I'm not sure if you meant to list Ethereal Sight twice on as features of the monster. Also, I see a section for lair actions, but I don't see any actions listed.
@TexasDevin - Great catch re: Ethereal sight. Will fix that. Re: Lairs - I have not assigned any specific lair "actions" to her - but I have indicated possible lair "effects" - cold spots, bad smells, animals being hostile to the site she inhabits, etc. I COULD give her lair actions - but I'd have to adjust the CR as I think she is already quite powerful. Do you think she is strong enough or should I give her some lair actions?
She's meant to be a handful - a boss battle so to speak. I went back and forth about making her a demonic presence or an undead and finally decided a demon was more fitting.
I'm entertaining the idea of giving her the ability to drag someone down to the demonic realms (the abyss) - but I think "plane shift" covers that.
I don't really think she is one to "bargain" or "make deals" with people. That's more of a devil function. She's just there to cause pain and devour souls. She could potentially level up if she eats enough souls. Creating a higher level version of her - with lair actions - might be fun.
Honestly, i like the concept but the monster is way to powerful for a CR 12.
AC 17 and 236 with a 40 ft move.
It is a full caster with 8th level spell. and an Insta kill on a DC 17 CHA ( which should be a Wisdom save) that can be done a Multitude of times which would end up in a TPK. Has plus modifiers in all Attributes.
Has damage resistance for 4 of the 7 damages and resistant to physical damage. Immune to cold; ergo resistant and immune to two of the top damages in the game. Then takes advantage on all spells requiring saves
Can summon Shadows as a normal action that go on a 20 Initiative,
The spell selection are all big hitter spells so with out the possession it can nuke nearly every member of the group it fights twice as your throw a Int save fireball at 8th level and 7th level. or negative energy flood.
In my opinion, the monster is game breaking even at a higher CR because of particular abilities that make it immune to all damage and you take away all means for it to be controlled, and the Nun would never leave the body till it killed it, so putting in the description that the nun can end it is pointless. It's intent is to kill not harm and leave alone.
The Possession needs a once a day thing to it or allows for multiple saves at the end of their next turn or the nuns turn.
Most the CR 12 Casters that can cast high level spells have very few hard hitting spells and a lot of utility spells, then has next to no actual attacks.
All CR12 creatures have roughly around 90 - 150 hit points. minus the warlord that has 229 hit points and 18 AC with no resistance, no immunity, two special abilities basic actions. And a legendary creature
I actually tested it in live play recently and it was a lot of fun. The players really LOVED the battle. She's meant to be very powerful - a boss fight, so to speak. All I can say is - it worked quite well and was fun for a pre-Halloween game. =)
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Hello all,
I've recently published a "Demonic Nun" in Homebrew Monsters and am seeking feedback. Thank you so much!
Kind regards,
Singerspell
I'm not sure if you meant to list Ethereal Sight twice on as features of the monster. Also, I see a section for lair actions, but I don't see any actions listed.
"Not all those who wander are lost"
@TexasDevin - Great catch re: Ethereal sight. Will fix that. Re: Lairs - I have not assigned any specific lair "actions" to her - but I have indicated possible lair "effects" - cold spots, bad smells, animals being hostile to the site she inhabits, etc. I COULD give her lair actions - but I'd have to adjust the CR as I think she is already quite powerful. Do you think she is strong enough or should I give her some lair actions?
She looks like a handful. But then again, she is CR12 so she ought to be.
"Not all those who wander are lost"
She's meant to be a handful - a boss battle so to speak. I went back and forth about making her a demonic presence or an undead and finally decided a demon was more fitting.
I'm entertaining the idea of giving her the ability to drag someone down to the demonic realms (the abyss) - but I think "plane shift" covers that.
I don't really think she is one to "bargain" or "make deals" with people. That's more of a devil function. She's just there to cause pain and devour souls. She could potentially level up if she eats enough souls. Creating a higher level version of her - with lair actions - might be fun.
Honestly, i like the concept but the monster is way to powerful for a CR 12.
AC 17 and 236 with a 40 ft move.
It is a full caster with 8th level spell. and an Insta kill on a DC 17 CHA ( which should be a Wisdom save) that can be done a Multitude of times which would end up in a TPK. Has plus modifiers in all Attributes.
Has damage resistance for 4 of the 7 damages and resistant to physical damage. Immune to cold; ergo resistant and immune to two of the top damages in the game. Then takes advantage on all spells requiring saves
Can summon Shadows as a normal action that go on a 20 Initiative,
The spell selection are all big hitter spells so with out the possession it can nuke nearly every member of the group it fights twice as your throw a Int save fireball at 8th level and 7th level. or negative energy flood.
In my opinion, the monster is game breaking even at a higher CR because of particular abilities that make it immune to all damage and you take away all means for it to be controlled, and the Nun would never leave the body till it killed it, so putting in the description that the nun can end it is pointless. It's intent is to kill not harm and leave alone.
The Possession needs a once a day thing to it or allows for multiple saves at the end of their next turn or the nuns turn.
Most the CR 12 Casters that can cast high level spells have very few hard hitting spells and a lot of utility spells, then has next to no actual attacks.
All CR12 creatures have roughly around 90 - 150 hit points. minus the warlord that has 229 hit points and 18 AC with no resistance, no immunity, two special abilities basic actions. And a legendary creature
So there is my opinion hope that helps
I actually tested it in live play recently and it was a lot of fun. The players really LOVED the battle. She's meant to be very powerful - a boss fight, so to speak. All I can say is - it worked quite well and was fun for a pre-Halloween game. =)