Help with a monster

Post/Author/DateTimePost
#1

cardkid

Nov 14, 2014 10:49:57

Hello I need help with a monster I am creating. It's called an asylum guard and it works for the Mind Flayers. Here it is:

Asylum Guard medium aberration

AC 12 Hit Points 71(9d8) Speed 25ft. Str 20, Dex 11, Con18, Int 12, Wis 19, Cha 7

Senses: Darkvision 70ft. Passive Perception 14 Languages Undercommon and Mind Flayer. Skill Perception and Athetics

Challenge: ???

Strongarm: This creature has advantage on Grapple checks.

ATTACKS

Mind Blast (recharge 5-6) Ranged attack using wisdom modifier; + 6, 2d8+4 Psychic. Target must succeed on Wis of Int check(their choice) or be stunned fo 5 minutes.

Shock Club +7, 1d8+5+1d4 lightning

Thank you for and help " />

 

#2

thehobb

Nov 14, 2014 11:39:48

When designing monsters, I'd start with what challenge level it's supposed to be first, and then determine everything else with that in mind (and comparing to similar monsters of equivalent difficulty).

 

Is there only going to be one guard? What level are the players going to be when they face it/them?

 

If there's multiple guards a party would face, I'd be wary of giving it a Mind Blast and it seems to have a low AC for a guard. That's all I can say without knowing more.

#3

cardkid

Nov 14, 2014 11:46:32

There will only be a few of these in the whole asylum, Maybe 5 or 7. My intended CR is about 5. 

#4

thehobb

Nov 14, 2014 13:37:32

How does it compare to other CR5 monsters? AC-wise, HP-wise, Stat-wise, Attack-wise. You get the idea.

 

Make it comparable and it should be fine. Be wary of Area of Effect attacks and save or suck/die attacks when it's a creature that will be encountered in multiples - those sorts of attacks are force multipliers and compound on each other. One of such a monster may not be all that tough, but you throw three at a party and it could easily turn into a TPK encounter.

 

Mind Flayers are particularly nasty when you get to the point of encountering multiples due to their mind blasts. Or at least they used to be...

#5

cardkid

Nov 14, 2014 14:24:06

New and updated form with variant.

Asylum Guard medium aberration

AC 14 Hit Points 123(12d10+27) Speed 25ft. Str 20, Dex 11, Con18, Int 12, Wis 19, Cha 7

Senses: Darkvision 70ft. Passive Perception 14 Languages Undercommon and Mind Flayer. Skill Perception and Athetics

Challenge:  5

Strongarm: This creature has advantage on Grapple checks.

ATTACKS

Mind Blast (recharge 5-6) Ranged attack using wisdom modifier, 1 target; + 6, 2d8+4 Psychic. Target must succeed on Wis of Int check(their choice) or be stunned fo 5 minutes.

Shock Club +7, 1d8+5+1d4 lightning

Variant Armored guard

AC 17 HP 136(12d10+42) No Mind blast or Shock Club.

Greatsword +7, 2d6+5 slashing.

#6

hasseb432

Nov 16, 2014 7:25:23

Does anyone have any suggestions on good uses for downtime? So far the only two uses I've found are learning a new skill (which takes an insane amount of days) or using it to practice your job to earn a little money. The book doesn't list much.

#7

surf13

Nov 16, 2014 15:57:17

cardkid wrote:
#8

Itaav

Nov 17, 2014 12:44:22

hasseb432 wrote: