I am working steadily on a big, big boss - an extension of Dagon (who in my world is very much the eldritch leviathan of lovecraftian horror), and I'm in new waters - the majority of my homebrews have been CR 10 or less, and this ones in the region of CR25!
I'm basing him on an Aboleth. His key features are:
1: mountain of hitpoints.
2: Enslaving and charming and cursing people
3: going to be used as a tarrasque substitute, with the main goal being to distract him or disrupt the rituals which have summoned him. Direct confrontation will cause a lot of collateral damage, and may simply result in this embodiment of Dagon being slain, and another being summoned from the portal.
The goal of Dagon is to create an inland sea of stagnant, festering water in which to form a base in the material plane. From there, he will begin a campaign to conquer the rest of the material plane with armies of summoned demons. So failure is an option and can advance the plot, which is a good position to be in!
Anyway, here's the statblock for Dagon. I am considering what spells I should give it as well, as Dagon should probably also be a powerful spellcaster! Though I am considering whether to let him be this, as more of a plot-point than a foe, and have the spellcasting be done by demons and cultists around him.
Thoughts and feedback on this would be awesome!
I think this is an awesome monster. I do agree with DrakenBrine about how its speed seems slow for a gargantuan monster though. I think it makes sense for him to be a powerful spellcaster. If you are looking for high level spells to give him, Abi-Dalzim's Horrid Wilting, Storm of Vengeance, Antipathy/Sympathy, Feeblemind, Earthquake, Tsunami, Maddening Darkness, Meteor Swarm, Psychic Scream, Power Word Pain, and Weird seem like they might fit for a world ending eldritch horror type monster.
I think the disease is pretty cool. I really like this monster.
Devouring Maw. MeleeWeapon Attack: +3 to hit, range 15 ft., 1 target. Hit: 9 (3d4 + 2) piercing damage, and if the target is the same size or smaller than the Charybdian, the target is swallowed. While a creature is swallowed, they are restrained, and take 6 (2d4 + 1) acid damage at the start of each of their turns.The Charybdian can choose for this damage to stop once the swallowed creature hits 0 hit points.the creature moves with the Charybdian and is counted to be in their space while swallowed, and has full cover. The Charybdian can stop restraining the creature at any time (no action required). If the restrained creature does at least 12 damage to the Charybdian on a single turn, the Charybdian must make a DC 15 Constitution saving throw. On a failure, the creature is no longer restrained, and they exit the maw, appearing in an unoccupied space within 5 feet of the Charybdian. If the Charybdian dies, the swallowed creature is no longer restrained, and can use 5 feet of their movement to exit the Maw, appearing in an unoccupied space within 5 feet of the Charybdian. The Charybdian can only have one creature swallowed at a time.
Charybdians are the spawn of Charybdis, a primordial entity of hunger and the abyss. The Charybdians were made by Charybdis to take revenge on the Gods of the seas, because they chained Charybdis to the sea floor. The Charybdians rebelled, forming their own society. Now, the Charybdians are dedicated to stopping the Monster that made them, and to purge the seas of evil. Common folk often refer to them as, “The Paladins of the sea.”
Physical appearance
Charybdians resemble humans or halflings for the most part. However, one of their arms is actually a blue, scaly neck leading up to a circular fanged maw, reminiscent of a lamprey, mixed with that of a snapping turtle. This arm is usually around the size of a regular arm. However, when in combat, A Charybdian’s mouth arm can extend to be much longer, and much larger. Charybdians can also swallow things with their mouth that seem to big to fit, such as entire dolphins.
I see 2 similar issues with this. 1, This creature has way too many hit points for cr 2. 2, things like devouring maw are usually for much higher cr monsters. At least, based on my understanding.
Alright, I’ll lower its hit points. I know that monsters that have the swallow abilities are usually for a much higher CR, but I wanted it to be able to be used for lower levels. Maybe reduce the Devouring maw’s damage?
I am working steadily on a big, big boss - an extension of Dagon (who in my world is very much the eldritch leviathan of lovecraftian horror), and I'm in new waters - the majority of my homebrews have been CR 10 or less, and this ones in the region of CR25!
I'm basing him on an Aboleth. His key features are:
1: mountain of hitpoints.
2: Enslaving and charming and cursing people
3: going to be used as a tarrasque substitute, with the main goal being to distract him or disrupt the rituals which have summoned him. Direct confrontation will cause a lot of collateral damage, and may simply result in this embodiment of Dagon being slain, and another being summoned from the portal.
