I'm running the Salvage Operation as a oneshot but heavily editing whats in hunts in the dungeon. Main point, My oneshot BBEG is a Deathlocke MasterMind. With the flavor of the fathomless patron.
For the fight, I was looking for some fun ideas he could take as legendary actions.
Well, I think you could have the usual "make an attack" legendary action with a tentacle attack. You could also have a 3 action legendary action that conjures tentacles in a 30 or 60 foot radius. On a failed save, a target would be grappled and restrained, would take some necrotic damage, and would have its max HP reduced by an equal amount.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Some of the ones I have used in the past for boss encounters:
Sinister Shadow - 2 action points - The creature makes a stealth check and then vanishes completely from sight before manifesting in an unoccupied space adjacent to any target within 30 feet. This does not count as movement and does not provoke attacks of opportunity. The creature may then make a sneak attack against any adjacent target if it is not spotted by the beginning of its turn.
Aspect of Water- 2 Action points - The creature becomes a gushing wave of water that moves in a line up to 30 feet. Any targets the water passes through makesa DC 17 Dex saving throw. On a failure, any targets in the area are pushed 10 feet in any direction (determined by DM). On a success, the target is not pushed. The creature them reforms 20 feet in any direction from where the wave ended. I used this on a pirate lord and he would use this to attempt to push people off his ship into the water below.
Make an attack (1 legendary action). Cast a cantrip (1 legendary action). Move up to its movement (2 legendary actions). Use a unique ability (3 legendary actions).
Unique abilities could be enhancements of stuff from its lore. One idea for a Deathlock Mastermind could be the ability to Dominate a creature that its tentacles are grasping. The DC to save against it needs to be reasonable, and the PC should be able to save against it at the end of each of their turns, but upon failure they are being controlled by the Mastermind.
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I'm running the Salvage Operation as a oneshot but heavily editing whats in hunts in the dungeon. Main point, My oneshot BBEG is a Deathlocke MasterMind. With the flavor of the fathomless patron.
For the fight, I was looking for some fun ideas he could take as legendary actions.
Well, I think you could have the usual "make an attack" legendary action with a tentacle attack. You could also have a 3 action legendary action that conjures tentacles in a 30 or 60 foot radius. On a failed save, a target would be grappled and restrained, would take some necrotic damage, and would have its max HP reduced by an equal amount.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
Some of the ones I have used in the past for boss encounters:
Sinister Shadow - 2 action points - The creature makes a stealth check and then vanishes completely from sight before manifesting in an unoccupied space adjacent to any target within 30 feet. This does not count as movement and does not provoke attacks of opportunity. The creature may then make a sneak attack against any adjacent target if it is not spotted by the beginning of its turn.
Aspect of Water- 2 Action points - The creature becomes a gushing wave of water that moves in a line up to 30 feet. Any targets the water passes through makesa DC 17 Dex saving throw. On a failure, any targets in the area are pushed 10 feet in any direction (determined by DM). On a success, the target is not pushed. The creature them reforms 20 feet in any direction from where the wave ended. I used this on a pirate lord and he would use this to attempt to push people off his ship into the water below.
Make an attack (1 legendary action). Cast a cantrip (1 legendary action). Move up to its movement (2 legendary actions). Use a unique ability (3 legendary actions).
Unique abilities could be enhancements of stuff from its lore. One idea for a Deathlock Mastermind could be the ability to Dominate a creature that its tentacles are grasping. The DC to save against it needs to be reasonable, and the PC should be able to save against it at the end of each of their turns, but upon failure they are being controlled by the Mastermind.