I like it. And you put in lair actions. lair actions are always a great way to give a monster some extra kick. I've never seen a lair action happening on an initiative other than 20. Was there a particular reason you wanted it to happen on initiative 16? Also, the description talks about razor-sharp dragonfly-like wings while the art for it (cool art, by the way) looks like bird wings. I like the idea of a legendary action that kicks on once the monster has lost some of its health. This guy is a handful for a CR7 monster. I certainly wouldn't want to run up against it with a only a few level 7 adventurers to help me out. I think it's a pretty cool creature for a desert-based adventure and would fit in well with a "retrieve the item" story arc.
As for my own monster with its own lore, I present the Gorgon Minotaur.
Long ago, just as ancient minotaurs were beginning to explore and scout from their lairs in the Underdark to the surface world, one warrior tribe rejected what it saw as the corrupting influence of modern civilization that threatened to tame their proud race. Seeking to cling to their primal bestial ways, this tribe left to hunt the underground herds of wild gorgon and consumed its blood in a ritual worship of Baphomet. The savage demon lord was pleased and smiled upon them. The poisonous blood of the gorgon weakened all who drank it to the point of death and those who ferociously clung to life went through an unholy transformation both physically and spiritually. Their leather hide grew even tougher, mutating into scales of the hardest metal. As they healed, they became stronger than they were before. They become immune to the petrifying effects of the gorgon’s breath and they found themselves able to use it as a weapon. They called it the Blessing of the Gorgon, but they were shunned and banished from minotaur society for what was seen as blasphemy.
Unwelcome and not wanting to journey with their minotaur cousins to the lands above, they remained in the labyrinthine depths of the Underdark far below the surface. Their tribe grew more insular with only themselves and their fanatical worship of Baphomet to occupy them. They bolstered their numbers when they could by capturing or tempting other wayward minotaurs to join them with promises and displays of power and strength. Their true name has no translation from Abyssal, but in the common tongue, they are simply known as the gorgon minotaurs.
Im back, anyways, i chose this monster as such a strong encounter for lvl 7 because in my campaign, the area is littered with theifs and my group (of 4) eventually one the theifs over, so now they must fight him with the theives. The initiative 16 is easy to explain, it has fairly low armor and hp for a legendary., plus i want my group to struggle, making it all the more intense.
Also, i never learned how to do dragonfly wings, so i just had to wing it and find a picture best fitting from the internet.
edit: anyways, thinks for your feedback! Im new to dnd beyond but i've really been going at it with my homebrew, hope you enjoy if you choose to add it at some point!
I haven't figured out how to create this monster on here yet, so...
Mecharcana Minotaur Large Construct, Unaligned
Armor Class: 15 HP: 85 (10d10 + 30) Speed: 30
STR DEX CON INT WIS CHA 18(+4) 13(+1) 16(+3) 8(-1) 12(+1) 10(+0)
Skills: passive Perception 11 Damage Resistances: Any Nature based magic and effects. (Ranger or Druid spells) Damage Immunity: Arcane magic and effects Condition Immunity: Blinded, Charmed, Poisoned Languages: - Challenge: 5 (1,800 XP)
Arcane Rebound: If the Mecharcana Minotaur is successfully hit by an Arcane spell or effect, the spell is absorbed by the Mecharcana Minotaur. The Mecharcana Minotaur may then fire a Force projectile back at the caster dealing 1d8 per level of the spell cast. It cannot use Arcane Recharge if this ability is used.
Arcane Recharge: If the Mecharcana Minotaur is successfully hit by an Arcane spell or effect, the spell is absorbed by the Mecharcana Minotaur. The Mecharcana Minotaur may heal for 1d6 per level of the spell cast. It cannot use Arcane Rebound if this ability is used.
Arcane Battery: The power core of the Mecharcana Minotaur is volatile and well protected. If the Arcane battery is successfully hit by a physical attack it can cause a violent explosion destroying the construct immediately. Arcane Battery has 20 HP and an AC of 25, it is immune to all magic. When destroyed it will cause an explosion dealing 55 (10d10) force damage in a 30ft. radius.
Multiattack: The Mecharcana Minotaur makes two Slam attacks.
Slam: Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 13 (2d8+4) bludgeoning damage.
One of the many variants of the "Mecharcana" creations crafted under the guidance of Captain Commander Stygean Belloy.
After his party was routed by an Ancient White Dragon, creating a national incident, and insubordination, Commander Belloy was exiled to a neighboring continent. He blamed the Arcane powers that the dragon used for his failure and devoted himself to conquering that power. In his exile he conquered the lands, he enslaved the Elves, Dwarves, Gnomes and Dragonborn. Using their magics and engineering he began crafting these creatures as the ultimate weapons to destroy all that was Arcane. After many years he finally had a successful prototype, the Mecharcana Minotaur, and laid waste to the nearest Dragon's lair with very little trouble.