The goal of Dagon is to create an inland sea of stagnant, festering water in which to form a base in the material plane. From there, he will begin a campaign to conquer the rest of the material plane with armies of summoned demons. So failure is an option and can advance the plot, which is a good position to be in!
Anyway, here's the statblock for Dagon. I am considering what spells I should give it as well, as Dagon should probably also be a powerful spellcaster! Though I am considering whether to let him be this, as more of a plot-point than a foe, and have the spellcasting be done by demons and cultists around him.
Thoughts and feedback on this would be awesome!
I think this is an awesome monster. I do agree with DrakenBrine about how its speed seems slow for a gargantuan monster though. I think it makes sense for him to be a powerful spellcaster. If you are looking for high level spells to give him, Abi-Dalzim's Horrid Wilting, Storm of Vengeance, Antipathy/Sympathy, Feeblemind, Earthquake, Tsunami, Maddening Darkness, Meteor Swarm, Psychic Scream, Power Word Pain, and Weird seem like they might fit for a world ending eldritch horror type monster.
I think the disease is pretty cool. I really like this monster.
If it is as big as a mountain, i suggest a walk speed of 60, and a swim of at least 120.
Devouring Maw. MeleeWeapon Attack: +3 to hit, range 15 ft., 1 target. Hit: 9 (3d4 + 2) piercing damage, and if the target is the same size or smaller than the Charybdian, the target is swallowed. While a creature is swallowed, they are restrained, and take 6 (2d4 + 1) acid damage at the start of each of their turns.The Charybdian can choose for this damage to stop once the swallowed creature hits 0 hit points.the creature moves with the Charybdian and is counted to be in their space while swallowed, and has full cover. The Charybdian can stop restraining the creature at any time (no action required). If the restrained creature does at least 12 damage to the Charybdian on a single turn, the Charybdian must make a DC 15 Constitution saving throw. On a failure, the creature is no longer restrained, and they exit the maw, appearing in an unoccupied space within 5 feet of the Charybdian. If the Charybdian dies, the swallowed creature is no longer restrained, and can use 5 feet of their movement to exit the Maw, appearing in an unoccupied space within 5 feet of the Charybdian. The Charybdian can only have one creature swallowed at a time.
Charybdians are the spawn of Charybdis, a primordial entity of hunger and the abyss. The Charybdians were made by Charybdis to take revenge on the Gods of the seas, because they chained Charybdis to the sea floor. The Charybdians rebelled, forming their own society. Now, the Charybdians are dedicated to stopping the Monster that made them, and to purge the seas of evil. Common folk often refer to them as, “The Paladins of the sea.”
Physical appearance
Charybdians resemble humans or halflings for the most part. However, one of their arms is actually a blue, scaly neck leading up to a circular fanged maw, reminiscent of a lamprey, mixed with that of a snapping turtle. This arm is usually around the size of a regular arm. However, when in combat, A Charybdian’s mouth arm can extend to be much longer, and much larger. Charybdians can also swallow things with their mouth that seem to big to fit, such as entire dolphins.
I see 2 similar issues with this. 1, This creature has way too many hit points for cr 2. 2, things like devouring maw are usually for much higher cr monsters. At least, based on my understanding.
Alright, I’ll lower its hit points. I know that monsters that have the swallow abilities are usually for a much higher CR, but I wanted it to be able to be used for lower levels. Maybe reduce the Devouring maw’s damage?
The damage is already pretty low, so I wouldn’t lower it. I’ll just say give this ability a recharge, like for dragon breath weapons, and make it so you have to roll a natural 6 to use it again.
I am working steadily on a big, big boss - an extension of Dagon (who in my world is very much the eldritch leviathan of lovecraftian horror), and I'm in new waters - the majority of my homebrews have been CR 10 or less, and this ones in the region of CR25!
I'm basing him on an Aboleth. His key features are:
1: mountain of hitpoints.
2: Enslaving and charming and cursing people
3: going to be used as a tarrasque substitute, with the main goal being to distract him or disrupt the rituals which have summoned him. Direct confrontation will cause a lot of collateral damage, and may simply result in this embodiment of Dagon being slain, and another being summoned from the portal.
