I'm new to monster home-brew and I was hoping to get some feedback on this monster. I have 5 players and they are all at level 7, but I also made the mistake of letting them get too many magic items early on, so they're kinda OP.
This is meant to be a boss monster. One of four horseman of the apocalypse type of thing. My goal is to make this a challenging fight, but would prefer none of my players to die. Looking for notes on challenge rating, also, I would like to be as accurate as possible to the math of creation, so notes on that would be wonderful as well. I've sort of spliced multiple monsters I found online to create this. Not looking to publish, just to use in my campaign.
Also, I had this idea to have his chest open up and suck people in, if they are close enough, to a pocket dimension of sorrow or something, but I'm having trouble thinking of ways for the player to get out once they are trapped inside.
Keen Hearing and Smell. Fenris has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Magic Resistance. Fenris has advantage on saving throws against spells and other magical effects.
Legendary resistance (3/day). If Fenris fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. Fenris can innately cast earthquake, firestorm, and cone of cold (Spell save DC 15 ), once per day. Requires no material components. It's innate spellcasting ability is Charisma.
Actions
Multiattack. Fenris uses living nightmare if he can. He can then make three attacks. One with his bite and two with his claws.
Bite. Melee Weapon Attack:+7 to hit, reach 5 ft., two targets. Hit: 13 (2d8 + 4) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or become grappled.
Claw.Melee Weapon Attack: +7 to hit, reach 10 ft., two targets. Hit: 13 (1d8+4) Piercing damage plus 4 (1d8) necrotic damage.
Frightful Presence. Each creature of Fenrir's choice that is within 30 ft. of him must succeed on a DC 15 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 Fenris's Frightful Presence for the next 24 hours.
Legendary Actions
Bite Attack. Fenris makes a bite attack.
Deathly Thrash. All creatures within 15 feet of him must make a strength saving throw DC 15, taking 30 (5d12) bludgeoning damage on a failure, and are knocked prone. Fenrir can then move up to half his speed, without triggering attacks of opportunity.
Detect. Fenrir makes a Wisdom (Perception) check.
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I'm new to monster home-brew and I was hoping to get some feedback on this monster. I have 5 players and they are all at level 7, but I also made the mistake of letting them get too many magic items early on, so they're kinda OP.
This is meant to be a boss monster. One of four horseman of the apocalypse type of thing. My goal is to make this a challenging fight, but would prefer none of my players to die. Looking for notes on challenge rating, also, I would like to be as accurate as possible to the math of creation, so notes on that would be wonderful as well. I've sort of spliced multiple monsters I found online to create this. Not looking to publish, just to use in my campaign.
Also, I had this idea to have his chest open up and suck people in, if they are close enough, to a pocket dimension of sorrow or something, but I'm having trouble thinking of ways for the player to get out once they are trapped inside.
Thanks in advance for the help!
Keen Hearing and Smell. Fenris has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Magic Resistance. Fenris has advantage on saving throws against spells and other magical effects.
Legendary resistance (3/day). If Fenris fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. Fenris can innately cast earthquake, firestorm, and cone of cold (Spell save DC 15 ), once per day. Requires no material components. It's innate spellcasting ability is Charisma.
Multiattack. Fenris uses living nightmare if he can. He can then make three attacks. One with his bite and two with his claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., two targets. Hit: 13 (2d8 + 4) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or become grappled.
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., two targets. Hit: 13 (1d8+4) Piercing damage plus 4 (1d8) necrotic damage.
Frightful Presence. Each creature of Fenrir's choice that is within 30 ft. of him must succeed on a DC 15 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 Fenris's Frightful Presence for the next 24 hours.
Bite Attack. Fenris makes a bite attack.
Deathly Thrash. All creatures within 15 feet of him must make a strength saving throw DC 15, taking 30 (5d12) bludgeoning damage on a failure, and are knocked prone. Fenrir can then move up to half his speed, without triggering attacks of opportunity.
Detect. Fenrir makes a Wisdom (Perception) check.