Hallo D&D'ler und Tanelorn-Homies,
nachdem im
D&D5 Monster Manual-Thema ja unterschiedliche Meinungen herrschen, wende ich mich an diejenigen Spieler und Spielleiter, welche einge der neuen Monster für zu schwach erachten.
Ich habe mich mal am Balor versucht und ihn angepasst.
Jetzt interessiert mich Eure
konstruktive Kritik und (falls ihr das ebenfalls gemacht hat) Eure angepassten Kreaturen.
Um das Copyright von WotC nicht zu verletzen, poste ich nur die geänderten Werte.
Die Usernamen hinter dem Namen der Kreatur stehen für die Personen, welche an der Veränderung mitgewirkt haben.
Und hier kommt er jetzt, der Balor V1.1:
Durchgestrichene Werte werden von der ursprünglichen Kreatur entfernt.BalorAC: 21
Damage Resistance: ColdDamage Immunities: Lightning
Innate Spellcasting: The Balor's spellcasting ability is Intelligence (spell save DC 18). The Balor can innately cast the following spells, requiring no material components:
Recharge (4-6): Dominate Monster, Power Word Stun, (Un)Holy Aura, Firestorm
At will: Dispel Magic
ChasmeAC: 17
HP: 13D10+26
Constitution: 15
Save Constitution: +5
Flyby: The devil doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Contagious Sting: Every time, a victim is hit by the Chasme's Stinger it infects itself with Flesh Rot (see the spell Contagion) if it doesn't succeed on a DC 15 Constitution saving throw. At the end of each of the target’s turns, it can repeat this saving throw to shake of the infection.
Innate Spellcasting: The Chasme's spellcasting ability is Intelligence (spell save DC 14 ). The Chasme can innately cast the following spells, requiring no material components:
3/day: Insect Plague
DarkmantleCrush: (Zusatz) An attack roll against the Darkmantle showing a natural '1' hits the Darkmantle's victim instead.
StirgeBlood Drain: (Zusatz) An attack roll against the Stirge showing a natural '1' hits the Stirge's victim instead.
DragonTail Attack: Any creature that was hit by the Dragon's Tail must make a DC[Same as Breath Weapon saving throw] Strength saving throw to avoid being pushed back for [Reach of Tail attack] ft., landing prone.
Giant [any] (Thandbar)New trait: Giant Sweep. When a giant hits his target with a melee or rock attack, he attacks 1d4-1 additional targets that are adjacent to the target with the same attack roll. Damage is rolled separately against each target the attack hits.
GlabrezuAC: 18
Feats: Great Weapon Master (Pincers)
Feinting Attack: Once per turn, the Glabrezu can use it's bonus action to feint a target within its reach. The Glabrezu gains advantage on the next attack roll against it's target. If this attack hits, the Glabrezu automatically scores a critical hit.
Pincer: Grappling escape DC 17 or Athletics +9.
Pit Fiend (Thandbar, winterknight) Regeneration: 10 HP/turn
At will: Animate Dead, Alter Self (humanoid)
1/day each: Invisibility, Contagion, Dominate Person
1/year: Wish, recharges when a contract offers a mortal's own soul to the Pit Fiend
Irresistible Command (Recharge 5, 6): Destroy a Devil within sight to do either 5W6 Fire Damage to all creatures adjacent to the destroyed Devil, regain 50 hit points or the use of a daily spell-like ability.
Infernal Tactics (Recharge 6): Give all Devils summoned by the Pit Fiend Advantage on their next attack roll and cast
flaming sphere once.
Devilish Transposition (Recharge 5-6): The Pit Fiend can use it's bonus action to swap it's current location with a devil, summoned by itself. The other devil can't avoid this transposition.
Orc (Berserker)Base Creature: OrcExtremly Aggressive: Once per round, when he is hit, the Orc Berserker can move its speed toward his attacker as a free action. When he gets into melee range to the attacker, he can attack once.
Berserker Rage: As soon as the Orc Berserker takes damages, he enters his Berserker Rage. While in his rage, the Orc Berserker can only make melee attacks or move toward a hostile creature. All his attacks are made with advantage and all attacks against the Orc Berserker gain advantage, too. Furthermore, the Orc Berserker does 2 more damage with every attack while raging.
Owlbear (Thandbar)New trait:Owlbear Hug. The owlbear can grapple any creature that is large or smaller when both of its claw attacks hit it in the same round of combat (escape DC 15). Instead of using its claws, it does 2d12+10 bludgeoning damage each round to the grappled creature. Any beak attack against the grappled creature has Advantage. An attack roll against the owlbear showing a natural '1' hits the grappled creature instead.
New attack options, replacing the old onesMultiattack. The Owlbear makes three attacks: One with its beak and one with its claws.
Beak. Melee Weapon Attack: +7 to hit, reach 5ft., one creature.
Hit. 10 (1d10+5) or 0. If the owlbear hits but does no damage with its beak attack, it has Advantage for all claw attacks it does in the same round of combat against the target.
Claw. Melee Weapon Attack: +7 to hit, reach 5t., one creature.
Hit. 9 (1d8+5) slashing damage.
Sahuagin BerserkerBase Creature = Sahuagin
Blood FrenzyBlood Rage: When the Sahuagin Berserker takes damage from a creature* or hits a creature* for the first time it flies into a blood rage. While raging, the Sahuagin Berserker can attack twice with every attack, but it can only attack the source of the blood rage. If the source of the is no longer available**, the Blood Rage ends and the Sahuagin Berserker can't activate it again for 1 hour.
*Source of the blood rage
**Dead, Invisible, Hidden, etc.
SahuaginSpecial Trait
Bleeding: The claws and teeth of a Sahuagin are razor sharp. Every hit from the natural weapons of a sahuagin causes a bleeding wound. A victim loses 1 hp for every wound it received at the start of its next turn. The wounds can be removed by a succesful Wisdom(Medicine) check (DC 11) or any magical healing that restores at least 5 hp.