• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

How you can help with MTOF

By the way, I finished A but the Abyssal Wretch is not in the monster file. I will now focus on letter B since I kinda understand this so I think its better if we add it later or if someone else adds it.
 
Okay 2 more questions:

1) Bael has a "Hellish Morningstar" melee attack. Does this count as weapon or a natural attack? I've added it as a special racial ability but it's not listed under attacks so I should change that.

Edit: I've added an "Othe Melee Attack" now. But it's a bit tricky since it is a (custom) weapon and those will be added later, no?. I will leave it like this for now.

2) How are legendary abilities listed in HL? I've set them as a legendary ability but is that all I need to do?
 
Last edited:
Also, how do we go about "Lair actions"?

I know we can add a Lair Heading but Lair Actions dont have a name. So how do we do this?

Same goes for "Regional Effects"

EDIT: I've added "Lair Action" to the name of the ability. For instance: "Lair Action: Invisibility". The abilities I tried to add don't have names but I just used something that fit the power.

Still baffled about regional abilities though.
 
Last edited:
One more question: some melee attacks have reach. For instance I have a Bite attack and a Tentacle attack. Both are Melee and I've set their ranges when I added them as natural attacks. However, they are not showing up in the "Armory". Is that normal? I seem to remember I've had this problem with MM & ToB foes while playing.
 
Sorry for the overload of questions but these Demons are just so tricky.

My Baphomet has Str 30. Yet he's only getting a +5 on damage. In the book his damage is +10. How do I fix this?

There is a Baphomet from Out of the Abyss in Herolab as well but there the creature also has a +5 instead of a +10 so whoever did that also didn't adjust the damage correctly.

Things I tried: adjusting Strength Modifier to 30 instead of 20. The damage did not adjust.
 
Last edited:
My Baphomet has Str 30. Yet he's only getting a +5 on damage. In the book his damage is +10. How do I fix this?


When you're testing Baphomet are you testing him as a Hero or an NPC.?Hero cap out is at Str 20, so it does +5 only. If you hit Ctrl-K make sure it says NPC, not PC. For the Demon lords that are already in OOTA, you are probably better off copying them and then editing the hit dice and the natural attacks, a lot of the special abilities are already pretty spot on and if not, it is better to copy and modify than start from scratch.

The others:

Reach:
For reach, there should be a normal wReach field, the wRangeNorm and wRangeLong only apply to ranged attacks. Not sure what you mean about Armory though, if you go to Output Hero Statblock are the attacks showing up there?

Lair Actions:
Normally you give the Lair actions a name that is similar to what they are doing, so like the beholder has a lair action to view through the eyes that happen regoinally, so a name like Scrying is as good a guess as any. There aren't any rules.

Regional Effects:
Most people put these into the monster description text after any modified flavor. LW doesn't have anywhere for us to put them as no creatures in the SRD had regional effects.

Hellish Morningstar:
If it says melee weapon attack you can use Other Melee Attack, most of the "weapon" attacks like that are best replicated with a melee attack (same can be said for ranged.)

Legendary Actions.
The Legendary Action header is auto generated, so you just need to set them as Feature Type Legendary and then scroll way down to the Show in Tracked Resources List and use the dropdown to associate the Legendary Action with how many actions it costs. If a creature gets more or less than 3 legendary actions, let me know and I'll find the script that can change the number of legendary actions available, it is normally set to 3.
 
Reach:
For reach, there should be a normal wReach field, the wRangeNorm and wRangeLong only apply to ranged attacks. Not sure what you mean about Armory though, if you go to Output Hero Statblock are the attacks showing up there?

There is no reach mentioned in the attack in the 'armory' section of HL (where the attacks are listed). Most melee attacks have reach 5 but especially larger than medium monsters often have reach 10 or even 20.
 
Just to be sure: we are not adding armor and weapons yet, right?

The 5e SRD doesn't include weapons and armour (at least the version Im using hasnt) which is a little bit annoying. We will be including the weapons and armor later?
 
Another question:

With the Bue Abishai, I have a monster that has the spellcasting ability. Innate Spells are easy, but this guy I've set up as follows:

Spellcasting Helper: Spellcasting
Caster Level: 13
Spell List: Blue Abishai
Spellcasting Attribute: Int
Innate Spells: None

But I'm not getting any spells when I check the monster in HL. I guess it has to do with the spell list?
 
