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| #1mictrepanierDec 28, 2014 15:02:18 | Warning: I don't add any features to the monster. I just add here a game mechanism: monster race classes.
I don’t like the d&d 5e rule in DMG chapter 9. It does not answer a simple question: how to create a Player Character from a monster too powerful to be considered a normal race without a level adjustment. Third edition rule will then be used by me.
D&d 3.x Monsters as races Rule
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| #2mictrepanierDec 30, 2014 8:03:16 | Satyr (ELC +1 for piper)
Medium fey, chaotic neutral
Speed : 40 ft. +10’ than normal
Abilities adjustments: +2 Dx, +1 Ch
Languages Common, Elvish, Sylvan
Magic Resistance. The satyr has advantage on saving throws against spells and other magical effects.
Ram: The Satyr has an highly efficient unarmed damage - 2d4 caused by a head butt
Satyr Proficiencies: any sword, shortbow, musical instrument
Piper Satyr Racial class (Piper option: ECL +1, CR not given)
Proficiencies: Perception, performance and Stealth. Simple weapons and light armor proficiencies
level 1: Satyr Pipes, expertise (as per rogue class feature)
A satyr might carry panpipes that it can play to create magical effects. Usually, only one satyr in a group carries such pipes. If a satyr has pipes, it gains the following additional action option. See MM p267 for description
A satyr piper can play pipes at will, to her endurance limits
3 effects:
Charming Melody.
Frightening Strain.
Gentle Lullaby.
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| (Reply to #2)mictrepanier | A third monster... I was able to reduce the troll to a basic race not OP compared to the basic ones.
Troll, a +8 ECL monster (Challenge 5 NPC)
Large giant, mostly chaotic evil
Speed 30 ft.
STR +1, CO +2, IQ-3 (exception to the positive abilities rule for dumb races)
Senses Darkvision 60ft
Size: Large
Languages Giant and Common
Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The troll regains 2 hit point at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if
it starts its turn with 0 hit points and doesn't regenerate.
Note: This unexperimented troll gets regular unarmed damage for large creature. The regrowth feature is mostly a special effect in D&D, not a real advantage.
Mercenary: Troll racial class
A Troll gets a tougher hide, better regeneration and bigger natural weapons as a mutation. The more they regenerate, the more they are tougher. Having only 1 HD per level make it a playable class.
class levels:
1 Regeneration 3, two-weapon attack fighting style (with claw), claw raise to d6 damage, natural armor: +1 AC, thus 11 plus dexterity
2 Regeneration 4, natural armor raise to +2
3 Regeneration 5, claws damage raise to d6
4 Regeneration 6, abilities increase (like any level 4 class in d&d 5e)
5 Regeneration 7 claws damage raise to d8, natural armor raise to +3
6 Regeneration 8 claws damage raise to d10
7 Regeneration 9, claw damage 2d6, third attack with bite , bite attack raised to d6, natural armor raise to +4
8 Regeneration 10, abilities increase, natural armor raise to +5
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| (Reply to #3)mictrepanier | Medusa a +8 ELC monster (Challenge 6 NPC)
Medium monstrosity, mostly lawful evil
Speed 30 ft.
DX +1, CO +1
Senses Darkvision 60ft
Size: Medium
Languages Common
Snake Hair: The race has a new striker. Attack action gives 1 piercing damage + 1d6 poison
Petrifying Gaze (weaker than the one at MM p214)
As an innate ability and a bonus action, the Medusa can gaze on one creature. The effect is as Hold Person spell, usable once before needing a short rest. This needs no components but the recipicient must see the Medusa as stated in the MM p214. The Medusa is no humanoid and then not affected by her reflection.
Note: The DMG Eladrin example (pp 286-7) is used here. Hold Person is a more potent 2th level spell but with restrictions and the Race other features are weaker than those of an Elf. To get full effect, the Medusa should get experience as an huntress.
Huntress: Medusa Race class levels:
Class Proficiencies: Any 2 skills, All Martial Weapons, Light Armors
The Medusa gets an extra HD at each level, and a third at level 8.
A Medusa gets a tougher Hide and deadlier poison with experience as a gift from the Gods. As a dark joke, her Curse gets worse at level 6 when she can now affects herself…
1 Bonus melee attack with snake hair fighting style , natural armor: +2 AC, thus 11 plus Dexterity, snake piercing damage raised to 1d4
2 Natural armor raise to +5
3 Snakes Poison damage raised to 2d6
4 Abilities increase
5 Second attack, poison damage raised to 3d6
6 Petrifying Gaze effect is as Hold Monster. It is usuable only once before needing a short rest.
7 Poison damage raised to 4d6. Petrifying Gaze Hold Monster effect can be used at will as a bonus action and needs no concentration or components.
8 Abilities increase, Petrifying Gaze effect can be as MM p214 (the range is reduced to 30’).
Reality check vs a eldritch warrior with dual-weapon style: level 1,2,3: on ; 5 and after- better, but the feature has a workaround, especially for intelligent opponents.
Hindrance: As any other (multi)class.
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| (Reply to #4)mictrepanier | The Minotaur, large monstrosity ECL +3, CR 3
Minotaur Traits
Ability Score Increase- The minotaur gains 2 Strength and 1 Constitution
and minus 4 intelligence (exception to the positive abilities rule for dumb races)
Age- The Minotaur can live up to one hundred years of age.
Average Height-The minotaur's average height is seven to seven and a half foot tall.