The only failing that he found was that the Arcane Core was very fragile and would explode violently if it was damaged. This, in part, lead to the dragon's demise, but Commander Belloy learned and had the Core set behind the armor and enchantments to further increase the safety of the Core. He then found that the Core could absorb the energy from Arcane spells however, through testing, he found it had no effect on magics granted by the gods and little effect from nature magic. With his creations honed, and it's limitations learned, these creations are his new army with which he'll march against all that is an abomination in his eyes.
Thats pretty cool, overall i just find a minotaur mechanism very interesting. maybe itd be good for a "rise of the machines" type of campaign.
The concept is actually a template, I plan on converting many creatures into the "Mecharcana" type. So, for stealth you have things like Mecharcana panthers or Mecharcana bats. Aquatic varieties an so forth. It's really useful for steampunk or dystopian type settings as well.
How bout we share some custom monsties amiright?
Heres one of my monsters at https://www.dndbeyond.com/monsters/245891-alabaan-the-sand-carcass
I like it. And you put in lair actions. lair actions are always a great way to give a monster some extra kick. I've never seen a lair action happening on an initiative other than 20. Was there a particular reason you wanted it to happen on initiative 16? Also, the description talks about razor-sharp dragonfly-like wings while the art for it (cool art, by the way) looks like bird wings. I like the idea of a legendary action that kicks on once the monster has lost some of its health. This guy is a handful for a CR7 monster. I certainly wouldn't want to run up against it with a only a few level 7 adventurers to help me out. I think it's a pretty cool creature for a desert-based adventure and would fit in well with a "retrieve the item" story arc.
As for my own monster with its own lore, I present the Gorgon Minotaur.
"Not all those who wander are lost"
Ooh, I really like the Gorgon Minotaur, TD! The lore is great, and its a solid combo of those monsters. Adding that to my collection for later...
Im back, anyways, i chose this monster as such a strong encounter for lvl 7 because in my campaign, the area is littered with theifs and my group (of 4) eventually one the theifs over, so now they must fight him with the theives. The initiative 16 is easy to explain, it has fairly low armor and hp for a legendary., plus i want my group to struggle, making it all the more intense.
anyways, i just got finished creating a terminater like homebrew, its real fun. find it here at: https://www.dndbeyond.com/monsters/246194-demon-knight-heinrich
Also, i never learned how to do dragonfly wings, so i just had to wing it and find a picture best fitting from the internet.
edit: anyways, thinks for your feedback! Im new to dnd beyond but i've really been going at it with my homebrew, hope you enjoy if you choose to add it at some point!
I haven't figured out how to create this monster on here yet, so...
Mecharcana Minotaur
Large Construct, Unaligned
Armor Class: 15
HP: 85 (10d10 + 30)
Speed: 30
STR DEX CON INT WIS CHA
18(+4) 13(+1) 16(+3) 8(-1) 12(+1) 10(+0)
Skills: passive Perception 11
Damage Resistances: Any Nature based magic and effects. (Ranger or Druid spells)
Damage Immunity: Arcane magic and effects
Condition Immunity: Blinded, Charmed, Poisoned
Languages: -
Challenge: 5 (1,800 XP)
Arcane Rebound: If the Mecharcana Minotaur is successfully hit by an Arcane spell or effect, the spell is absorbed by the Mecharcana Minotaur. The Mecharcana Minotaur may then fire a Force projectile back at the caster dealing 1d8 per level of the spell cast. It cannot use Arcane Recharge if this ability is used.
Arcane Recharge: If the Mecharcana Minotaur is successfully hit by an Arcane spell or effect, the spell is absorbed by the Mecharcana Minotaur. The Mecharcana Minotaur may heal for 1d6 per level of the spell cast. It cannot use Arcane Rebound if this ability is used.
Arcane Battery: The power core of the Mecharcana Minotaur is volatile and well protected. If the Arcane battery is successfully hit by a physical attack it can cause a violent explosion destroying the construct immediately. Arcane Battery has 20 HP and an AC of 25, it is immune to all magic. When destroyed it will cause an explosion dealing 55 (10d10) force damage in a 30ft. radius.
Multiattack: The Mecharcana Minotaur makes two Slam attacks.
Slam: Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 13 (2d8+4) bludgeoning damage.
Thats pretty cool, overall i just find a minotaur mechanism very interesting. maybe itd be good for a "rise of the machines" type of campaign.
If it's a variation on a minotaur, you know I'm interested :)
"Not all those who wander are lost"
still dont know if my demon knight heinrich homebrew is anygood
OOF
Minotaurs are such a fantastic creature.
The concept is actually a template, I plan on converting many creatures into the "Mecharcana" type. So, for stealth you have things like Mecharcana panthers or Mecharcana bats. Aquatic varieties an so forth. It's really useful for steampunk or dystopian type settings as well.
Thats incredibly interesting, oh god...... horizon 0 dawn flashbacks
Horizon, Guild Wars 2, a book I read as a kid, my love for steampunk, and some other things all influenced this creature design.
Wow man! thats awesome!
anyways, i finished making my first unique dragon concept, see it here at; https://www.dndbeyond.com/monsters/247568-salazaar-the-jester-dragon