So I'm pretty good at coming up with things when it deals with stories and abilities, but I'm having a rough time making a new monster sub-type. Here's the deal, I want to create a sub-type to slap on any creature, basically a re-skin but with a twist.
These are similar to constructs or Warforged. They are not autonomous, they are programmable. They are built for the purpose of stopping/marshalling arcane magic users, creatures, etc. They can come in any shape and size, usually having the appearance of a robotic version of a normal creature ranging from sprites to minotaurs, whatever works. There is an arcane core that is generally protected by the body of the creature, it is the weakest point in the creature. It is able to absorb arcane magic of any type and then redirect it as a force projectile.
Those are the basics of the creature...I'm just having a heck of a time figuring out how to give it a stat block...if any of you could lend assistance I'd greatly appreciate it. Any other input, questions, or what not is welcome as well.
Golems are a good starting point. The creature's INT and CHA become 3 and 1.
They can come in any shape and size, usually having the appearance of a robotic version of a normal creature ranging from sprites to minotaurs, whatever works. There is an arcane core that is generally protected by the body of the creature, it is the weakest point in the creature.
Does that mean they have high AC like full plate or are they resistant/immune to nonmagical damage like golems? What does the core being the weakest point mean? Does any amount of damage to the core destroy the creature, or can the core withstand damage? Is the intent that damaging the core is the main/only way to defeat them, or is the core just a weak point you can exploit if you're lucky (special effect on a critical?)
It is able to absorb arcane magic of any type and then redirect it as a force projectile.
What does absorb arcane magic mean in this context? Do they have to be targeted by something magical, be within a certain distance of a spell being cast or be touching the caster? Does the absorption end the magical effect? Can they absorb magical effects after they've been created? Does it only work on spells, or do other magical abilities get absorbed too? Are divine casters immune? (That'd be highly unorthodox in 5e.) Do they have to redirect the magic immediately? Can they be holding on to multiple spells' worth of magic at the same time? Is there a limit?
Higher AC is the starting point in my mind. Something like a flat +2 to the base AC of the emulated creature. Resistant to magical weapons.
Core is an exploitable weakness, if damaged enough it can shut down the creature. I was considering an arcane explosion if the core receives enough damage?
Absorb magic in this context means: Any form of Arcane magic is unable to affect the creature and is instead used as a power source for the force projectile attack. I haven't fully figured out how that would interact with AoE, possibly on initiative the first (if multiple constructs are present) would nullify the magic and absorb the spell's energy.
There is no "charging" per se, it would be a reaction (using 5e terms), so immediately after a spell is absorbed that energy is turned back on to the caster. No limit, nothing like a 9th level spell has a 5% chance to by pass this.
Due to the story line that these creatures are attached to, only Arcane magic is being affected by this. Divine magic is unaffected.
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Thanks for the questions, a lot of this I hadn't considered.
So I'm pretty good at coming up with things when it deals with stories and abilities, but I'm having a rough time making a new monster sub-type. Here's the deal, I want to create a sub-type to slap on any creature, basically a re-skin but with a twist.
These are similar to constructs or Warforged. They are not autonomous, they are programmable. They are built for the purpose of stopping/marshalling arcane magic users, creatures, etc. They can come in any shape and size, usually having the appearance of a robotic version of a normal creature ranging from sprites to minotaurs, whatever works. There is an arcane core that is generally protected by the body of the creature, it is the weakest point in the creature. It is able to absorb arcane magic of any type and then redirect it as a force projectile.
Those are the basics of the creature...I'm just having a heck of a time figuring out how to give it a stat block...if any of you could lend assistance I'd greatly appreciate it. Any other input, questions, or what not is welcome as well.
Golems are a good starting point. The creature's INT and CHA become 3 and 1.
Does that mean they have high AC like full plate or are they resistant/immune to nonmagical damage like golems? What does the core being the weakest point mean? Does any amount of damage to the core destroy the creature, or can the core withstand damage? Is the intent that damaging the core is the main/only way to defeat them, or is the core just a weak point you can exploit if you're lucky (special effect on a critical?)
What does absorb arcane magic mean in this context? Do they have to be targeted by something magical, be within a certain distance of a spell being cast or be touching the caster? Does the absorption end the magical effect? Can they absorb magical effects after they've been created? Does it only work on spells, or do other magical abilities get absorbed too? Are divine casters immune? (That'd be highly unorthodox in 5e.) Do they have to redirect the magic immediately? Can they be holding on to multiple spells' worth of magic at the same time? Is there a limit?
Rod of Absorption, Staff of the Magi and Ring of Spell Storing as well as the Arcane Trickster's Spellthief feature are all mechanics you can borrow from, depending on what you're going for.
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Higher AC is the starting point in my mind. Something like a flat +2 to the base AC of the emulated creature. Resistant to magical weapons.
Core is an exploitable weakness, if damaged enough it can shut down the creature. I was considering an arcane explosion if the core receives enough damage?
Absorb magic in this context means: Any form of Arcane magic is unable to affect the creature and is instead used as a power source for the force projectile attack. I haven't fully figured out how that would interact with AoE, possibly on initiative the first (if multiple constructs are present) would nullify the magic and absorb the spell's energy.
There is no "charging" per se, it would be a reaction (using 5e terms), so immediately after a spell is absorbed that energy is turned back on to the caster. No limit, nothing like a 9th level spell has a 5% chance to by pass this.
Due to the story line that these creatures are attached to, only Arcane magic is being affected by this. Divine magic is unaffected.
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Thanks for the questions, a lot of this I hadn't considered.