Average Weight-The average weight for a minotaur is three hundred to three hundred fifty
pounds.
Size. Large. Minotaurs are larger and bulkier then a human, and they can range from 7-8 ft tall and weigh from 300-450 Pounds. Your Size is Medium. ( Equipment and weapon are treated as Large creature .) Due to the large size, it is hard to come by any armor, nor find people willing to make it for you. For this reason you have to craft your own armor at 4 times the cost of equivalent armor made for humanoids, and it weighs four times more.
Speed-Base walking speed is thirty feet.
Alignment-The minotaur is primarily evil and worships the Horned King, Baphomet.
Languages-The minotaur can speak both Common and Abyssal.
Darkvision-The minotaur can see in darkness as if it were daylight up to sixty feet.
Horns: 1d4 piercing and slashing unarmed attack
Labyrinthine Recall-The minotaur can perfectly recall any path it has traveled.
Minotaur Proficiencies-The minotaur is proficient with any axe and with Perception skill
Reckless-At the start of your turn, the minotaur can gain advantage on all melee attack
rolls it makes during that turn, but all attack rolls against the minotaur also have
advantage until the start of its next turn.
Krynn variant: The basic minotaur has -2 intelligence, +1 strenght and is Lawful evil
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Raging Bull- Minotaur Racial Class
Features (MM p 223)
Unable to balance extra race features in levels- 3 levels ECL- 6.5 feats over (+2 ECL, lost access to 2 attacks…). My rule doesn’t work for CR 3 monsters
levels
1 Gore damage 1d8 , Natural Armor +2
2 Gore damage 2d6, Natural Armor +4
3 Gore damage 2d8 , Charge
4 Abilities increase
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| (Reply to #5)mictrepanier | Succubus/incubus, medium fiend (ECL +7, CR 4)
speed: 30', land
Abilities modifiers: Dx +1, Ch +2
Damage Resistances : One of: cold, fire, lightning, poison; bludgeoning, piercing, or slashing from nonmagical weapons
Alignment: Mostly Evil
Racial Features (see MM p285):
-Darkvision 60', see elves, dwarves, etc in PHB
-Shapechanger modified 2nd level spell-like ability, no expiration but with plain humanoid apparence, no race features like amphibious or claws. Without wings, the fiend loses its flying speed.
Temper(ress)- Succubus/Incusbus Racial Class Features
Hit Dice: D8, as a medium creature
Skills, Weapons and armor proficiencies: any 3 Skills (Rogue List), simple weapons, light armor.
Prefered Saves: Dexterity and Charisma
levels:
level 1 Claws, 1d4 bludgeon damage- unarmed attack while in natural form. Charm person spell: at will, dc vs 8+ proficiency + charisma modifier; one person charmed at a time. Draining Kiss, 1d10+1, another damage resistance
level 2 Draining Kiss, 2d10+2, another damage resistance
level 3 Claws, 1d6 bludgeon damage- unarmed attack while in natural form.
Draining Kiss, 3d10+3, another damage resistance
level 4 Abilities increase or feat
level 5 Telepathic Bond, Wings, Etherealness, another damage resistance
level 6 Draining Kiss, 4d10+4, another damage resistance, Expertise with all known skills.
level 7 Charm (full effect), Draining Kiss, 5d10+5, another damage resistance
level 8 Abilities increase or feat
features description: see MM p 185
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| #7mictrepanierJan 25, 2015 13:27:11 | The Minotaur, large monstrosity ECL +4, CR 3
I rebalanced the minotaur with Catodon rules from http://community.wizards.com/forum/dungeon-master-help/threads/4153621?page=1#comment-51762566
Minotaur Traits
Ability Score Increase- The minotaur gains 2 Strength and 1 Constitution and minus 4 intelligence (exception to the positive abilities rule for dumb races) 2p
Age- The Minotaur can live up to one hundred years of age.
Average Height-The minotaur's average height is seven to seven and a half foot tall.
Average Weight-The average weight for a minotaur is three hundred to three hundred fifty
pounds.
Size. Medium
Alignment-The minotaur is primarily evil and worships the Horned King, Baphomet.
Languages-The minotaur can speak both Common and Abyssal.
Darkvision-The minotaur can see in darkness as if it were daylight up to sixty feet. 0p
Horns: 1d4 piercing and slashing unarmed attack 2p
Labyrinthine Recall-The minotaur can perfectly recall any path it has traveled. 0p
Minotaur Proficiencies-The minotaur is proficient with any axe and with Perception skill 2.75p
Reckless-At the start of your turn, the minotaur can gain advantage on all melee attack rolls it makes during that turn, but all attack rolls against the minotaur also have advantage until the start of its next turn. 2p
Krynn variant: The basic minotaur has -2 intelligence, +1 strenght and is Lawful evil
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Raging Bull- Minotaur Racial Class
Features (MM p 223)
Skills, Weapons and armor proficiencies: any 2 Skills (ranger list) , simple weapons, axes, light armor.
Hit Dice: D10, as a large creature
Prefered Saves: Constitution and strenght
levels
base 8.75+6.5 = 15.25
1 Gore damage 1d8 , Natural Armor +2 1 + 1 + 6.5 (HD)=8.5
2 Gore damage 2d6, Natural Armor +4 1+7 +6.5 = 14
3 Gore damage 2d8 , Charge 1 + 4.5 + 6.5 = 12
4 Abilities increase 4 + 6.5 = 10.5
total 60.5p, and I did not include large...
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