The goal of Dagon is to create an inland sea of stagnant, festering water in which to form a base in the material plane. From there, he will begin a campaign to conquer the rest of the material plane with armies of summoned demons. So failure is an option and can advance the plot, which is a good position to be in!
Anyway, here's the statblock for Dagon. I am considering what spells I should give it as well, as Dagon should probably also be a powerful spellcaster! Though I am considering whether to let him be this, as more of a plot-point than a foe, and have the spellcasting be done by demons and cultists around him.
Thoughts and feedback on this would be awesome!
I think this is an awesome monster. I do agree with DrakenBrine about how its speed seems slow for a gargantuan monster though. I think it makes sense for him to be a powerful spellcaster. If you are looking for high level spells to give him, Abi-Dalzim's Horrid Wilting, Storm of Vengeance, Antipathy/Sympathy, Feeblemind, Earthquake, Tsunami, Maddening Darkness, Meteor Swarm, Psychic Scream, Power Word Pain, and Weird seem like they might fit for a world ending eldritch horror type monster.
I think the disease is pretty cool. I really like this monster.
If it is as big as a mountain, i suggest a walk speed of 60, and a swim of at least 120.
Devouring Maw. MeleeWeapon Attack: +3 to hit, range 15 ft., 1 target. Hit: 9 (3d4 + 2) piercing damage, and if the target is the same size or smaller than the Charybdian, the target is swallowed. While a creature is swallowed, they are restrained, and take 6 (2d4 + 1) acid damage at the start of each of their turns.The Charybdian can choose for this damage to stop once the swallowed creature hits 0 hit points.the creature moves with the Charybdian and is counted to be in their space while swallowed, and has full cover. The Charybdian can stop restraining the creature at any time (no action required). If the restrained creature does at least 12 damage to the Charybdian on a single turn, the Charybdian must make a DC 15 Constitution saving throw. On a failure, the creature is no longer restrained, and they exit the maw, appearing in an unoccupied space within 5 feet of the Charybdian. If the Charybdian dies, the swallowed creature is no longer restrained, and can use 5 feet of their movement to exit the Maw, appearing in an unoccupied space within 5 feet of the Charybdian. The Charybdian can only have one creature swallowed at a time.
Charybdians are the spawn of Charybdis, a primordial entity of hunger and the abyss. The Charybdians were made by Charybdis to take revenge on the Gods of the seas, because they chained Charybdis to the sea floor. The Charybdians rebelled, forming their own society. Now, the Charybdians are dedicated to stopping the Monster that made them, and to purge the seas of evil. Common folk often refer to them as, “The Paladins of the sea.”
Physical appearance
Charybdians resemble humans or halflings for the most part. However, one of their arms is actually a blue, scaly neck leading up to a circular fanged maw, reminiscent of a lamprey, mixed with that of a snapping turtle. This arm is usually around the size of a regular arm. However, when in combat, A Charybdian’s mouth arm can extend to be much longer, and much larger. Charybdians can also swallow things with their mouth that seem to big to fit, such as entire dolphins.
I see 2 similar issues with this. 1, This creature has way too many hit points for cr 2. 2, things like devouring maw are usually for much higher cr monsters. At least, based on my understanding.
Alright, I’ll lower its hit points. I know that monsters that have the swallow abilities are usually for a much higher CR, but I wanted it to be able to be used for lower levels. Maybe reduce the Devouring maw’s damage?
The damage is already pretty low, so I wouldn’t lower it. I’ll just say give this ability a recharge, like for dragon breath weapons, and make it so you have to roll a natural 6 to use it again.
That would work! For hitpoints, how many do you think it should have?
Devouring Maw. MeleeWeapon Attack: +3 to hit, range 15 ft., 1 target. Hit: 9 (3d4 + 2) piercing damage, and if the target is the same size or smaller than the Charybdian, the target is swallowed. While a creature is swallowed, they are restrained, and take 6 (2d4 + 1) acid damage at the start of each of their turns.The Charybdian can choose for this damage to stop once the swallowed creature hits 0 hit points.the creature moves with the Charybdian and is counted to be in their space while swallowed, and has full cover. The Charybdian can stop restraining the creature at any time (no action required). If the restrained creature does at least 12 damage to the Charybdian on a single turn, the Charybdian must make a DC 15 Constitution saving throw. On a failure, the creature is no longer restrained, and they exit the maw, appearing in an unoccupied space within 5 feet of the Charybdian. If the Charybdian dies, the swallowed creature is no longer restrained, and can use 5 feet of their movement to exit the Maw, appearing in an unoccupied space within 5 feet of the Charybdian. The Charybdian can only have one creature swallowed at a time.
