I am a DM of about 1 year. My Curse of Strahd campaign recently left Strahd's domain and I am looking for an interesting place to but some later chapters of a story. I saw Elysium and was intrigued and interested by the optional rule of not wanting to leave the plane. This led me to look into converting some of the guardinal race from 3.5. My first was the Leonal and I am curious to hear opinons on what could be changed or if it is too under/overpowered as this is my first time really custom creating creatures. Here is what I have so far:
Protective Aura: The loanal and each creature within a 20 foot radius gains a +2 to Armor Class and saving throws against attacks and effects of evil aligned creatures.
Innate Spellcasting: The leonal’s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
At will: detect thoughts, hold monster, protection from poison, wall of force
Multiattack: The leonal makes two attacks, one with its bite and one with its claws.
Claws (Melee Weapon Attack): +11 to hit, reach 5 ft., one target. Hit: 25 (4d8 +7) slashing damage.
Bite (Melee Weapon Attack): +11 to hit, reach 5 ft., one target. Hit: 25(4d8+7) piercing damage. Target must make a DC 19 Strength saving throw or be knocked prone.
Roar (3/day): The leonal releases a roar of good based energy. Each non-good creature within a 60 ft. cone must make a DC 14 Charisma save. On a failed save the creature takes 20(4d8+2) force damage and becomes frightened and deafened for 1 minute. On a successful save, the creature takes half as much damage and is not frightened or deafened. A creature can repeat this saving throw at the end of each of its turns, ending the frightened and deafened conditions on itself on a success.
I did my best to compare to other things of its CR but most of them are large + creatures so that makes it a little more difficult to do so. I'm still not quite sure if I feel that the attacks are too good or bad for its CR yet or not.
You did a pretty good job. There are a few missing information and math errors I'll point out first, then I'll give personal suggestions.
Hit points add CON×number of dice. In this case, 20 hit dice with 20 CON would equal +100 for an average of 190 HP (congrats on doing the dice average correctly by the way, too many brewers mess that up). To get the HP average you are aiming for 16-17 hit dice will give 152-161 average.
Missing saves and languages. Missing passive perception (12).
Spell save is 8+Proficiency+ability. A CR11 monster has proficiency of +4, and it's ability is CHA +2, so its spell save DC is 14.
Similarly, it's claw and bite attacks should be a +11 to hit, and bite should have a save of 19 (assuming STR). And 5d8+7 averages 29.
Roar does an average damage of 20 (4d8+2) and should have a save of 14 (assuming CHA).
Now my suggestions:
Why don't you add +11 athletic skill, it seems appropriate.
It could have 120 feet darkvision.
Its innate spell distribution is strange. At will offensive and detection abilities and limmited only healing. Might put protection from poison at will and move fireball to 3/day and up cast it to level 5.
It's melee attacks are on the high side of CR 11, I recommend 25 (4d8+7) damage instead.
For Roar, the blind condition doesn't make sense to me, why not swap to deaf and frightened instead?
You did a pretty good job. There are a few missing information and math errors I'll point out first, then I'll give personal suggestions.
Hit points add CON×number of dice. In this case, 20 hit dice with 20 CON would equal +100 for an average of 190 HP (congrats on doing the dice average correctly by the way, too many brewers mess that up). To get the HP average you are aiming for 16-17 hit dice will give 152-161 average.
Missing saves and languages. Missing passive perception (12).
Spell save is 8+Proficiency+ability. A CR11 monster has proficiency of +4, and it's ability is CHA +2, so its spell save DC is 14.
Similarly, it's claw and bite attacks should be a +11 to hit, and bite should have a save of 19 (assuming STR). And 5d8+7 averages 29.
Roar does an average damage of 20 (4d8+2) and should have a save of 14 (assuming CHA).
Now my suggestions:
Why don't you add +11 athletic skill, it seems appropriate.
It could have 120 feet darkvision.
Its innate spell distribution is strange. At will offensive and detection abilities and limmited only healing. Might put protection from poison at will and move fireball to 3/day and up cast it to level 5.
It's melee attacks are on the high side of CR 11, I recommend 25 (4d8+7) damage instead.
For Roar, the blind condition doesn't make sense to me, why not swap to deaf and frightened instead
Thank you for the help with the math and the suggestions. Some of those mistakes came from me editing the numbers and forgetting to edit the numbers that those changes effected. With that said, the 3.5E roar worked like Holy word and I tried to keep it as close to that without being overpowered. The blinding condition did seem a bit out of place and I like the idea of putting it as a frightened condition instead. I also agree that the fireball be a little more limited.
Only math mistake remaining is 4d8+7 averages 25 on attacks.
I feel like it knows a few to many at will spells (not to mention unnecessary). If you are going to give it tongues at will, might as well just give it all languages instead. And I can't imagine it needing speak with animals.
