Hello, I am running a halloween one shot in about a month. The general vibe is cosmic horror. My main bad guy is Acamar from 3.5e and I’m using the “Maw Of Acamar” as my main threat to the players. I had a couple ideas but I wanted some feedback on them:
Crushing Gravity - 15 foot bubble
As an attack, the Maw of Acamar pulls any enemies towards them. Make a DC 18 dexterity saving throw on a fail the target suffers 3d6 force damage, and is pulled 10 feet towards the Maw of Acamar. The target May repeat the saving throw at the beginning of their turn or suffer and addition 1d6 force damage and be pulled into the Maw of Acamar
Beyond the realms of understanding - single target
As an action, a Maw of Acamar may grasp its target and absorbs it’s life force. In do so the targets soul is given a vision of Acamar in the Far plane, the sight of which cause 10d6 psychic damage and gives the player a point of madness.
Immutable Form
the Maw of Acamar is immune to all non magical damage, and resistant to magical damage unless if it is subjected to Necrotic damage first. If the Maw of Acamar is damaged in this way it becomes weakened and can be hurt by non magical items until it’s next turn.
these monster aren’t meant to be defeated per say. The whole one shot more hinges on the party thinking big picture and solving their arrival like a puzzle then just hacking through them. The players all know this ahead of time as part of the thematic element.
A lot of this will depend on what level your players are. The Crushing Gravity is something I can see as a ability that can recharge, like how blink dogs get their teleport ability after rolling a 4-6 on a d6. The beyond the realms of understanding is something I would suggest as an only once use because of how strong it is and your need to describe the vision when it is done.
Regarding the idea of these monsters not designed to be defeated, I would advise against this. I don't know what the plan for the adventure is, and you mention that the players already have an understanding that the monster is not planned to be defeated. However, there is concern of how will the game unfold when the players do eventually encounter this monster, and will it be fun. Having a difficultly powerful monster that will chase the players can be fun in a short experience where there are different paths players can take and multiple ways of escape. But, when it is already engrained into the encounter that the creature cannot be defeated, there is the risk that players will see the encounter as less of a fun expereience and more of a stressful chore that they have to get through to continue the game.
If you still want to make the monster all powerful, I would suggest at least plant the idea or leave a trail of hints towards a way the players can banish the monster from the material plane or wherever the party is. This way the monster isn't defeated per say, but the players do feel a sense of achievement in dealing with a threat that large.
Crushing Gravity - 15 foot bubble - As an attack, the Maw of Acamar pulls any enemies towards them. Make a DC 18 dexterity saving throw on a fail the target suffers 3d6 force damage, and is pulled 10 feet towards the Maw of Acamar. The target May repeat the saving throw at the beginning of their turn or suffer and addition 1d6 force damage and be pulled into the Maw of Acamar
Consider changing the Dex save to Str - being acrobatic and tumble-y won't keep gravity from pulling you in a direction, think contested strength check. Those that can oppose this will likely want to be near the BBE anyway. Those that will have trouble opposing this are the intended targets for the ability, like you know, the Rogues and Casters. Also, is your sphere (bubble) a 15ft radius, or 15 ft diameter? Is this a save or suck ability, or save for half? (I would consider a half damage option if this ability replaces a Multiattack routine.) Lastly, on the attempt to save at the begining of the turn, consider loosing the additional damage, unless the idea is to potentially knock a PC unconscious at the beginning of their turn on a failed save.
Beyond the realms of understanding - single target - As an action, a Maw of Acamar may grasp its target and absorbs it’s life force. In do so the targets soul is given a vision of Acamar in the Far plane, the sight of which cause 10d6 psychic damage and gives the player a point of madness.
Is this an attack roll, saving throw, or is there no way for the PC to potentially avoid this? Also, adding in another resource (maddness) has a tendency to become a downward spiral. Especially if th PCs have no way to avoid this. Additionally, why would your BBE use anything but this? Always hit, no save, target just takes damage and takes a point of maddness.
Immutable Form - the Maw of Acamar is immune to all non magical damage, and resistant to magical damage unless if it is subjected to Necrotic damage first. If the Maw of Acamar is damaged in this way it becomes weakened and can be hurt by non magical items until it’s next turn.
I get the gist of having to strike a weakness in order to open the boss up to be defeated. It's a good tactic to make this encounter more challenging. Where this may fall down is in the players (PCs) *have* to have a method to open the weakness. If that method isn't available to the entire party, there is no way to overcome this challenge. If there is a singular point of failure (ie. only one caster or weapon that deals necrotic damage) I would absolutely expect the BBE to target the key to their weakness and ensure their win. It's what bad-guys wanna do... Win. By any means neccessary. And they don't have those pesky morals and ethics gumming up the OODA Loop to get things done. The second issue you may encounter could be with the initiative order. Should the Necrotic damage be delivered by the PC just in front of the BBE in initiative there is no effect, or that PC has to Ready an attack/spell which could further sap the action economy away from the party.
Overall, there are limited methods for the party to overcome these abilities singularly, let alone on one creature. Unless the party is given the opportunity to learn these weaknesses ahead of time, and plan accordingly, this could feel like a gotcha-esque encounter. You've stated that the players are on-board, and that's great. I have no choice but to trust your judgement of what fun looks like at your table.
I hope this all works out the way that you envision it in your mind. Best of Luck!
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“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
Let me rephrase, the Maws of Acamar can be killed, even though it’s hard to kill them, but the party is fighting to survive against a Acamar, a being beyond comprehension. And they know that. Trying to channel the Thing haha. But I definitely see your point in regards to the party needing to feel like their struggle isn’t in vain.
