I have been thinking about a legendary "unkillable" boss. If you are a DM and your group is running out of difficult enemies, this could be a good CR ~14 boss (or level 20 campaign character). For clarity, I will call this character the "boss" from now on.
6 Paladin (Devotion, Mariner) / 14 Monk (Drunken Master) Warforged (Envoy, Brewer's Supplies) 13-Str/14-Dex/14-Con/8-Int/14-Wis/20-Cha Tough feat, 3 Ability Score Improvements Spells: Bless (against saves) or Shield of Faith (against attack rolls), no concentration: Sanctuary (even if the boss has to drop items for the somatic component, they still get extra defense) Monk abilities: Patient Defense, Step of the Wind, Flurry of Blows, Drunkard's Luck, Diamond Soul, and so on Magic items: Brooch of Shielding (uncommon), Robe of Stars (very rare), +3 Shield (very rare), Red Dragon Mask (legendary), Bag of Holding with assorted booze, assorted healing potions Blessing of Protection Boon of Immortality
CR: ~14 Health: 190 (additional healing potions, Lay on Hands healing (30)) AC without +3 Shield or Shield of Faith: 26 (due to Warforged Darkwood Core, Dragon Mask, Mariner fighting style, Blessing of Protection) Movement with shield unequipped: 55 (Envoy Warforged 30, Unarmored Movement +25) Saving throws: +13 Str / + 14 Dex / +14 Con / +11 Int / +14 Wis / +17 Cha / +7 Death (with Drunkard's Luck (ability to cancel disadvantage with 2 Ki points) and Diamond Soul (ability to reroll once with 1 Ki point), Legendary Resistance (Dragon Mask))
If this enemy is too easy, you can say the boss was made by a talented wizard, so the boss's starting statistics were close to 18s in Str/Dex/Con/Int/Wis/Cha. If this enemy is too hard, you can take away the Red Dragon Mask / Robe of Stars / +3 Shield and give the boss a Cloak of Protection / Ring of Protection / +2 Shield. If you want to make the enemy disrespectful, you can give the boss the Dancing Sword (and they can use their action to Dodge). If you want to go in a different direction, you can give the boss an item that grants an Antimagic Field (some benefits like Blessing of Protection should still work).
Some roleplaying elements:
Tiamat (Dragon Mask) and Oath of Devotion clash with one another. Dragon Mask and Warforged also clash. Drunken Master and Warforged also clash. Red Dragon Mask and Drunken Master might allow the boss to breath fire with the fumes of alcohol on their breath. Players are introduced to the character as a Dragonborn if they perform poorly on a Perception (Wisdom) check. When the boss takes damage, players might not have confidence the boss is taking damage (and have to do a Perception (Wisdom) check to verify blows are making their mark). When the boss reaches for a healing potion, the DM flips a coin: on success the boss takes a healing potion, on failure the boss takes a random alcoholic brew (the players should believe every drink is alcohol unless they make a Perception (Wisdom) check or the boss was below half health). When the boss is targeted with Magic Missile, the boss uses their next action to use Robe of Stars to cast Magic Missile at 5th level (they reproduce as many missiles as possible that they were targetted with and target their Brooch of Shielding with the remainder (to make it appear as if they reflected the spell) - astute players who ask can make Perception (Wisdom) or Arcana (Intelligence) checks against the boss's sleight of hand (Dexterity)). When the boss takes significant damage or needs to replenish spell slots, the boss can use an action to take a long rest in the Astral Plane using their Robe of Stars (during which opponents must make a Perception (Wisdom) and then Arcana (Intelligence) check, with advantage if the boss was below half health). When the boss regains consciousness from a near-death experience, they are hungover and cannot remember what happened.
Interesting fact:
Even if the boss flees to the Astral Plane with Robe of Stars and is eaten by an Astral Dreadnought, +7 death saving throw and Diamond Soul almost ensure they will survive being eaten. Even if they have to wait an eternity for the Astral Dreadnought to be killed or a Wish spell or divine intervention (unlikely because of Robe of Stars, Amulet of Planes, or Cubic Gate), they're nonetheless immortal and don't need to eat (so they're just sober for what feels like eternity)). The boss can also outrun a Astral Dreadnought in normal terrain.
