This is the first homebrew anything that I've really done, especially for 5e, and I would like some assistance from everyone with setting the CR for the monster I made. I don't have any description type stuff done; that will get completed down the road as I get more worldbuilding. The inspiration was the Pathfinder Magus class as a Lich. So it has some abilities to emulate what I think is the core of the Magus class, and I tacked on the Lich abilities. I didn't change the damage of the Lich abilities, but I did change the DCs to correctly reflect the different ability scores. It's not intended to be an end-of-campaign BBEG, rather one that hates the BBEG and could either be a fly-in-the-PCs-ointment, or a reluctant ally, depending on how the PCs engage with him. Spell list isn't set in stone, and will be more closely tailored to the PCs once things get to that point (but suggestions are more than welcome).
This thing is a bit complicated but setting the CR for your monster shouldn't be.
How much damage can be sustained (HP) and avoided (AC) set the defensive CR. Your party composition will determine whether the immunities or resistances will apply. Adjust accordingly.
What are the most damaging attacks/effects that can be brought to bear over the course of 3 rounds (not turns, we count legendary option damage here too). Average the round totals to get your starting offensive CR and adjust according to your "to-hit" mod.
What piece in particular are you needing assistance with?
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“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
I typically put casters at 50% of their level CR. He's a bit of a glass cannon. His damage output is around 15d6 per turn (Fireball+legendary), but with his low hit points and middling AC I'd put him around CR 8 against an optimised 4 character party. Against a non-optimised party, increase his CR to 10.
My party of level 9 characters would take him out in 1-2 turns with average rolls.
Hello everyone!
This is the first homebrew anything that I've really done, especially for 5e, and I would like some assistance from everyone with setting the CR for the monster I made. I don't have any description type stuff done; that will get completed down the road as I get more worldbuilding. The inspiration was the Pathfinder Magus class as a Lich. So it has some abilities to emulate what I think is the core of the Magus class, and I tacked on the Lich abilities. I didn't change the damage of the Lich abilities, but I did change the DCs to correctly reflect the different ability scores. It's not intended to be an end-of-campaign BBEG, rather one that hates the BBEG and could either be a fly-in-the-PCs-ointment, or a reluctant ally, depending on how the PCs engage with him. Spell list isn't set in stone, and will be more closely tailored to the PCs once things get to that point (but suggestions are more than welcome).
Thanks for your help!
https://www.dndbeyond.com/monsters/1959908-krethis
This thing is a bit complicated but setting the CR for your monster shouldn't be.
How much damage can be sustained (HP) and avoided (AC) set the defensive CR. Your party composition will determine whether the immunities or resistances will apply. Adjust accordingly.
What are the most damaging attacks/effects that can be brought to bear over the course of 3 rounds (not turns, we count legendary option damage here too). Average the round totals to get your starting offensive CR and adjust according to your "to-hit" mod.
What piece in particular are you needing assistance with?
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
I typically put casters at 50% of their level CR. He's a bit of a glass cannon. His damage output is around 15d6 per turn (Fireball+legendary), but with his low hit points and middling AC I'd put him around CR 8 against an optimised 4 character party. Against a non-optimised party, increase his CR to 10.
My party of level 9 characters would take him out in 1-2 turns with average rolls.
Thanks for the input everyone! That's the kind of information that I'm looking for.