I've been working on a homebrew creature that I wanted feedback on. I'm still new to DnD in general (under a year exp), and have struggled a bit with this.
The page I made is more like a compendium for all the different elemental types of the creature itself, and I plan on separating it out by type once I know for sure that I'm on the right track.
Any thoughts on how I did and how I could improve? Thanks!
I really like your homebrew! It's creative and you use vulnerabilities, which I think are used too rarely.
On the side of stats, I personally like to stick with the "rules". What I mean is, that your ranged attacks will use the dex mod + proficiency bonus as +# to hit. On the other side I must admit, it is a bit unnecessary.
For the statblock I would delete the opportunity attack. It is a reaction that every monster/character has and just makes the statblock bigger.
I think that the idea is cool, but there are a few problems: the first is hp and vulnerabilities. Never give it vulnerabilities if it had less than about 10hp. It will die in any hit, and the vulnerabilities make no difference. The next is lair actions... They don't need lair actions. They are Cr 0, and so will not be fought as a boss on its own. That is why lair actions exist, so single monsters can put up a fight better. Still a cool idea. Also, the amount of variants will hurt yours and everyone else who uses this heads.
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'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I was initially told to have the vulnerabilities by a few others on other sites, but your explanation makes sense.
The idea for lair actions was that if Zabamocs are in their given element for long periods of time, they grow bigger and more powerful......I think it'll make more sense once I sort them out. lol
Would it make more sense for only the large, huge, and gargantuan ones to have lair actions and vulnerabilities?
I actually like this quite a bit. It's an interesting notion, and a good choice for somebody's first homebrew critter. The idea that they're more a piece of world lore and potential fluff companions for players is nice. Well done. There's some bits that could do with cleaning up, sure, but overall I rate this quite highly for a first go at 'Official' homebrew.
I was initially told to have the vulnerabilities by a few others on other sites, but your explanation makes sense.
The idea for lair actions was that if Zabamocs are in their given element for long periods of time, they grow bigger and more powerful......I think it'll make more sense once I sort them out. lol
Would it make more sense for only the large, huge, and gargantuan ones to have lair actions and vulnerabilities?
Yeah, that sounds great. I agree with yurei, this is super cool. Most people make some huge boss, and find it SUPER hard. But small things like this are easy. Hope you have fun with it!
Rollback Post to RevisionRollBack
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
Thank you so much for the advice! I know it will take some doing before everything is where it needs to be, but I'm looking forward to unleashing these creatures on the world! lol
Hello all!
I've been working on a homebrew creature that I wanted feedback on. I'm still new to DnD in general (under a year exp), and have struggled a bit with this.
The page I made is more like a compendium for all the different elemental types of the creature itself, and I plan on separating it out by type once I know for sure that I'm on the right track.
Any thoughts on how I did and how I could improve? Thanks!
https://www.dndbeyond.com/monsters/965842-zabamoc-glow-frogs
Hey,
I really like your homebrew! It's creative and you use vulnerabilities, which I think are used too rarely.
On the side of stats, I personally like to stick with the "rules". What I mean is, that your ranged attacks will use the dex mod + proficiency bonus as +# to hit. On the other side I must admit, it is a bit unnecessary.
For the statblock I would delete the opportunity attack. It is a reaction that every monster/character has and just makes the statblock bigger.
Forks
I think that the idea is cool, but there are a few problems: the first is hp and vulnerabilities. Never give it vulnerabilities if it had less than about 10hp. It will die in any hit, and the vulnerabilities make no difference. The next is lair actions... They don't need lair actions. They are Cr 0, and so will not be fought as a boss on its own. That is why lair actions exist, so single monsters can put up a fight better. Still a cool idea. Also, the amount of variants will hurt yours and everyone else who uses this heads.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
Thanks! I'll make the needed adjustments.
I was initially told to have the vulnerabilities by a few others on other sites, but your explanation makes sense.
The idea for lair actions was that if Zabamocs are in their given element for long periods of time, they grow bigger and more powerful......I think it'll make more sense once I sort them out. lol
Would it make more sense for only the large, huge, and gargantuan ones to have lair actions and vulnerabilities?
I actually like this quite a bit. It's an interesting notion, and a good choice for somebody's first homebrew critter. The idea that they're more a piece of world lore and potential fluff companions for players is nice. Well done. There's some bits that could do with cleaning up, sure, but overall I rate this quite highly for a first go at 'Official' homebrew.
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Yeah, that sounds great. I agree with yurei, this is super cool. Most people make some huge boss, and find it SUPER hard. But small things like this are easy. Hope you have fun with it!
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
Thank you so much for the advice! I know it will take some doing before everything is where it needs to be, but I'm looking forward to unleashing these creatures on the world! lol
You need to take off resistance to poison damage, since it already has immunity to it.
There is no dawn after eternal night.
Homebrew: Magic items, Subclasses