Beyond the realms of understanding would be an attack roll, and I’m planning on only using it when a creature is cought in the gravity attack. Kinda like being swallowed.
maybe Necrotic and radiant trigger it’s weakness.
This is all good feedback. My idea for this encounter so far has been that the players fight this monster and maybe kill it, or run and regroup. But that ultimately them winning is destroying the apparatus that allows them to be summoned. This saving the world.
the players so far have been super down with the whole thing. But I still want it to be fun. So it’s a weird balance to strike.
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Hello, I am running a halloween one shot in about a month. The general vibe is cosmic horror. My main bad guy is Acamar from 3.5e and I’m using the “Maw Of Acamar” as my main threat to the players. I had a couple ideas but I wanted some feedback on them:
Crushing Gravity - 15 foot bubble
As an attack, the Maw of Acamar pulls any enemies towards them. Make a DC 18 dexterity saving throw on a fail the target suffers 3d6 force damage, and is pulled 10 feet towards the Maw of Acamar. The target May repeat the saving throw at the beginning of their turn or suffer and addition 1d6 force damage and be pulled into the Maw of Acamar
Beyond the realms of understanding - single target
As an action, a Maw of Acamar may grasp its target and absorbs it’s life force. In do so the targets soul is given a vision of Acamar in the Far plane, the sight of which cause 10d6 psychic damage and gives the player a point of madness.
Immutable Form
the Maw of Acamar is immune to all non magical damage, and resistant to magical damage unless if it is subjected to Necrotic damage first. If the Maw of Acamar is damaged in this way it becomes weakened and can be hurt by non magical items until it’s next turn.
these monster aren’t meant to be defeated per say. The whole one shot more hinges on the party thinking big picture and solving their arrival like a puzzle then just hacking through them. The players all know this ahead of time as part of the thematic element.
A lot of this will depend on what level your players are. The Crushing Gravity is something I can see as a ability that can recharge, like how blink dogs get their teleport ability after rolling a 4-6 on a d6. The beyond the realms of understanding is something I would suggest as an only once use because of how strong it is and your need to describe the vision when it is done.
Regarding the idea of these monsters not designed to be defeated, I would advise against this. I don't know what the plan for the adventure is, and you mention that the players already have an understanding that the monster is not planned to be defeated. However, there is concern of how will the game unfold when the players do eventually encounter this monster, and will it be fun. Having a difficultly powerful monster that will chase the players can be fun in a short experience where there are different paths players can take and multiple ways of escape. But, when it is already engrained into the encounter that the creature cannot be defeated, there is the risk that players will see the encounter as less of a fun expereience and more of a stressful chore that they have to get through to continue the game.
If you still want to make the monster all powerful, I would suggest at least plant the idea or leave a trail of hints towards a way the players can banish the monster from the material plane or wherever the party is. This way the monster isn't defeated per say, but the players do feel a sense of achievement in dealing with a threat that large.
Consider changing the Dex save to Str - being acrobatic and tumble-y won't keep gravity from pulling you in a direction, think contested strength check. Those that can oppose this will likely want to be near the BBE anyway. Those that will have trouble opposing this are the intended targets for the ability, like you know, the Rogues and Casters. Also, is your sphere (bubble) a 15ft radius, or 15 ft diameter? Is this a save or suck ability, or save for half? (I would consider a half damage option if this ability replaces a Multiattack routine.) Lastly, on the attempt to save at the begining of the turn, consider loosing the additional damage, unless the idea is to potentially knock a PC unconscious at the beginning of their turn on a failed save.
Is this an attack roll, saving throw, or is there no way for the PC to potentially avoid this? Also, adding in another resource (maddness) has a tendency to become a downward spiral. Especially if th PCs have no way to avoid this. Additionally, why would your BBE use anything but this? Always hit, no save, target just takes damage and takes a point of maddness.
I get the gist of having to strike a weakness in order to open the boss up to be defeated. It's a good tactic to make this encounter more challenging. Where this may fall down is in the players (PCs) *have* to have a method to open the weakness. If that method isn't available to the entire party, there is no way to overcome this challenge. If there is a singular point of failure (ie. only one caster or weapon that deals necrotic damage) I would absolutely expect the BBE to target the key to their weakness and ensure their win. It's what bad-guys wanna do... Win. By any means neccessary. And they don't have those pesky morals and ethics gumming up the OODA Loop to get things done. The second issue you may encounter could be with the initiative order. Should the Necrotic damage be delivered by the PC just in front of the BBE in initiative there is no effect, or that PC has to Ready an attack/spell which could further sap the action economy away from the party.
Overall, there are limited methods for the party to overcome these abilities singularly, let alone on one creature. Unless the party is given the opportunity to learn these weaknesses ahead of time, and plan accordingly, this could feel like a gotcha-esque encounter. You've stated that the players are on-board, and that's great. I have no choice but to trust your judgement of what fun looks like at your table.
I hope this all works out the way that you envision it in your mind. Best of Luck!
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
Let me rephrase, the Maws of Acamar can be killed, even though it’s hard to kill them, but the party is fighting to survive against a Acamar, a being beyond comprehension. And they know that. Trying to channel the Thing haha. But I definitely see your point in regards to the party needing to feel like their struggle isn’t in vain.
Beyond the realms of understanding would be an attack roll, and I’m planning on only using it when a creature is cought in the gravity attack. Kinda like being swallowed.
maybe Necrotic and radiant trigger it’s weakness.
This is all good feedback. My idea for this encounter so far has been that the players fight this monster and maybe kill it, or run and regroup. But that ultimately them winning is destroying the apparatus that allows them to be summoned. This saving the world.
the players so far have been super down with the whole thing. But I still want it to be fun. So it’s a weird balance to strike.