So I have this creature that I want to customize. Kind of loosely based off of a triffid. That is a tough encounter for a group of 5 lvl6 characters.
What I have so far. Vulnerable to fire, cold, and necrotic. Resistant to piercing, poison, and acid. Immune to psychic. Each attack can cause blindness. Each attack can cause grappled.
Just looking for advice and help in creating this menace.
I can’t seem to upload the image to the forums for scale. Built a super rough draft to import an image as a homebrew monster
1) As Zenlos suggested, ditch the vulnerabilities if you want them to be truly dangerous. Maybe keep one at the most. From my vague memories of the various tellings of the original story, the only weakness triffids have had was to salt water, so you could maybe treat thrown vials of salt water like vials of holy water against undead if you want to give the party another way to deal with them
2) Have the blinding and grappling attacks be separate, although you could give them multi-attack so they can do both on the same turn. Maybe put the blinding attack on a recharge (5-6) and be max 1/turn, something like that
3) One of the film versions of triffids fired their stingers rather than only having tendril attacks, so you could give them a ranged option on the blinding attack as well
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
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So I have this creature that I want to customize. Kind of loosely based off of a triffid. That is a tough encounter for a group of 5 lvl6 characters.
What I have so far.
Vulnerable to fire, cold, and necrotic.
Resistant to piercing, poison, and acid.
Immune to psychic.
Each attack can cause blindness.
Each attack can cause grappled.
Just looking for advice and help in creating this menace.
I can’t seem to upload the image to the forums for scale. Built a super rough draft to import an image as a homebrew monster
https://www.dndbeyond.com/monsters/2079713-giant-triffid
First off you can untick the mythic,legendary and lair boxes, since I presume this creature does not have those things
Second, any foe with 3 vunrabilites is the exact opposite of a threat
Lastly, I reccomend looking at existing monster for balance and wording.
My homebrew content: Monsters, subclasses, Magic items, Feats, spells, races, backgrounds
1) As Zenlos suggested, ditch the vulnerabilities if you want them to be truly dangerous. Maybe keep one at the most. From my vague memories of the various tellings of the original story, the only weakness triffids have had was to salt water, so you could maybe treat thrown vials of salt water like vials of holy water against undead if you want to give the party another way to deal with them
2) Have the blinding and grappling attacks be separate, although you could give them multi-attack so they can do both on the same turn. Maybe put the blinding attack on a recharge (5-6) and be max 1/turn, something like that
3) One of the film versions of triffids fired their stingers rather than only having tendril attacks, so you could give them a ranged option on the blinding attack as well
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)