Charybdians are the spawn of Charybdis, a primordial entity of hunger and the abyss. The Charybdians were made by Charybdis to take revenge on the Gods of the seas, because they chained Charybdis to the sea floor. The Charybdians rebelled, forming their own society. Now, the Charybdians are dedicated to stopping the Monster that made them, and to purge the seas of evil. Common folk often refer to them as, “The Paladins of the sea.”
Physical appearance
Charybdians resemble humans or halflings for the most part. However, one of their arms is actually a blue, scaly neck leading up to a circular fanged maw, reminiscent of a lamprey, mixed with that of a snapping turtle. This arm is usually around the size of a regular arm. However, when in combat, A Charybdian’s mouth arm can extend to be much longer, and much larger. Charybdians can also swallow things with their mouth that seem to big to fit, such as entire dolphins.
I see 2 similar issues with this. 1, This creature has way too many hit points for cr 2. 2, things like devouring maw are usually for much higher cr monsters. At least, based on my understanding.
Alright, I’ll lower its hit points. I know that monsters that have the swallow abilities are usually for a much higher CR, but I wanted it to be able to be used for lower levels. Maybe reduce the Devouring maw’s damage?
The damage is already pretty low, so I wouldn’t lower it. I’ll just say give this ability a recharge, like for dragon breath weapons, and make it so you have to roll a natural 6 to use it again.
That would work! For hitpoints, how many do you think it should have?
Devouring Maw. MeleeWeapon Attack: +3 to hit, range 15 ft., 1 target. Hit: 9 (3d4 + 2) piercing damage, and if the target is the same size or smaller than the Charybdian, the target is swallowed. While a creature is swallowed, they are restrained, and take 6 (2d4 + 1) acid damage at the start of each of their turns.The Charybdian can choose for this damage to stop once the swallowed creature hits 0 hit points.the creature moves with the Charybdian and is counted to be in their space while swallowed, and has full cover. The Charybdian can stop restraining the creature at any time (no action required). If the restrained creature does at least 12 damage to the Charybdian on a single turn, the Charybdian must make a DC 15 Constitution saving throw. On a failure, the creature is no longer restrained, and they exit the maw, appearing in an unoccupied space within 5 feet of the Charybdian. If the Charybdian dies, the swallowed creature is no longer restrained, and can use 5 feet of their movement to exit the Maw, appearing in an unoccupied space within 5 feet of the Charybdian. The Charybdian can only have one creature swallowed at a time.
Charybdians are the spawn of Charybdis, a primordial entity of hunger and the abyss. The Charybdians were made by Charybdis to take revenge on the Gods of the seas, because they chained Charybdis to the sea floor. The Charybdians rebelled, forming their own society. Now, the Charybdians are dedicated to stopping the Monster that made them, and to purge the seas of evil. Common folk often refer to them as, “The Paladins of the sea.”
Physical appearance
Charybdians resemble humans or halflings for the most part. However, one of their arms is actually a blue, scaly neck leading up to a circular fanged maw, reminiscent of a lamprey, mixed with that of a snapping turtle. This arm is usually around the size of a regular arm. However, when in combat, A Charybdian’s mouth arm can extend to be much longer, and much larger. Charybdians can also swallow things with their mouth that seem to big to fit, such as entire dolphins.
I see 2 similar issues with this. 1, This creature has way too many hit points for cr 2. 2, things like devouring maw are usually for much higher cr monsters. At least, based on my understanding.
Alright, I’ll lower its hit points. I know that monsters that have the swallow abilities are usually for a much higher CR, but I wanted it to be able to be used for lower levels. Maybe reduce the Devouring maw’s damage?
The damage is already pretty low, so I wouldn’t lower it. I’ll just say give this ability a recharge, like for dragon breath weapons, and make it so you have to roll a natural 6 to use it again.
That would work! For hitpoints, how many do you think it should have?
