I'm thinking about the "end" of a long arc in my weekly game and I'm musing on this as my last fight:
This guy and 4-6 gnoll minions. The party is level 4 at present and made up of a Ranger, Cleric, Artificer and Great Sword Fighter.
Barbed Fang - Gnoll Chieftain
Medium humanoid (gnoll), chaotic evil
Armor Class
16 (breastplate, shield)
Hit Points
85 (10d8 + 40)
Speed
30 ft.
STR
18 (+4)
DEX
11 (+0)
CON
18 (+4)
INT
12 (+1)
WIS
12 (+1)
CHA
10 (+0)
Senses
darkvision 60 ft., passive Perception 11
Languages
Gnoll
Challenge
6 (2,300 XP)
Unnatural Reslience.
The chieftain has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Actions
Multiattack.
The chieftain makes three axe or javelin attacks and uses Call to Attack
Great Axe.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage
Javelin.
Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage
Reactions
Shield Mastery.
As a reaction, if wielding a shield, force an enemy to reroll an attack against itself or an ally within 5 feet.
Legendary Actions
The gnoll can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The gnoll regains spent legendary actions at the start of its turn.
Call to Attack.
Up to three allied gnolls within 120 feet of this duergar that can hear it can each use their reaction to make one weapon attack.
Follow Up.
The chieftain makes an attack against an enemy within 5ft.
Combat Move.
The Chieftain moves up to 10 feet without provoking attacks of opportunity.
That is going to be a tough fight for the PCs. I’d consider changing multi-attack from 3 attacks down to 2 unless the PCs are very good at surviving huge amounts of damage.
‘I would use it as is in one of my two campaigns that is 4th level, but they have 3 barbarians so they can absorb tons of damage.
If the boss is fighting with minions, it might be better to save it until level 5.
It's essentially getting 6 attacks (+3 minion attacks) a round, which is quite a lot to deal with when also dealing with minions. If you took out the minions or allowed the party to get in a surprise round first, I think it might be enough for a level 4 party.
If the boss is fighting with minions, it might be better to save it until level 5.
It's essentially getting 6 attacks (+3 minion attacks) a round, which is quite a lot to deal with when also dealing with minions. If you took out the minions or allowed the party to get in a surprise round first, I think it might be enough for a level 4 party.
Actually it's 7 attacks given that it also has the legendary action to fire off.
I can see that 5th level they'd have a little more weight in their bags when they hit back.
It could be maneageable depending on the initiative rolls, the minion only have 22 hp each so they could potentially be felled quickly enough to weaken the boss. That said, the damage output difference between level 4 and 5 is a lot.
Maybe if the terrain makes it harder to leverage the attacks. It would also depend on the party's playing style and how fresh they are when they walk into the fight.
Are your party very tactical/innovative in their fighting combat technique? Are they veterans of the game? If so, I think this would be a truly amazing combat to run. If they are neither, then maybe lose some of the minions or give the a magic item to even th8ngs out a little.
Are your party very tactical/innovative in their fighting combat technique? Are they veterans of the game? If so, I think this would be a truly amazing combat to run. If they are neither, then maybe lose some of the minions or give the a magic item to even th8ngs out a little.
They've all played a bit and they do pretty well thinking creatively beyond "I use my basic attack". And chat can really swing a fight so I have to plan for all contingents. If I think it's a little against the party and someone in chat plays a "add a minion" card I need to keep a handle on things. Plus I also know it's easier to toughen an encounter around a creature than it is to make that encounter easier.
My current thought now is to keep this as is, live room for reinforcements to pour in, and let the party have an "inspirational leveling" moment at the start of the fight. I know there's a whole "long rest to level up" thing but the idea that when teh artificer sees her brother about to be bled like a pig by the gnolls planning to eat him, and a chance to fight back once and for all, it feels very thematic to have that moment be a "and now we're 5th level!" moment.
For HP I think they'll keep their "wounds" as their HP goes up just to keep some "skin in the game" but that should boost them enough to make the fight solid (I may return the resistance to be one where he's got advantage on all spell saves) and I can move minions in as needed to keep it going.
Are your party very tactical/innovative in their fighting combat technique? Are they veterans of the game? If so, I think this would be a truly amazing combat to run. If they are neither, then maybe lose some of the minions or give the a magic item to even th8ngs out a little.
They've all played a bit and they do pretty well thinking creatively beyond "I use my basic attack". And chat can really swing a fight so I have to plan for all contingents. If I think it's a little against the party and someone in chat plays a "add a minion" card I need to keep a handle on things. Plus I also know it's easier to toughen an encounter around a creature than it is to make that encounter easier.
My current thought now is to keep this as is, live room for reinforcements to pour in, and let the party have an "inspirational leveling" moment at the start of the fight. I know there's a whole "long rest to level up" thing but the idea that when teh artificer sees her brother about to be bled like a pig by the gnolls planning to eat him, and a chance to fight back once and for all, it feels very thematic to have that moment be a "and now we're 5th level!" moment.
For HP I think they'll keep their "wounds" as their HP goes up just to keep some "skin in the game" but that should boost them enough to make the fight solid (I may return the resistance to be one where he's got advantage on all spell saves) and I can move minions in as needed to keep it going.
