Yup.alhoon wrote:Another thing: Jester, did you add the ghoul lord?
I've been avoiding using cold iron in the monster document that since that metal doesn't technically exist in 5e.alhoon wrote:1. give him resistance to non-magical weapons that aren't made of cold iron
I included it in my Ravenloft document, but I can't guarantee someone is going to use that and my monster doc.
I kept the saves low on purpose. Keep in mind, most characters will have the same saves at level 4 as they did at level 1, and the ghoul lord will almost certainly have ghoul allies. The PCs are going to be making a LOT of saves vs paralysis. One failed save and that character is pretty much out of the fight. Even the high Con fighter type with proficiency might only be rocking a +4 to Con saves, meaning they have a 35% chance of failure.alhoon wrote:2. increase his con to 16 (and reduce HD if you want less hp) so that the ghoul lord could have paralysis DC 13 and sickness 13.
NOTE: Sickness = poisoned = disadvantage to attack rolls. Hence I would say this ability increases the Ghoul Lord's effective AC by 1. (Someone will get infected probably, but not immediatelly)
Paralysis = attack with advantage, doing critical on hit, enemy doesn't attack. So I would say it should give a +2 to effective attack roll and increase effective hp by 15% (you suffer less attacks)
Three bites is a maximum of 36 damage, which is in the CR5 range. But with the ghoul lord's low hp it evens out. The monster hits hard but might go down quickly if the party focuses fire.alhoon wrote:Now aside of the above suggestions, I find the damage 2d8+3 too much. Perhaps reduce to 1d8+3? After all the ghoul lord makes 3 bite attacks per round.