I need help balancing out my first homebrew monster. I was going through my older miniatures, and was inspired to start translating some earlier edition monsters that are not represented in 5E. I mainly need feedback on the challenge rating and overall balance.
Demonic Gnoll Priestess (from Blood War)
Medium humanoid, chaotic evil
Armor Class 14 (+1 Studded Leather, Shield)
Hit Points 60 (8d8 + 24)
Speed 30 ft.
STR 14 (+2)
DEX 8 (-1)
CON 16 (+3)
INT 10 (+0)
WIS 16 (+3)
CHA 12 (+1)
Senses Darkvision 60 ft., Passive Perception 13
Languages Abyssal, Gnoll
Challenge 3 (700 XP)
Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
Spellcasting. The demonic gnoll priestess is a 4th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The demonic gnoll priestess has the following cleric spells prepared:
Cantrips (at will): Light, Sacred Flame, Thaumaturgy, Toll the Dead, Word of Radiance
1st level (4 slots): Bane, Command, Cure Wounds, False Life, Guiding Bolt, Healing Word, Inflict Wounds, Ray of Sickness, Shield of Faith
2nd level (3 slots): Blindness/Deafness, Ray of Enfeeblement
Actions
Multiattack. The gnoll makes two attacks with its battleaxe.
Bite.Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
Battleaxe.Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if used with two hands to make a melee attack.
2nd-level inflict wounds every turn puts it at offensive CR 3.
2nd-level guiding bolt every turn puts it at offensive CR 4.
Blindness/deafness the first turn, followed by 2nd-level inflict wounds on the blinded target the next two turns, puts it at offensive CR 5 and defensive CR 2 if the spell works, or offensive CR 3 if it doesn't. I'd say that puts it at offensive CR 4 and defensive CR 2, for CR 3.
But wait! Two healing words will put its HP in the next bracket, raising its defensive CR by one step. That means that under optimal conditions, it can hit a low CR 4. Considering what those optimal conditions are, however, I'd say it's reasonable to leave it at CR 3.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
I agree. CR3. Very well done. So many first monster homebrews average HP wrong or forget proficiency, but everything checks out (even the number of spells known after accounting for domain spells and bonus cantrip).
This would make a great level 1-2 (tutorial) boss, or even a level 3-5 boss in lair with minions.
I agree. CR3. Very well done. So many first monster homebrews average HP wrong or forget proficiency, but everything checks out (even the number of spells known after accounting for domain spells and bonus cantrip).
This would make a great level 1-2 (tutorial) boss, or even a level 3-5 boss in lair with minions.
Thank you. I cannot take all the credit, all I did was translate the 3/3.5E information as best I could. I have this in my private homebrew collection, and I was going to publish it, but I was afraid of violating the rules since it is technically not my original work (it would have had a picture of the miniature as well).
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Cantrips (at will): Light, Sacred Flame, Thaumaturgy, Toll the Dead, Word of Radiance
1st level (4 slots): Bane, Command, Cure Wounds, False Life, Guiding Bolt, Healing Word, Inflict Wounds, Ray of Sickness, Shield of Faith
2nd level (3 slots): Blindness/Deafness, Ray of Enfeeblement
Multiattack. The gnoll makes two attacks with its battleaxe.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if used with two hands to make a melee attack.
Spellcasting. Yay.
Defensive CR 1/2, or 1 with shield of faith.
Multiattack every turn puts it at offensive CR 2.
2nd-level inflict wounds every turn puts it at offensive CR 3.
2nd-level guiding bolt every turn puts it at offensive CR 4.
Blindness/deafness the first turn, followed by 2nd-level inflict wounds on the blinded target the next two turns, puts it at offensive CR 5 and defensive CR 2 if the spell works, or offensive CR 3 if it doesn't. I'd say that puts it at offensive CR 4 and defensive CR 2, for CR 3.
But wait! Two healing words will put its HP in the next bracket, raising its defensive CR by one step. That means that under optimal conditions, it can hit a low CR 4. Considering what those optimal conditions are, however, I'd say it's reasonable to leave it at CR 3.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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Thank you for the input. I will leave it as written. The gnoll priestess will be a major villain in my next adventure.
I agree. CR3. Very well done. So many first monster homebrews average HP wrong or forget proficiency, but everything checks out (even the number of spells known after accounting for domain spells and bonus cantrip).
This would make a great level 1-2 (tutorial) boss, or even a level 3-5 boss in lair with minions.
Thank you. I cannot take all the credit, all I did was translate the 3/3.5E information as best I could. I have this in my private homebrew collection, and I was going to publish it, but I was afraid of violating the rules since it is technically not my original work (it would have had a picture of the miniature as well).