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I have been thinking about a legendary "unkillable" boss. If you are a DM and your group is running out of difficult enemies, this could be a good CR ~14 boss (or level 20 campaign character). For clarity, I will call this character the "boss" from now on.
6 Paladin (Devotion, Mariner) / 14 Monk (Drunken Master)
Warforged (Envoy, Brewer's Supplies)
13-Str/14-Dex/14-Con/8-Int/14-Wis/20-Cha
Tough feat, 3 Ability Score Improvements
Spells: Bless (against saves) or Shield of Faith (against attack rolls), no concentration: Sanctuary (even if the boss has to drop items for the somatic component, they still get extra defense)
Monk abilities: Patient Defense, Step of the Wind, Flurry of Blows, Drunkard's Luck, Diamond Soul, and so on
Magic items: Brooch of Shielding (uncommon), Robe of Stars (very rare), +3 Shield (very rare), Red Dragon Mask (legendary), Bag of Holding with assorted booze, assorted healing potions
Blessing of Protection
Boon of Immortality
CR: ~14
Health: 190 (additional healing potions, Lay on Hands healing (30))
AC without +3 Shield or Shield of Faith: 26 (due to Warforged Darkwood Core, Dragon Mask, Mariner fighting style, Blessing of Protection)
Movement with shield unequipped: 55 (Envoy Warforged 30, Unarmored Movement +25)
Saving throws: +13 Str / + 14 Dex / +14 Con / +11 Int / +14 Wis / +17 Cha / +7 Death (with Drunkard's Luck (ability to cancel disadvantage with 2 Ki points) and Diamond Soul (ability to reroll once with 1 Ki point), Legendary Resistance (Dragon Mask))
If this enemy is too easy, you can say the boss was made by a talented wizard, so the boss's starting statistics were close to 18s in Str/Dex/Con/Int/Wis/Cha.
If this enemy is too hard, you can take away the Red Dragon Mask / Robe of Stars / +3 Shield and give the boss a Cloak of Protection / Ring of Protection / +2 Shield.
If you want to make the enemy disrespectful, you can give the boss the Dancing Sword (and they can use their action to Dodge).
If you want to go in a different direction, you can give the boss an item that grants an Antimagic Field (some benefits like Blessing of Protection should still work).
Some roleplaying elements:
Tiamat (Dragon Mask) and Oath of Devotion clash with one another.
Dragon Mask and Warforged also clash.
Drunken Master and Warforged also clash.
Red Dragon Mask and Drunken Master might allow the boss to breath fire with the fumes of alcohol on their breath.
Players are introduced to the character as a Dragonborn if they perform poorly on a Perception (Wisdom) check.
When the boss takes damage, players might not have confidence the boss is taking damage (and have to do a Perception (Wisdom) check to verify blows are making their mark).
When the boss reaches for a healing potion, the DM flips a coin: on success the boss takes a healing potion, on failure the boss takes a random alcoholic brew (the players should believe every drink is alcohol unless they make a Perception (Wisdom) check or the boss was below half health).
When the boss is targeted with Magic Missile, the boss uses their next action to use Robe of Stars to cast Magic Missile at 5th level (they reproduce as many missiles as possible that they were targetted with and target their Brooch of Shielding with the remainder (to make it appear as if they reflected the spell) - astute players who ask can make Perception (Wisdom) or Arcana (Intelligence) checks against the boss's sleight of hand (Dexterity)).
When the boss takes significant damage or needs to replenish spell slots, the boss can use an action to take a long rest in the Astral Plane using their Robe of Stars (during which opponents must make a Perception (Wisdom) and then Arcana (Intelligence) check, with advantage if the boss was below half health).
When the boss regains consciousness from a near-death experience, they are hungover and cannot remember what happened.
Interesting fact:
Even if the boss flees to the Astral Plane with Robe of Stars and is eaten by an Astral Dreadnought, +7 death saving throw and Diamond Soul almost ensure they will survive being eaten. Even if they have to wait an eternity for the Astral Dreadnought to be killed or a Wish spell or divine intervention (unlikely because of Robe of Stars, Amulet of Planes, or Cubic Gate), they're nonetheless immortal and don't need to eat (so they're just sober for what feels like eternity)). The boss can also outrun a Astral Dreadnought in normal terrain.