attack before suffering damage, then they take half of the damage of the attack.
Durable. The Ninja has advantage on saving throws to avoid being stunned.
Legendary Actions
The Ninja can take 6 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Ninja regains spent legendary actions at the start of its turn.
Target Weak Point (Costs 4 Actions). The Ninja makes one Katana attack on a enemy within range, if they hit it automatically becomes a critical hit.
Evasive Maneuvers (Costs 1 action). The Ninja moves up to it's speed and gets +2 AC until it takes damage or the start of it's next turn. This movement does not provoke opportunity attacks.
This is in no way a CR 10 creature, the damage output is waayyy too low. With your permission I’ll work it up a lot for you to make it more of an appropriate CR 10 creature. Also, the AC is 15 with a note that it’s wearing “Elite Arasaka Padding,” but with a Dex of 20 it’s AC would be 15 anyway, so how much is the armor supposed to be on top of that?
Durable. The ninja has advantage on saving throws to resist or avoid being stunned.
Frightful Presence. Each creature of the Ninja’s choice that is within 50 feet of the Ninja and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Ninja’s Frightful Presence for the next 24 hours.
Hyper-Critical. The ninja rolls two additional damage die when determining the extra damage for a critical hit with a melee attack.
Actions
Multiattack. The ninja makes five attacks.
Katana. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage when wielded two-handed.
Throwing Star.Ranged Weapon Attack: +9 to hit, range 30/120 ft., 1 target. Hit: 7 (1d4 + 5) slashing damage.
Bonus Actions
Stunning Jab. The ninja makes an unarmed strike with -5 on the attack roll, if the attack hits the target is also stunned until the start of the ninja’s next turn.
Reactions
Sandevistan. When the ninja is subjected to an area of affect it can spend its reaction to move up to its speed and make two katana attacks. If the area effect would deal damage to the ninja, it reduces the damage it takes by half.
Legendary Actions
The Ninja can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Ninja regains spent legendary actions at the start of its turn.
Unarmed Strike. The Ninja makes one unarmed strike attack.
Target Weak Point (Costs 2 Actions). The Ninja makes one Katana attack, if the attack hits it is a critical hit.
Evasive Maneuvers (Costs 2 Actions). The Ninja moves up to it's speed and gets +2 AC until it takes damage or the start of it's next turn. This movement does not provoke opportunity attacks.
1: Frightful Presence is usually an action - being an ability, there is no context for when to determine the targets!
2: Surprised a Ninja doesn't have the Evasive ability (dex saves automatically halve damage, take no damage on a success)
3: For a more ninja'y feel, I would have the Sandevistan ability make the Ninja invisible if it does not attack, which lasts until the end of its next turn, or when it makes an attack. That way if they are targeted by an explosive spell, then they disappear, only to reappear somewhere else.
4: to play on the old ninja trope of "they were never really there", give them a reaction when they drop to 0hp that pops them back up to 1 and lets them teleport up to 15ft. That'll really make them hard to pin down, even if they are just trying to get away - they'll need to be dropped twice in a turn to be killed (easy if they stay and fight, but devilishly difficult if they try to run!)
Otherwise, Sposta's statblock looks pretty good for a CR12 enemy! plus the action economy makes it a good solo enemy!
Hello, I just made a monster for my party of level 10. There are three of them, and none are particularity strong. I was hoping if I could get some tips on what the challenge rating of my monster should be. it just seems confusing because using the DMG's guide on it my monsters all have waaaay more HP than a official one of the same challenge rating. Thanks!
Monster is here, thank you!
(I also have a backup thing if I can't let them fight this.)
Page not found so i can't see the monster, but essentially It depends of how many monsters , the CR etc...
Homebrewing monsters and gauging of their challenge is not an easy task.
A party of 3 characters L10 against a single CR 10 monster could be medium to hard encounter.
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Thank you! Will do!
Frightful Presence. Each creature of the Ninja’s choice that is within 50 feet of the Ninja and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Ninja’s Frightful Presence for the next 24 hours.
Hyper-Critical. The Ninja deals 4D6 damage with critical hits while wielding their Katana.
Katana. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 8 (1d6 + 5) Slashing damage.
Punch. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 3 (1d4 + 1) bludgeoning damage.
Stunning Jab. The Ninja makes a punch attack with -10 on the attack roll, if it hits the target is stunned until the start of their next turn.
Sandevistan. When the Ninja is subjected to an area of affect spell or ability they can spend their reaction to move up to 40ft and make two Katana attack before suffering damage, then they take half of the damage of the attack.
Durable. The Ninja has advantage on saving throws to avoid being stunned.
The Ninja can take 6 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Ninja regains spent legendary actions at the start of its turn.
Target Weak Point (Costs 4 Actions). The Ninja makes one Katana attack on a enemy within range, if they hit it automatically becomes a critical hit.
Evasive Maneuvers (Costs 1 action). The Ninja moves up to it's speed and gets +2 AC until it takes damage or the start of it's next turn. This movement does not provoke opportunity attacks.
Edit: It is for a cyberpunk themed adventure.
This is in no way a CR 10 creature, the damage output is waayyy too low. With your permission I’ll work it up a lot for you to make it more of an appropriate CR 10 creature. Also, the AC is 15 with a note that it’s wearing “Elite Arasaka Padding,” but with a Dex of 20 it’s AC would be 15 anyway, so how much is the armor supposed to be on top of that?
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Such monster to me would be an easy to medium challenge to 3 characters L10. I also don't think it's CR 12.
I would give it more omph if it's supposed to be a solo encounter with abilities such as;
There, now that’s👆a CR 12 creature.
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few things:
1: Frightful Presence is usually an action - being an ability, there is no context for when to determine the targets!
2: Surprised a Ninja doesn't have the Evasive ability (dex saves automatically halve damage, take no damage on a success)
3: For a more ninja'y feel, I would have the Sandevistan ability make the Ninja invisible if it does not attack, which lasts until the end of its next turn, or when it makes an attack. That way if they are targeted by an explosive spell, then they disappear, only to reappear somewhere else.
4: to play on the old ninja trope of "they were never really there", give them a reaction when they drop to 0hp that pops them back up to 1 and lets them teleport up to 15ft. That'll really make them hard to pin down, even if they are just trying to get away - they'll need to be dropped twice in a turn to be killed (easy if they stay and fight, but devilishly difficult if they try to run!)
Otherwise, Sposta's statblock looks pretty good for a CR12 enemy! plus the action economy makes it a good solo enemy!
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