Devouring Maw. MeleeWeapon Attack: +3 to hit, range 15 ft., 1 target. Hit: 9 (3d4 + 2) piercing damage, and if the target is the same size or smaller than the Charybdian, the target is swallowed. While a creature is swallowed, they are restrained, and take 6 (2d4 + 1) acid damage at the start of each of their turns.The Charybdian can choose for this damage to stop once the swallowed creature hits 0 hit points.the creature moves with the Charybdian and is counted to be in their space while swallowed, and has full cover. The Charybdian can stop restraining the creature at any time (no action required). If the restrained creature does at least 12 damage to the Charybdian on a single turn, the Charybdian must make a DC 15 Constitution saving throw. On a failure, the creature is no longer restrained, and they exit the maw, appearing in an unoccupied space within 5 feet of the Charybdian. If the Charybdian dies, the swallowed creature is no longer restrained, and can use 5 feet of their movement to exit the Maw, appearing in an unoccupied space within 5 feet of the Charybdian. The Charybdian can only have one creature swallowed at a time.
Charybdians are the spawn of Charybdis, a primordial entity of hunger and the abyss. The Charybdians were made by Charybdis to take revenge on the Gods of the seas, because they chained Charybdis to the sea floor. The Charybdians rebelled, forming their own society. Now, the Charybdians are dedicated to stopping the Monster that made them, and to purge the seas of evil. Common folk often refer to them as, “The Paladins of the sea.”
Physical appearance
Charybdians resemble humans or halflings for the most part. However, one of their arms is actually a blue, scaly neck leading up to a circular fanged maw, reminiscent of a lamprey, mixed with that of a snapping turtle. This arm is usually around the size of a regular arm. However, when in combat, A Charybdian’s mouth arm can extend to be much longer, and much larger. Charybdians can also swallow things with their mouth that seem to big to fit, such as entire dolphins.
I see 2 similar issues with this. 1, This creature has way too many hit points for cr 2. 2, things like devouring maw are usually for much higher cr monsters. At least, based on my understanding.
Alright, I’ll lower its hit points. I know that monsters that have the swallow abilities are usually for a much higher CR, but I wanted it to be able to be used for lower levels. Maybe reduce the Devouring maw’s damage?
The damage is already pretty low, so I wouldn’t lower it. I’ll just say give this ability a recharge, like for dragon breath weapons, and make it so you have to roll a natural 6 to use it again.
That would work! For hitpoints, how many do you think it should have?
The thing about Devouring Maw is that "swallow" type attacks are usually made against a creature already grappled by an attack on a previous turn. Take other, similar monsters like the behir for example.
One of the best things you can use for creating your new monsters is the monster stat-block generator over at Tetra Cube (that's where I make all of mine). Link here: https://tetra-cube.com/dnd/dnd-statblock.html
Not only does it have a load of preset monsters, and pre-written abilities, but it autonatically gives you the modifiers for things and updates it all as you go. Then you can export as an image, or as markdown code (for Homebrewery), or a few other useful formats.
So for your one, I would take the Giant Toad as a baseline from the dropdown, and then modify from there - change type & size, and tweak the swallow ability. Then I would make a decision on whether this is now more or less powerful than where I started, and adjust CR accordingly.
In this case, I thought I'd put it together as an example. Took me around 10 minutes to generate this, as they are functionally very similar to the giant toad!
I swapped out the weak limbs as strength saving throws, as they are unlikely to be using other strength attacks, and I also dropped the con save for spitting the creature out if they deal damage, as it is more fun (IMHO) to only have one number to angle for for this sort of effect! Plus with only 45hp, the thing is not going to be lasting that long anyway!
I left it at CR1, as per the giant toad, because I feel the weak limbs and lower HP balance out the reach and higher AC.
One of the best things you can use for creating your new monsters is the monster stat-block generator over at Tetra Cube (that's where I make all of mine). Link here: https://tetra-cube.com/dnd/dnd-statblock.html
Not only does it have a load of preset monsters, and pre-written abilities, but it autonatically gives you the modifiers for things and updates it all as you go. Then you can export as an image, or as markdown code (for Homebrewery), or a few other useful formats.
So for your one, I would take the Giant Toad as a baseline from the dropdown, and then modify from there - change type & size, and tweak the swallow ability. Then I would make a decision on whether this is now more or less powerful than where I started, and adjust CR accordingly.
In this case, I thought I'd put it together as an example. Took me around 10 minutes to generate this, as they are functionally very similar to the giant toad!
