I found on DM's Guild an add-on to make characters be able to go to level 40. I liked this, because I am planning a campaign that would take characters to level 20 only about half way through and they would get bored without new stuff. The one problem with the add-on was that, at level 40, there were spells and abilities that dealt up to 1600 damage. That is enough damage to instantly kill a Tarrasqe. I showed it to a player, and he loved it. I decided to keep it, both because he liked it, and I didn't have the time to home-brew something new. My campaign centers around the results of Out of the Abyss, where a very powerful monster comes out of the under-dark and starts causing havoc and the adventures have to take it down. They can only kill it by going into 12 portals and retrieving a piece of an artifact from each that will be forged together to create some weapon that can kill the boss. Each portal will have a mini-quest and a mini-boss that will inspire the characters to go back (I don't need help with these). For the main boss, I was thinking about a hoard of Tarrasqes, but that seems dumb and cliche. Do you guys have any ideas on what I could use for the main boss?
Ps. I need something that would pose a massive threat, but not be insanely powerful, such as prismatic dragon, which has ac 106
If this level 40 add-on is balanced to 5e's level progression, then 2 tarrasqes should still be a tough challenge to level 40 players. If it adds new abilities that trivialize the planet eating demigod, then the only thing I can suggest is add more monsters or find stronger monsters (preferably from the add-on).
From the website, I have come down to Torog or Maglubiyet and Gruumah. Torog is the god of the underdark, so it would be easier to fit him in. I could do a better reason for Gruumsh and Maglubiyet, where the drow accidentally summoned them from Acheron and the demons from the abyss. Which do you think I should use?
Massively jack up the HP / AC of monsters, or play it like Tuckers Kobolds, and have medium CR monsters played really well with tactics to effectively make them way tougher to deal with.
I read this earlier. They seem to be overtuned but hey, they're still pretty overpowered. Mab seems like she would be an especially bullshit encounter.
Being surrounded by a permanent Whirlwind effect removes the ability to be attacked by melee, and a permanent Darkness effect gives her half cover at all times from ranged attacks. Unless I'm misinterpreting it?
But aren't overpowered abilities one of the expected features of an overpowered monster? Epic encounters are meant to be exceedingly difficult, borderline impossible. That's what it means to be epic. It also makes sense, given her title.
But aren't overpowered abilities one of the expected features of an overpowered monster? Epic encounters are meant to be exceedingly difficult, borderline impossible. That's what it means to be epic. It also makes sense, given her title.
On the one hand I agree with you: Overpowered abilities can make for an overpowered encounter. But clever tactics, a field that works against the players, and a monster that is powerful but also balanced with the party in mind can do that too, and I vastly prefer that approach. Anyone can give the "beholder god" an eye ray that is just an unavoidable insta-kill once every six rounds... but is that a fun and challenging encounter or an ******* DM?
I found on DM's Guild an add-on to make characters be able to go to level 40. I liked this, because I am planning a campaign that would take characters to level 20 only about half way through and they would get bored without new stuff. The one problem with the add-on was that, at level 40, there were spells and abilities that dealt up to 1600 damage. That is enough damage to instantly kill a Tarrasqe. I showed it to a player, and he loved it. I decided to keep it, both because he liked it, and I didn't have the time to home-brew something new. My campaign centers around the results of Out of the Abyss, where a very powerful monster comes out of the under-dark and starts causing havoc and the adventures have to take it down. They can only kill it by going into 12 portals and retrieving a piece of an artifact from each that will be forged together to create some weapon that can kill the boss. Each portal will have a mini-quest and a mini-boss that will inspire the characters to go back (I don't need help with these). For the main boss, I was thinking about a hoard of Tarrasqes, but that seems dumb and cliche. Do you guys have any ideas on what I could use for the main boss?
Ps. I need something that would pose a massive threat, but not be insanely powerful, such as prismatic dragon, which has ac 106
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If this level 40 add-on is balanced to 5e's level progression, then 2 tarrasqes should still be a tough challenge to level 40 players. If it adds new abilities that trivialize the planet eating demigod, then the only thing I can suggest is add more monsters or find stronger monsters (preferably from the add-on).
Managing level 20 PC's is a leisure activity in hell. Level 40 PC's, dear god just end it.
C'thulu in power armor with the holy hand grenade.
This might help: http://www.enworld.org/forum/showthread.php?468639-5e-EPIC-MONSTER-UPDATES
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Thanks, that was a big help.
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From the website, I have come down to Torog or Maglubiyet and Gruumah. Torog is the god of the underdark, so it would be easier to fit him in. I could do a better reason for Gruumsh and Maglubiyet, where the drow accidentally summoned them from Acheron and the demons from the abyss. Which do you think I should use?
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I'd honestly recommend whichever you think better fits your campaign's story.
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I feel like Mag. and Gruumsh would be a little to much like out of the abyss.
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Massively jack up the HP / AC of monsters, or play it like Tuckers Kobolds, and have medium CR monsters played really well with tactics to effectively make them way tougher to deal with.
Literal gods. I don't know about 5e, but in 3.5 and Pathfinder, level 40 was roughly what you would need to match the CR of a lesser deity.
"The Epic Level Handbook wasn't that bad, guys.
Guys, pls."
But then do you have any lesser god stats?
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I read this earlier. They seem to be overtuned but hey, they're still pretty overpowered. Mab seems like she would be an especially bullshit encounter.
"The Epic Level Handbook wasn't that bad, guys.
Guys, pls."
In what sense?
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Being surrounded by a permanent Whirlwind effect removes the ability to be attacked by melee, and a permanent Darkness effect gives her half cover at all times from ranged attacks. Unless I'm misinterpreting it?
"The Epic Level Handbook wasn't that bad, guys.
Guys, pls."
But aren't overpowered abilities one of the expected features of an overpowered monster? Epic encounters are meant to be exceedingly difficult, borderline impossible. That's what it means to be epic. It also makes sense, given her title.
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On the one hand I agree with you: Overpowered abilities can make for an overpowered encounter. But clever tactics, a field that works against the players, and a monster that is powerful but also balanced with the party in mind can do that too, and I vastly prefer that approach. Anyone can give the "beholder god" an eye ray that is just an unavoidable insta-kill once every six rounds... but is that a fun and challenging encounter or an ******* DM?
"The Epic Level Handbook wasn't that bad, guys.
Guys, pls."
https://www.dndbeyond.com/monsters/87834-adamantine-cleric
Why does it swap between being called an adamantine cleric and an adamantine guard?
"The Epic Level Handbook wasn't that bad, guys.
Guys, pls."
because the adamantine guard is a seperate creature that tend to hand out with the clerics. https://www.dndbeyond.com/monsters/87361-adamantine-guard
Looks like an editing error/missed correction when adamantine guard was copied over to make the adamantine cleric
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