Here is the basic information of the monster I would like to create and put in my campaign and build an encounter around, but I'm not sure how to homebrew this within the current fields provided to homebrew a monster. Any help or suggestions would be greatly appreciated.
SpellbookGolem
Large construct, neutral
Armor Class 17
Hit Points special, see Shells
Speed 30ft levitate.
STR DEX CON INT WIS CHA 6 (-2) 20 (+5) 10 (0) 20 (+5) 1 (-5) 1 (-5)
Damage Resistances Bludgeoning, piercing, and slashing
Challenge 15 ish
Shells. The Spellbook Golem is made of 8 shells. Each has its own initiative, action, bonus action, and reaction. All move together on the 1st shell's turn. Each has 30 HP. Damage done to one does not carry over to another shell. As a reaction, one shell can move in the way of an area of affect spell and fail the save to take the damage, shielding the other shells. When damage is done to the Spellbook Golem, roll a 1d8 to determine which shell is targeted. A creature can take disadvantage on the attack roll to target a specific shell.
Flaming Shell Explosion. When a shell is reduced to 0 HP by fire damage, it explodes outwards. All enemies within 15 ft of the Spellbook Golem make a Dex save DC 17, taking 4d6 fire damage on a fail or half on a success.
Counterspell. Each shell may cast Counterspell once per day as a reaction.
i suggest using mythic actions these actions trigger automaticaly when the user reaches a certain amount of hp they then regain some hp and gain the benifits of the mythic action (in this case causing an explosion )
Here is the basic information of the monster I would like to create and put in my campaign and build an encounter around, but I'm not sure how to homebrew this within the current fields provided to homebrew a monster. Any help or suggestions would be greatly appreciated.
Spellbook Golem
Large construct, neutral
Armor Class 17
Hit Points special, see Shells
Speed 30ft levitate.
STR DEX CON INT WIS CHA 6 (-2) 20 (+5) 10 (0) 20 (+5) 1 (-5) 1 (-5)
Condition Immunities Blind, deaf, frightened, grappled, poisoned, prone, stunned
Saves Dex +9, Int +9 Damage Vulnerability Fire
Damage Resistances Bludgeoning, piercing, and slashing
Challenge 15 ish
Shells. The Spellbook Golem is made of 8 shells. Each has its own initiative, action, bonus action, and reaction. All move together on the 1st shell's turn. Each has 30 HP. Damage done to one does not carry over to another shell. As a reaction, one shell can move in the way of an area of affect spell and fail the save to take the damage, shielding the other shells. When damage is done to the Spellbook Golem, roll a 1d8 to determine which shell is targeted. A creature can take disadvantage on the attack roll to target a specific shell.
Flaming Shell Explosion. When a shell is reduced to 0 HP by fire damage, it explodes outwards. All enemies within 15 ft of the Spellbook Golem make a Dex save DC 17, taking 4d6 fire damage on a fail or half on a success.
Counterspell. Each shell may cast Counterspell once per day as a reaction.
Discord: DemonSheWolf#4038, roll20: DemonSheWolf, twitch: demonshewolf13
i suggest using mythic actions these actions trigger automaticaly when the user reaches a certain amount of hp they then regain some hp and gain the benifits of the mythic action (in this case causing an explosion )
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