Only math mistake remaining is 4d8+7 averages 25 on attacks.
I feel like it knows a few to many at will spells (not to mention unnecessary). If you are going to give it tongues at will, might as well just give it all languages instead. And I can't imagine it needing speak with animals.
Those were added to account for a few abilities that all guardinals have. That being said, having them know all languages works just as well.
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I am a DM of about 1 year. My Curse of Strahd campaign recently left Strahd's domain and I am looking for an interesting place to but some later chapters of a story. I saw Elysium and was intrigued and interested by the optional rule of not wanting to leave the plane. This led me to look into converting some of the guardinal race from 3.5. My first was the Leonal and I am curious to hear opinons on what could be changed or if it is too under/overpowered as this is my first time really custom creating creatures. Here is what I have so far:
Leonal
Medium Celestial, neutral good alignment
Armor Class: 17 (natural armor)
Hit Points: 190 (20d8+100)
Speed: 60ft
STR:24(+7) DEX: 18 (+4) Con:20(+5) Int:14 (+2) Wis: 14 (+2) Cha: 15 (+2)
Saving Throws: Str + 11 , Dex +8
Skills: Acrobatics +8, Athletics +11, Stealth +8
Damage Resistances: acid,cold, force
Damage Immunities: lightning
Condition Immunities: petrified
Senses: dakvision 120 ft., Passive perception: 12
Languages: All
Challenge 11 (7,200 XP)
Protective Aura: The loanal and each creature within a 20 foot radius gains a +2 to Armor Class and saving throws against attacks and effects of evil aligned creatures.
Innate Spellcasting: The leonal’s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
At will: detect thoughts, hold monster, protection from poison, wall of force
3/day: cure wounds, fireball (5th level), lesser restoration,
1/day: heal
Actions
Multiattack: The leonal makes two attacks, one with its bite and one with its claws.
Claws (Melee Weapon Attack): +11 to hit, reach 5 ft., one target. Hit: 25 (4d8 +7) slashing damage.
Bite (Melee Weapon Attack): +11 to hit, reach 5 ft., one target. Hit: 25(4d8+7) piercing damage. Target must make a DC 19 Strength saving throw or be knocked prone.
Roar (3/day): The leonal releases a roar of good based energy. Each non-good creature within a 60 ft. cone must make a DC 14 Charisma save. On a failed save the creature takes 20(4d8+2) force damage and becomes frightened and deafened for 1 minute. On a successful save, the creature takes half as much damage and is not frightened or deafened. A creature can repeat this saving throw at the end of each of its turns, ending the frightened and deafened conditions on itself on a success.
I did my best to compare to other things of its CR but most of them are large + creatures so that makes it a little more difficult to do so. I'm still not quite sure if I feel that the attacks are too good or bad for its CR yet or not.
You did a pretty good job. There are a few missing information and math errors I'll point out first, then I'll give personal suggestions.
Hit points add CON×number of dice. In this case, 20 hit dice with 20 CON would equal +100 for an average of 190 HP (congrats on doing the dice average correctly by the way, too many brewers mess that up). To get the HP average you are aiming for 16-17 hit dice will give 152-161 average.
Missing saves and languages. Missing passive perception (12).
Spell save is 8+Proficiency+ability. A CR11 monster has proficiency of +4, and it's ability is CHA +2, so its spell save DC is 14.
Similarly, it's claw and bite attacks should be a +11 to hit, and bite should have a save of 19 (assuming STR). And 5d8+7 averages 29.
Roar does an average damage of 20 (4d8+2) and should have a save of 14 (assuming CHA).
Now my suggestions:
Why don't you add +11 athletic skill, it seems appropriate.
It could have 120 feet darkvision.
Its innate spell distribution is strange. At will offensive and detection abilities and limmited only healing. Might put protection from poison at will and move fireball to 3/day and up cast it to level 5.
It's melee attacks are on the high side of CR 11, I recommend 25 (4d8+7) damage instead.
For Roar, the blind condition doesn't make sense to me, why not swap to deaf and frightened instead?
Thank you for the help with the math and the suggestions. Some of those mistakes came from me editing the numbers and forgetting to edit the numbers that those changes effected. With that said, the 3.5E roar worked like Holy word and I tried to keep it as close to that without being overpowered. The blinding condition did seem a bit out of place and I like the idea of putting it as a frightened condition instead. I also agree that the fireball be a little more limited.
Does the edited version look a little bit better?
Only math mistake remaining is 4d8+7 averages 25 on attacks.
I feel like it knows a few to many at will spells (not to mention unnecessary). If you are going to give it tongues at will, might as well just give it all languages instead. And I can't imagine it needing speak with animals.
Those were added to account for a few abilities that all guardinals have. That being said, having them know all languages works just as well.