I swapped out the weak limbs as strength saving throws, as they are unlikely to be using other strength attacks, and I also dropped the con save for spitting the creature out if they deal damage, as it is more fun (IMHO) to only have one number to angle for for this sort of effect! Plus with only 45hp, the thing is not going to be lasting that long anyway!
I left it at CR1, as per the giant toad, because I feel the weak limbs and lower HP balance out the reach and higher AC.
So I’m planning to make a Donald Duck-esque race. Any tips/ideas? I’ll give it a swim speed, no flying speed, and a bonus to Con. What else?
Give it a Misfortune feature to stay true to Donald Duck.
Not really. I'm not sure what exactly should be given to the race, as in Ducktales, the ducks are more or less analogous for humans.
Yeah, I know.
So for the misfortune feature..what exactly do you suggest? Maybe something like, if they roll a nat one, they get disadvantage on the next roll? It goes both ways in the comics, so maybe it goes for nat 20s too.
Im thinking maybe one point each in Con (based off of Scrooge and Donald) one in strength (based off donald) one in intelligence (from Scrooge) and one point wherever you want?
another feature suggestion: Single use per long rest, you can throw a raging tantrum and one creature you can see must make a wisdom save or be frightened for one minute? The amount of creatures scales with level, kind of like the breath weapons damage for Dragonborn.
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If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
So I’m planning to make a Donald Duck-esque race. Any tips/ideas? I’ll give it a swim speed, no flying speed, and a bonus to Con. What else?
Give it a Misfortune feature to stay true to Donald Duck.
Not really. I'm not sure what exactly should be given to the race, as in Ducktales, the ducks are more or less analogous for humans.
Yeah, I know.
So for the misfortune feature..what exactly do you suggest? Maybe something like, if they roll a nat one, they get disadvantage on the next roll? It goes both ways in the comics, so maybe it goes for nat 20s too.
Im thinking maybe one point each in Con (based off of Scrooge and Donald) one in strength (based off donald) one in intelligence (from Scrooge) and one point wherever you want?
another feature suggestion: Single use per long rest, you can throw a raging tantrum and one creature you can see must make a wisdom save or be frightened for one minute? The amount of creatures scales with level, kind of like the breath weapons damage for Dragonborn.
Misfortune might take some inspiration from the Inspiration rules proposed by some of the OneD&D playtest documents. Maybe whenever you roll a nat 20 or nat 1, you flip a coin and get either advantage or disadvantage on the next roll. You don't want a feature to only hold the race back.
The rage might be an input-triggered effect, like when you are affected by a spell, ability, or attack made by a creature hostile to you, you can use your reaction to enter a rage similar to the Barbarian's (but weaker).
So I’m planning to make a Donald Duck-esque race. Any tips/ideas? I’ll give it a swim speed, no flying speed, and a bonus to Con. What else?
Give it a Misfortune feature to stay true to Donald Duck.
Not really. I'm not sure what exactly should be given to the race, as in Ducktales, the ducks are more or less analogous for humans.
Yeah, I know.
So for the misfortune feature..what exactly do you suggest? Maybe something like, if they roll a nat one, they get disadvantage on the next roll? It goes both ways in the comics, so maybe it goes for nat 20s too.
Im thinking maybe one point each in Con (based off of Scrooge and Donald) one in strength (based off donald) one in intelligence (from Scrooge) and one point wherever you want?
another feature suggestion: Single use per long rest, you can throw a raging tantrum and one creature you can see must make a wisdom save or be frightened for one minute? The amount of creatures scales with level, kind of like the breath weapons damage for Dragonborn.
Misfortune might take some inspiration from the Inspiration rules proposed by some of the OneD&D playtest documents. Maybe whenever you roll a nat 20 or nat 1, you flip a coin and get either advantage or disadvantage on the next roll. You don't want a feature to only hold the race back.
The rage might be an input-triggered effect, like when you are affected by a spell, ability, or attack made by a creature hostile to you, you can use your reaction to enter a rage similar to the Barbarian's (but weaker).
Yeah, I was considering the first. Good idea for the second, I’ll stew on it. Thanks for your input!
maybe a reaction, when you fail a saving throw or get hit by an attack?
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If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
Perhaps it's too long since I've watched anything with Donald Duck in it, but I recall he has a tendancy to get mad and then overdo things. Perhaps a racial ability where if you roll a natural 1, you can use the ability to give yourself advantage on the next roll you make before the end of your next turn?
