So this is a homebrew monster - where it's a Drow - who at the last moment before failure - calls out to a darker force (think how Warlocks gain their powers) - and they're pulled into another plane and cast out - rather than just a spider's lower body - it's a Phaser Spider's body - giving the unique Drider the ability to leap back and forth from the Prime Material Plane (similar the Phaser Spiders).
Driders have a CR of 6.
I left it at 6 - despite this new ability - because the creature has lower HP than Driders, and also a lower AC.
But wanted to get feedback. You can click the image link below to see it all.
I would put this at higher cr then the drider,8-9 feels right.This is because lower ac and hp matters not when you exist in another dimension then your foes.
I would put this at higher cr then the drider,8-9 feels right.This is because lower ac and hp matters not when you exist in another dimension then your foes.
Good call - because giving it some thought - it could technically Faerie Fire - then jaunt on its next turn and come back next to whoever is glowing. Since the jaunt doesn't require concentration it allows Faerie Fire to continue. So I upped CR to 9.
Defensive CR of 3, Offensive CR of 8. Rounded down, Gives it an overall CR of 5.
DMG says being able to enter the Ethereal plane doesn't affect a monsters CR
Interesting - because I think tactfully that could be dangerous.
I'll round it back down to around 6 again, then. Because of the teleporting ability. (Phase Spiders have a CR of 3, which is significant over other giant spiders).
Due to bonus action phasing, it’s basically going to be invincible for half of the time, while still getting to attack every turn. Therefore, it effectively has twice as much health as listed, meaning it’s defensive CR is going to be pretty good.
DMG says being able to enter the Ethereal plane doesn't affect a monsters CR
The DMG doesn't factor this ability in in the CR calculation, but interpreting that as saying it doesn't affect a monster's CR is a bit of a leap IMO. After all, the book also says:
"Creating a monster isn’t just a number-crunching exercise. The guidelines in this chapter can help you create monsters, but the only way to know whether a monster is fun is to playtest it. After seeing your monster in action, you might want to adjust the challenge rating up or down based on your experiences."
That aside, quite a few official monsters from the MM clearly have an adjusted CR compared to what they should have gotten based on the DMG's calculation.
Personally I'd lean towards CR 7 or 8 for this critter. Probably 8 because of the ranged attacks stopping some tactical options the PCs might cook up to get around the planeshifting.
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So this is a homebrew monster - where it's a Drow - who at the last moment before failure - calls out to a darker force (think how Warlocks gain their powers) - and they're pulled into another plane and cast out - rather than just a spider's lower body - it's a Phaser Spider's body - giving the unique Drider the ability to leap back and forth from the Prime Material Plane (similar the Phaser Spiders).
Driders have a CR of 6.
I left it at 6 - despite this new ability - because the creature has lower HP than Driders, and also a lower AC.
But wanted to get feedback. You can click the image link below to see it all.
https://i.ibb.co/k89r13m/Image6.png
Check out my publication on DMs Guild: https://www.dmsguild.com/browse.php?author=Tawmis%20Logue
Check out my comedy web series - Neverending Nights: https://www.youtube.com/watch?v=8Wr4-u9-zw0&list=PLbRG7dzFI-u3EJd0usasgDrrFO3mZ1lOZ
Need a character story/background written up? I do it for free (but also take donations!) - https://forums.giantitp.com/showthread.php?591882-Need-a-character-background-written-up
I would put this at higher cr then the drider,8-9 feels right.This is because lower ac and hp matters not when you exist in another dimension then your foes.
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Good call - because giving it some thought - it could technically Faerie Fire - then jaunt on its next turn and come back next to whoever is glowing. Since the jaunt doesn't require concentration it allows Faerie Fire to continue. So I upped CR to 9.
Check out my publication on DMs Guild: https://www.dmsguild.com/browse.php?author=Tawmis%20Logue
Check out my comedy web series - Neverending Nights: https://www.youtube.com/watch?v=8Wr4-u9-zw0&list=PLbRG7dzFI-u3EJd0usasgDrrFO3mZ1lOZ
Need a character story/background written up? I do it for free (but also take donations!) - https://forums.giantitp.com/showthread.php?591882-Need-a-character-background-written-up
Defensive CR of 3, Offensive CR of 8. Rounded down, Gives it an overall CR of 5.
DMG says being able to enter the Ethereal plane doesn't affect a monsters CR
Interesting - because I think tactfully that could be dangerous.
I'll round it back down to around 6 again, then. Because of the teleporting ability. (Phase Spiders have a CR of 3, which is significant over other giant spiders).
Check out my publication on DMs Guild: https://www.dmsguild.com/browse.php?author=Tawmis%20Logue
Check out my comedy web series - Neverending Nights: https://www.youtube.com/watch?v=8Wr4-u9-zw0&list=PLbRG7dzFI-u3EJd0usasgDrrFO3mZ1lOZ
Need a character story/background written up? I do it for free (but also take donations!) - https://forums.giantitp.com/showthread.php?591882-Need-a-character-background-written-up
Due to bonus action phasing, it’s basically going to be invincible for half of the time, while still getting to attack every turn. Therefore, it effectively has twice as much health as listed, meaning it’s defensive CR is going to be pretty good.
The DMG doesn't factor this ability in in the CR calculation, but interpreting that as saying it doesn't affect a monster's CR is a bit of a leap IMO. After all, the book also says:
"Creating a monster isn’t just a number-crunching exercise. The guidelines in this chapter can help you create monsters, but the only way to know whether a monster is fun is to playtest it. After seeing your monster in action, you might want to adjust the challenge rating up or down based on your experiences."
That aside, quite a few official monsters from the MM clearly have an adjusted CR compared to what they should have gotten based on the DMG's calculation.
Personally I'd lean towards CR 7 or 8 for this critter. Probably 8 because of the ranged attacks stopping some tactical options the PCs might cook up to get around the planeshifting.
Want to start playing but don't have anyone to play with? You can try these options: [link].