| Kohrune |
Hey all, with the recent release of the monster creation rules for 2E I tried to create my first monster. Knowing my luck it's poorly optimised and balanced, is there any suggestions or advice you can give for a new GM and pathfinder player.
Level 6
Huge Construct, Lawful Evil
STR = +7
DEX = -3
CON = +5
INT = +2
WIS = +2
CHA = +2
Perception = +11
Languages: Common, Elvish, Celestial, Infernal, Nephilim
Athletics +15, Religion +8, Nephilim Lore +8
AC 24, HP 112, 30 Feet
Saving Throws, +17 STR, +14 CON, +8 DEX, INT +11, WIS +11, CHA +11
Immunities: Death Effects, Disease, Doomed, Fatigued, Healing, Necromancy, Sickened, Paralyzed.
(1A) Crumbled Palm +15, Damage 2d8+9 Bludgeoning
(1A) Cursed Tendril +11, Damage 2d4+7 Piercing
(2A) Cursed Ground, the Guardian of the Four will open its Soul Chamber located on its chest excreting a thick liquid of black mass that spreads around it for 30ft, everything in this liquid, has their movement halved and must make a DEX Saving throw DC 18 or become stuck, they make the save next round. The Guardian has free movement while in this liquid. In addition 4 tendrils will appear at random on the Guardians round of combat and can be used to make an attack. Lasts for 1 minute
(1A) Cursed Tendrils, Pool +11, Damage 4d4+2.
| Kyrone |
I am not with the PDF here so I can't give exact numbers, so I will appoint the most glaring errors.
Saving Throws are only 3, Reflex, Fortitude and Will.
The attacks looks fine, I would just increase the saving throw a little, to 20 or 21.
The amount of damage of the abilities looks good too, but maybe add one more effect to the Cursed Tendril, like bleed or an actual curse.
| Kohrune |
Completely forgot there were only three, still getting used to that, I'm currently changing a few things based off what you mentioned.
Upping the Save to 20 and I'll look into the effect I could put into the tendril. I plan on having this be the Guardian of a doorway near the end so it makes sense to up that ability.
Thank you for giving me some feedback