Homebrewing new enemy, could go for a few tips


Homebrew and House Rules


Hello everyone!

I've been working on this new homebrewed enemy for the players but I've hit quite the pickle when deciding on its stats. Here is a brief description of the baddie:

There exists a small group of Elves in my campaign (118 to be exact) that underwent a secret ritual to tie all of their souls together. They can feel each others presence, emotions, thoughts, ideas, etc. To make this ritual complete, each Elf wears a large heavy amulet around their neck. When two of these Elves nearing death or defeat choose to smash their amulets together, the two Elves fuse together to form a new being, one that is surrounded by incredible magical energy and a very dangerous foe indeed.

This being would wield a large blade made of blue fire in one hand and cast fire/electricity from the other.

So more or less I'm stuck on the stats. My players are at a CR 13-14 level as they are all minmaxers. Here is what I got so far

Defense:
Size: Large (Magical Aura around being is considered size Huge)
AC 21, touch 14, flat-footed 20 (+0 Dex, +15 natural, –4 size)
HP: Around 300.
Defensive Abilities: DR 20/Magic, Aura: Violent Magic(2d6, 20ft, DC 25)

I'd appreciate any input or general ideas.


Well, there are definitely options for this. The easiest is to re-skin an existing enemy, like a flesh-golem, then adjust for your group's power level.

For my part however, the basic description is of a magus, a blade adept arcanist, some gestalt beast, or a caster with VMC magus.

For my part, if I were to do something like this I'd look towards a golem for some basic defensive abilities/stats, tack on 2 mythic levels for amazing initiative(to mimic the fact that two souls are guiding the beast, and then use PC levels in a class like magus (see above list for alternate options) to branch out the abilities.

My 2 cents: Dr/magic is strong until level 3, AC 21 is strong until level 5, 300 hp without regeneration, meaningful DR, meaningful AC, or some potent magics to back it up will last 1 turn against a party capable of dealing with CR 13-14 encounters.

Also, without a description of the ability it's hard to give feedback on Violent Magic BUT the DC is rather high for the CR, 22 would be more typical.

I'd also make the beast more thematic; if it's a 'final form' sort of thing, where only those at low hp activate it, then it should have low-ish hp for its CR. Similarly there should be a reason to not activate it/always have it on. Similarly, since this is an elven amalgamation, try to give it some elven qualities (whatever those are in your setting). Similarly, think of some visual ritualistic elements that you can build into its kit to better tie it into the story.

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Yeah, you could just have them turn into a variant of a flesh golem or other monster.

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