Hello everyone! I'm putting together my first homebrew and I'm looking for some advice on how powerful my creation is! I think I've got it about right as being Challenge 3... I aimed to make it perform actions a little more regularly than a regular Mephit, rather than making the actions more powerful. This is going to be the BBEG at the end of a lvl 2 dungeon, which I hope to run soon! I expect about 4 players, so if I've got the rating right that's a deadly encounter. I'll tailor the amount of other Mephits in the area accordingly!
Well, there are a couple of discrepancies with your design, so I feel I should mention those too, I hope you don’t mind.
A normal Magma Mephit had a PB of +2, a Dex mod of +1, a Con Mod of +1, and a Cha Mod of +0.
The regular Magma Mephit has a Stealth of +3 because it is proficient in Stealth, and its PB is +2 and its Dex mod is +1, so its Stealth is +3. Your Greater Magma Mephit has the same Dex Mod and PB, so it should have the same +3 to Stealth. The normal Magma Mephit has a Passive Perception of 10 because it is not proficient in Perception, and its Wis mod is +0. You have not made it Proficient in Perception, nor have you raised its Wis, so your Greater Mephit should also still have a Passive Perception of 10. Or, you would need to make it Proficient in Perception, and then it’s normal Perception skill should also read as +2 right next to its Stealth +3
The reason the normal Magma Mephit has a Claw attack with a +3 to hit and +1 damage is because it uses PB + Dex to hit (+3) and adds Dex to damage. You increased the Attack and Damage bonus by one each, but the Greater Magma Mephit’s Dex and PB are still the same. Ether you have to raise the Dex to 14, or you have to drop the Attack and Damage back down to +3 and +1. I would also suggest dropping that slashing damage back down to 1d6 to match the Fire Damage. If you do raise the Dex, then you would also need to adjust the AC up by 1, and the Stealth as well.
The reason the normal Magma Mephit has a DC of 11 for its Death Burst and its Fire Breath is because those DCs are based based off of its PB + Con Mod. Since you raised the creature’s Con mod by +1, those save DC should go up to 12.
The reason it’s Heat Metal DC was 10 is because this was based off of the Mephit’s PB + Cha, and since you raised the Cha, this going up to 11 is spot on.
Death Burst. When the mephit dies, it explodes in a burst of lava. Each creature within 5 feet of it must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.
Innate Spellcasting (2/day). The mephit can innately cast heat metal (spell save DC 11), requiring no material components. Its innate spellcasting ability is Charisma.
Harden. Whenever the greater magma mephit takes cold damage, it partially solidifies. It’s speed is reduced by 15 feet, it gains a +2 bonus to its AC and Constitution saving throws, and a -2 penalty to its Dexterity saving throws and attack rolls until the end of its next turn.
Actions
Multiattack. The greater magma mephit makes two attacks with its Claws.
Claws.Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage plus 3 (1d6) fire damage.
Fire Breath (Recharge 5-6). The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.
Summon Mephits (1/Short Reat). The greater magma mephit can summon 1d4 + 1 magma mephits. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
That might need to go as high as CR 4 (1,100 XP), but I doubt it.
Hello everyone! I'm putting together my first homebrew and I'm looking for some advice on how powerful my creation is! I think I've got it about right as being Challenge 3... I aimed to make it perform actions a little more regularly than a regular Mephit, rather than making the actions more powerful. This is going to be the BBEG at the end of a lvl 2 dungeon, which I hope to run soon! I expect about 4 players, so if I've got the rating right that's a deadly encounter. I'll tailor the amount of other Mephits in the area accordingly!
Any feedback greatly appreciated!
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Well, there are a couple of discrepancies with your design, so I feel I should mention those too, I hope you don’t mind.
A normal Magma Mephit had a PB of +2, a Dex mod of +1, a Con Mod of +1, and a Cha Mod of +0.
The regular Magma Mephit has a Stealth of +3 because it is proficient in Stealth, and its PB is +2 and its Dex mod is +1, so its Stealth is +3. Your Greater Magma Mephit has the same Dex Mod and PB, so it should have the same +3 to Stealth. The normal Magma Mephit has a Passive Perception of 10 because it is not proficient in Perception, and its Wis mod is +0. You have not made it Proficient in Perception, nor have you raised its Wis, so your Greater Mephit should also still have a Passive Perception of 10. Or, you would need to make it Proficient in Perception, and then it’s normal Perception skill should also read as +2 right next to its Stealth +3
The reason the normal Magma Mephit has a Claw attack with a +3 to hit and +1 damage is because it uses PB + Dex to hit (+3) and adds Dex to damage. You increased the Attack and Damage bonus by one each, but the Greater Magma Mephit’s Dex and PB are still the same. Ether you have to raise the Dex to 14, or you have to drop the Attack and Damage back down to +3 and +1. I would also suggest dropping that slashing damage back down to 1d6 to match the Fire Damage.
If you do raise the Dex, then you would also need to adjust the AC up by 1, and the Stealth as well.
The reason the normal Magma Mephit has a DC of 11 for its Death Burst and its Fire Breath is because those DCs are based based off of its PB + Con Mod. Since you raised the creature’s Con mod by +1, those save DC should go up to 12.
The reason it’s Heat Metal DC was 10 is because this was based off of the Mephit’s PB + Cha, and since you raised the Cha, this going up to 11 is spot on.
So, if I may, here's how I would adjust things:
That might need to go as high as CR 4 (1,100 XP), but I doubt it.
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