I'm struggling to think of anything sufficently characteristic of the ducks, to be honest. Whilst Donald gets mad and Scrooge is intelligent, they are hardly exemplary stereotypical members of their species, I think?
I wonder if Donald might be better off as a barbarian subclass?
Perhaps it's too long since I've watched anything with Donald Duck in it, but I recall he has a tendancy to get mad and then overdo things. Perhaps a racial ability where if you roll a natural 1, you can use the ability to give yourself advantage on the next roll you make before the end of your next turn?
I'm struggling to think of anything sufficently characteristic of the ducks, to be honest. Whilst Donald gets mad and Scrooge is intelligent, they are hardly exemplary stereotypical members of their species, I think?
I wonder if Donald might be better off as a barbarian subclass?
There already is one, made by Matt Mercer. The Totem of the Duck.
But so far, I’ve given them a Duck’s Luck mechanic, where when they roll a nat 1 the next roll has advantage, and a nat 20 gives the next roll disadvantage.
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If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
Behold! My Charybdian warrior, a direct power up to the Charybdian. Please let me know if it’s CR is too high or too low.
Charybdian Warrior
Medium humanoid, Any alignment
Armor Class
16 (natural armor)
Hit Points
255 (30d8 + 120)
Speed
20 ft., swim 40 ft.
STR
16 (+3)
DEX
14 (+2)
CON
18 (+4)
INT
12 (+1)
WIS
16 (+3)
CHA
11 (+0)
Senses
darkvision 30 ft., passive Perception 13
Languages
—
Challenge
8 (3,900 XP)
Amphibious.
The Charybdian can breathe air and water.
Two-Headed.
The Charybdian has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Weak limbs.
The Charybdian has disadvantage on strength saving throws.
Blood Frenzy.
The Charybdian has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Enormous Maw..
If the Charybdian used their Bite, devouring maw or Maelstrom attack since it’s last turn, it is counted as large size.
Actions
Bite.
Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 41 (4d12 + 17) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the toad can't bite another target.
Devouring Maw.
The Charybdian makes one bite attack against a large or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time.
If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
Maelstrom (recharge 6).
The Charybdian inhales water in a 90-foot cone. Each creature in that area must make a DC 16 Strength saving throw, or be pulled 60 feet towards the Charybdian. If a creature enters the range of a bite attack in this way, the Charybdian can make a bite attack against that creature as a reaction. This attack can only be used while the Charybdian is submerged, and the cone does not effect anything outside the water.
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I think this is an awesome monster. I do agree with DrakenBrine about how its speed seems slow for a gargantuan monster though. I think it makes sense for him to be a powerful spellcaster. If you are looking for high level spells to give him, Abi-Dalzim's Horrid Wilting, Storm of Vengeance, Antipathy/Sympathy, Feeblemind, Earthquake, Tsunami, Maddening Darkness, Meteor Swarm, Psychic Scream, Power Word Pain, and Weird seem like they might fit for a world ending eldritch horror type monster.
I think the disease is pretty cool. I really like this monster.
Alright, I’ll lower its hit points. I know that monsters that have the swallow abilities are usually for a much higher CR, but I wanted it to be able to be used for lower levels. Maybe reduce the Devouring maw’s damage?
If it is as big as a mountain, i suggest a walk speed of 60, and a swim of at least 120.
The damage is already pretty low, so I wouldn’t lower it. I’ll just say give this ability a recharge, like for dragon breath weapons, and make it so you have to roll a natural 6 to use it again.
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I agree
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That would work! For hitpoints, how many do you think it should have?
I’d says somewhere between 25 and 60.
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How about 50? I’ll do that.
Yeah 50 sounds good.
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The thing about Devouring Maw is that "swallow" type attacks are usually made against a creature already grappled by an attack on a previous turn. Take other, similar monsters like the behir for example.
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Wait. Actually, be very afraid.
One of the best things you can use for creating your new monsters is the monster stat-block generator over at Tetra Cube (that's where I make all of mine). Link here: https://tetra-cube.com/dnd/dnd-statblock.html
Not only does it have a load of preset monsters, and pre-written abilities, but it autonatically gives you the modifiers for things and updates it all as you go. Then you can export as an image, or as markdown code (for Homebrewery), or a few other useful formats.
So for your one, I would take the Giant Toad as a baseline from the dropdown, and then modify from there - change type & size, and tweak the swallow ability. Then I would make a decision on whether this is now more or less powerful than where I started, and adjust CR accordingly.