Also, I've found some abilities like this:

Lightning Flare (Recharges after a Short or Long Rest). Each creature in contact with the ground within 15 feet of the bronze scout must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one.

I've set those with a "1" per "/short rest" since there isnt a recharges after a short or long rest.
 
Canolith has a ranged tongue attack that apparently uses STR bonus for damage. I cant get it to get the STR bonus. Finesse tag doesnt work. What am I doing wrong here?

I'm still confused by Reach attacks. I am now entering them as range attacks, so I can set a range, but I think this is incorrect. However, If Im entering them as other melee attacks I cannot set reach. This is one of the most commonly occuring problems I've run into so far (most of the creatures are large/huge so have larger reach)..

What are the tags/fields for reach?
 
Last edited:
Is there a spell selection panel?

Just for DungeonGuru's reference: Josh suggested not adding spells with the spell list. They can be added by the DM while playing in HL.

On a sidenote, besides the reach example above, A, B and C are now finished. Onwards to D (which will take a long time since it has 24 monsters! :D
 
Last edited:
Correction. They are added by us but added in Hero Lab not the Hero Lab Editor. We add them when we create the monster for the *.stock file. This means that the DM can change the spells if they like but the defaults will be selected when you add the monster from the Encounter Builder.
 
Innate spells need to be added in the editor in order for the statblock to show up right.

They are controlled by adding the Innate Spellcasting bootstrap, the Spellcasting Attribute and the Innate Spells button. When you add spells with the Innate Spells button you should get prompted to add a Total Charges and Usage Period (like 1 and /day).

The other "Spellcasting" spells are added later in HL to the .stock file like Josh says. Using the Spellcasting bootstrap requires the Caster Level and Spell List. It might also require other tags, so is more of an advanced topic. I would just mark these for someone else to pick up until we can get a better tutorial for it.

There is a problem with adding both Spellcasting and Innate Spellcasting to the same creature if they have different casting attributes and I would suggest skipping those and letting someone with more experience doing them.
 
Canolith has a ranged tongue attack that apparently uses STR bonus for damage. I cant get it to get the STR bonus. Finesse tag doesnt work. What am I doing wrong here?

I'm still confused by Reach attacks. I am now entering them as range attacks, so I can set a range, but I think this is incorrect. However, If Im entering them as other melee attacks I cannot set reach. This is one of the most commonly occuring problems I've run into so far (most of the creatures are large/huge so have larger reach)..

What are the tags/fields for reach?

I tried to explain before but if you are using the editor, when you add a Bite or Other MElee attack, you'll see # DIce, Dice # sides, Attack Modifier, Damage Modifier, Override Damage, Attack Effect, Reach, Target, Save DC Ability, Resist Ability, and On-hit effects in addtion to the 4 buttons (Cond., Copy, Fields, Tags).

Where the Reach field is you usually can type in reach numbers like 5, 10, 15.

This translates to the field id: wReach

As far as getting STR to be used as the damage, I think you can use the weapon tag wProperty.Thrown, but I'm not 100%, you can always simulate this by directly manipulating the Damage Modifier field.
 
I tried to explain before but if you are using the editor, when you add a Bite or Other MElee attack, you'll see # DIce, Dice # sides, Attack Modifier, Damage Modifier, Override Damage, Attack Effect, Reach, Target, Save DC Ability, Resist Ability, and On-hit effects in addtion to the 4 buttons (Cond., Copy, Fields, Tags).

Where the Reach field is you usually can type in reach numbers like 5, 10, 15.

This translates to the field id: wReach

As far as getting STR to be used as the damage, I think you can use the weapon tag wProperty.Thrown, but I'm not 100%, you can always simulate this by directly manipulating the Damage Modifier field.

I know about reach of course but I tried explaining before that I can't see it anywhere in the HL profile. When I mouseover the attack in armory it is not there, and it's also not visible in weapons.

It IS visible in the general monster profile (under basics) but not per individual attack (and I've encountered a handful of monsters that have attacks with varying reaches). But if this is by design I will just leave the attacks as they are now.
 
There is a problem with adding both Spellcasting and Innate Spellcasting to the same creature if they have different casting attributes and I would suggest skipping those and letting someone with more experience doing them.


Just for future reference: The Deathlock monster has both Innate spells and spellcasting ability. I will leave the monster for now.
 
Back
Top