I agree, that does sound extremely thematic and cool. I like how you’ve left or open as to minions as well, should make the fight more easily adjustable. If the going gets tough I suggest avoiding a TPK by having minions simply run for it, since gnolls are fairly cowardly, and would realize that they can find easier meat elsewhere. Looks like an epic battle to me, best luck with the coming combat!
Rollback Post to RevisionRollBack
Be Excellent to one another. Rock on dude.
To post a comment, please login or register a new account.
I'm thinking about the "end" of a long arc in my weekly game and I'm musing on this as my last fight:
This guy and 4-6 gnoll minions. The party is level 4 at present and made up of a Ranger, Cleric, Artificer and Great Sword Fighter.
Barbed Fang - Gnoll Chieftain
Medium humanoid (gnoll), chaotic evil
Armor Class
16 (breastplate, shield)
Hit Points
85 (10d8 + 40)
Speed
30 ft.
STR
18 (+4)
DEX
11 (+0)
CON
18 (+4)
INT
12 (+1)
WIS
12 (+1)
CHA
10 (+0)
Senses
darkvision 60 ft., passive Perception 11
Languages
Gnoll
Challenge
6 (2,300 XP)
Unnatural Reslience.
The chieftain has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Actions
Multiattack.
The chieftain makes three axe or javelin attacks and uses Call to Attack
Great Axe.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage
Javelin.
Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage
Reactions
Shield Mastery.
As a reaction, if wielding a shield, force an enemy to reroll an attack against itself or an ally within 5 feet.
Legendary Actions
Call to Attack.
Up to three allied gnolls within 120 feet of this duergar that can hear it can each use their reaction to make one weapon attack.
Follow Up.
The chieftain makes an attack against an enemy within 5ft.
Combat Move.
The Chieftain moves up to 10 feet without provoking attacks of opportunity.
"Teller of tales, dreamer of dreams"
Tips, Tricks, Maps: Lantern Noir Presents
**Streams hosted at at twitch.tv/LaternNoir
That is going to be a tough fight for the PCs. I’d consider changing multi-attack from 3 attacks down to 2 unless the PCs are very good at surviving huge amounts of damage.
‘I would use it as is in one of my two campaigns that is 4th level, but they have 3 barbarians so they can absorb tons of damage.
Professional computer geek
It looks kind of overpowered for a group of four 4th level adventurers. If you also add the minions, then you will probably have a TPK on your hands.
It looks good, though, for higher levels.
If the boss is fighting with minions, it might be better to save it until level 5.
It's essentially getting 6 attacks (+3 minion attacks) a round, which is quite a lot to deal with when also dealing with minions. If you took out the minions or allowed the party to get in a surprise round first, I think it might be enough for a level 4 party.
Actually it's 7 attacks given that it also has the legendary action to fire off.
I can see that 5th level they'd have a little more weight in their bags when they hit back.
"Teller of tales, dreamer of dreams"
Tips, Tricks, Maps: Lantern Noir Presents
**Streams hosted at at twitch.tv/LaternNoir
It could be maneageable depending on the initiative rolls, the minion only have 22 hp each so they could potentially be felled quickly enough to weaken the boss. That said, the damage output difference between level 4 and 5 is a lot.
Maybe if the terrain makes it harder to leverage the attacks. It would also depend on the party's playing style and how fresh they are when they walk into the fight.
Are your party very tactical/innovative in their fighting combat technique? Are they veterans of the game? If so, I think this would be a truly amazing combat to run. If they are neither, then maybe lose some of the minions or give the a magic item to even th8ngs out a little.
Be Excellent to one another. Rock on dude.
They've all played a bit and they do pretty well thinking creatively beyond "I use my basic attack". And chat can really swing a fight so I have to plan for all contingents. If I think it's a little against the party and someone in chat plays a "add a minion" card I need to keep a handle on things. Plus I also know it's easier to toughen an encounter around a creature than it is to make that encounter easier.
My current thought now is to keep this as is, live room for reinforcements to pour in, and let the party have an "inspirational leveling" moment at the start of the fight. I know there's a whole "long rest to level up" thing but the idea that when teh artificer sees her brother about to be bled like a pig by the gnolls planning to eat him, and a chance to fight back once and for all, it feels very thematic to have that moment be a "and now we're 5th level!" moment.
For HP I think they'll keep their "wounds" as their HP goes up just to keep some "skin in the game" but that should boost them enough to make the fight solid (I may return the resistance to be one where he's got advantage on all spell saves) and I can move minions in as needed to keep it going.
"Teller of tales, dreamer of dreams"
Tips, Tricks, Maps: Lantern Noir Presents
**Streams hosted at at twitch.tv/LaternNoir
I agree, that does sound extremely thematic and cool. I like how you’ve left or open as to minions as well, should make the fight more easily adjustable. If the going gets tough I suggest avoiding a TPK by having minions simply run for it, since gnolls are fairly cowardly, and would realize that they can find easier meat elsewhere. Looks like an epic battle to me, best luck with the coming combat!
Be Excellent to one another. Rock on dude.