In this case, I thought I'd put it together as an example. Took me around 10 minutes to generate this, as they are functionally very similar to the giant toad!
I swapped out the weak limbs as strength saving throws, as they are unlikely to be using other strength attacks, and I also dropped the con save for spitting the creature out if they deal damage, as it is more fun (IMHO) to only have one number to angle for for this sort of effect! Plus with only 45hp, the thing is not going to be lasting that long anyway!
I left it at CR1, as per the giant toad, because I feel the weak limbs and lower HP balance out the reach and higher AC.
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This does look a lot better than mine. Thanks.
So I’m planning to make a Donald Duck-esque race. Any tips/ideas? I’ll give it a swim speed, no flying speed, and a bonus to Con. What else?
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Give it a Misfortune feature to stay true to Donald Duck.
Not really. I'm not sure what exactly should be given to the race, as in Ducktales, the ducks are more or less analogous for humans.
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So for the misfortune feature..what exactly do you suggest? Maybe something like, if they roll a nat one, they get disadvantage on the next roll? It goes both ways in the comics, so maybe it goes for nat 20s too.
Im thinking maybe one point each in Con (based off of Scrooge and Donald) one in strength (based off donald) one in intelligence (from Scrooge) and one point wherever you want?
another feature suggestion: Single use per long rest, you can throw a raging tantrum and one creature you can see must make a wisdom save or be frightened for one minute? The amount of creatures scales with level, kind of like the breath weapons damage for Dragonborn.
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Misfortune might take some inspiration from the Inspiration rules proposed by some of the OneD&D playtest documents. Maybe whenever you roll a nat 20 or nat 1, you flip a coin and get either advantage or disadvantage on the next roll. You don't want a feature to only hold the race back.
The rage might be an input-triggered effect, like when you are affected by a spell, ability, or attack made by a creature hostile to you, you can use your reaction to enter a rage similar to the Barbarian's (but weaker).
MilestoGo_24's alt.
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Yeah, I was considering the first.
Good idea for the second, I’ll stew on it. Thanks for your input!
maybe a reaction, when you fail a saving throw or get hit by an attack?
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Perhaps it's too long since I've watched anything with Donald Duck in it, but I recall he has a tendancy to get mad and then overdo things. Perhaps a racial ability where if you roll a natural 1, you can use the ability to give yourself advantage on the next roll you make before the end of your next turn?
I'm struggling to think of anything sufficently characteristic of the ducks, to be honest. Whilst Donald gets mad and Scrooge is intelligent, they are hardly exemplary stereotypical members of their species, I think?
I wonder if Donald might be better off as a barbarian subclass?
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There already is one, made by Matt Mercer. The Totem of the Duck.
But so far, I’ve given them a Duck’s Luck mechanic, where when they roll a nat 1 the next roll has advantage, and a nat 20 gives the next roll disadvantage.
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Behold! My Charybdian warrior, a direct power up to the Charybdian. Please let me know if it’s CR is too high or too low.
Charybdian Warrior
Medium humanoid, Any alignment
Armor Class
16 (natural armor)
Hit Points
255 (30d8 + 120)
Speed
20 ft., swim 40 ft.
STR
16 (+3)
DEX
14 (+2)
CON
18 (+4)
INT
12 (+1)
WIS
16 (+3)
CHA
11 (+0)
Senses
darkvision 30 ft., passive Perception 13
Languages
—
Challenge
8 (3,900 XP)
Amphibious.
The Charybdian can breathe air and water.
Two-Headed.
The Charybdian has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Weak limbs.
The Charybdian has disadvantage on strength saving throws.
Blood Frenzy.
The Charybdian has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Enormous Maw..
If the Charybdian used their Bite, devouring maw or Maelstrom attack since it’s last turn, it is counted as large size.
Actions
Bite.
Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 41 (4d12 + 17) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the toad can't bite another target.
Devouring Maw.
The Charybdian makes one bite attack against a large or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time.
Maelstrom (recharge 6).
The Charybdian inhales water in a 90-foot cone. Each creature in that area must make a DC 16 Strength saving throw, or be pulled 60 feet towards the Charybdian. If a creature enters the range of a bite attack in this way, the Charybdian can make a bite attack against that creature as a reaction. This attack can only be used while the Charybdian is submerged, and the cone does not effect anything outside the water.