You should delete the text under Lair Actions, Regional Effects, and Mythic Actions. Also, no Legendary Action costs 0 actions, and legendary actions are phrased the same way actions are. You might want to clarify exactly what the Untamed Regeneration does. Ex: After taking damage from an effect that it can see, the Wildgrowth Horror heals 10 (3d6) hit points.
For the Vines that Sting action, the average damage from the attack is 46, not 40. Also, I think that you should scrap the extra damage on the attack, and just keep the poison damage. Oh, and there are no 5 ft. range ranged attacks, only melee attacks have a range of 5 ft. Also, the to hit for the attack should be either +12 (assuming dex based) or +18 (assuming str based).
For Thorn in your Side, the average damage is again 46, not 40. There is no such thing as bleeding damage in 5e, so you should probably scrap that and the slashing damage and instead add the poisoned condition. The to hit is the same as mentioned above.
You should probably delete the spellcasting ability, as the monster does not get any spells.
You may want to change the damage from the Radiant Aura of Sickening ability from a flat 15 to 4d6 (average 14). Also, you should allow a Constitution save that allows them to only take half damage on a success.
For the Eye of Perfect Deception Ability, you might want to allow the PCs a Wisdom save to see through the illusion. You also might want to bestow a condition, such as charmed, on a failure.
For the damage resistance, you might want to make it at least resistant to nonmagical damage, otherwise it will be defeated by your players easily.
For the saving throws, you might not want to give it proficiency in all of them, as no other creature has that. Perhaps you could give it proficiency in two of the main three saving throws (Dexterity, Wisdom, and Constitution), and one in a different save.
For the speed, you do not have to put walk 30 ft., 30 ft. speed means 30 ft. walking speed.
For the HP, a creature's hit points are the average of its hit dice + Constitution modifier x number of hit dice. This would put the Wildgrowth Horror at 749 (60d10 + 420) HP, far to high for a CR 25 creature. However, by reducing its number of hit dice to 30, and increasing its hit dice to a d12 (because it's a huge creature), the HP becomes a much more sensible 405 (30d12 + 210).
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
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I’m getting into homebrewing monsters, I have 4 players level 14 whom thanks to magic items are growing arrogant.
I created a - Wild Growth Horror- as something to scare the hell out of them and tear them apart.
https://www.dndbeyond.com/monsters/1217243-wildgrowth-horror
I want to improve it, add to it’s abilities, get feedback to see if it’s too over powered.
You should delete the text under Lair Actions, Regional Effects, and Mythic Actions. Also, no Legendary Action costs 0 actions, and legendary actions are phrased the same way actions are. You might want to clarify exactly what the Untamed Regeneration does. Ex: After taking damage from an effect that it can see, the Wildgrowth Horror heals 10 (3d6) hit points.
For the Vines that Sting action, the average damage from the attack is 46, not 40. Also, I think that you should scrap the extra damage on the attack, and just keep the poison damage. Oh, and there are no 5 ft. range ranged attacks, only melee attacks have a range of 5 ft. Also, the to hit for the attack should be either +12 (assuming dex based) or +18 (assuming str based).
For Thorn in your Side, the average damage is again 46, not 40. There is no such thing as bleeding damage in 5e, so you should probably scrap that and the slashing damage and instead add the poisoned condition. The to hit is the same as mentioned above.
You should probably delete the spellcasting ability, as the monster does not get any spells.
You may want to change the damage from the Radiant Aura of Sickening ability from a flat 15 to 4d6 (average 14). Also, you should allow a Constitution save that allows them to only take half damage on a success.
For the Eye of Perfect Deception Ability, you might want to allow the PCs a Wisdom save to see through the illusion. You also might want to bestow a condition, such as charmed, on a failure.
For the damage resistance, you might want to make it at least resistant to nonmagical damage, otherwise it will be defeated by your players easily.
For the saving throws, you might not want to give it proficiency in all of them, as no other creature has that. Perhaps you could give it proficiency in two of the main three saving throws (Dexterity, Wisdom, and Constitution), and one in a different save.
For the speed, you do not have to put walk 30 ft., 30 ft. speed means 30 ft. walking speed.
For the HP, a creature's hit points are the average of its hit dice + Constitution modifier x number of hit dice. This would put the Wildgrowth Horror at 749 (60d10 + 420) HP, far to high for a CR 25 creature. However, by reducing its number of hit dice to 30, and increasing its hit dice to a d12 (because it's a huge creature), the HP becomes a much more sensible 405 (30d12 + 210).
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.