So I have been going through my first Campaign as Dungeon Master which I have written myself. My players have been going through this city and are nearing the "Big Boss Battle." The 4 of them should be at level 8 or 9 by the time they get there. But I have 2 problems. I don't know if I made him too hard or easy because I don't really know how to calculate CRs all that well. I would also like to give him a legendary action because they would be facing him in his Lair (a gladiator pit), but once again I don't want have a Total Party Kill situation. This is the Stat block I wrote for him. He is a cross between a Champion (Volo's book of Monsters) and a Half - Red dragon Veteran.
Indomitable (2/Day). Bruiser Rerolls a failed Saving Throw
Second Wind (Recharges after a short or long rest). As a bonus action, Bruiser can regain 20 Hit Points.
Actions
Mulitiattack. Bruiser makes three attacks with his Greatsword or his shortbow.
Greatsword.Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 12 (2d6 + 5), plus 7 (2d6) Slashing damage if Bruiser has more than half of his total hit points remaining.
Shortbow.Ranged Weapon Attack: +6 to hit, range 80/320ft., one target. Hit 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if Bruiser has more than half of his total hit points remaining.
Fire Breath (Recharge 5-6). Bruiser exhales fire in a 15 foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 30 (8d6) Acid damage on a failed save, or half as much damage on a successful one.
Reactions
Parry. Bruiser adds 3 to his AC against one melee attack that would hit him. To do so, Bruiser must see the attacker and be wielding a melee weapon.
That seems fine to go up against four characters of that level range. And you are right, giving him some Lair actions might help smooth out the action economy a bit so it is less of a 4-1 one-sided fight.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
Indomitable (2/Day). Bruiser Rerolls a failed Saving Throw
Second Wind (Recharges after a short or long rest). As a bonus action, Bruiser can regain 20 Hit Points.
Actions
Mulitiattack. Bruiser makes three attacks with his Greatsword or his shortbow.
Greatsword.Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 12 (2d6 + 5), plus 7 (2d6) Slashing damage if Bruiser has more than half of his total hit points remaining.
Shortbow.Ranged Weapon Attack: +6 to hit, range 80/320ft., one target. Hit 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if Bruiser has more than half of his total hit points remaining.
Acid Breath (Recharge 5-6). Bruiser exhales fire in a 15 foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 30 (8d6) Acid damage on a failed save, or half as much damage on a successful one.
Legendary Actions
Bruiser has 2 legendary Actions
Great Dragon Frightful Presence. Brusier takes on the appearance of a Ancient Black Dragon. Each creature of Bruiser's choice that is within 120 feet of him and aware of him must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Brusier's Frightful Presence for the next 24 hours.
False Wings (Costs 2 Legendary Actions) The appearance of wings emerge and beat together to create a wind storm. Each creature with in 10 feet him must succeed on a DC 20 Dexterity saving throw or take (2d6+3) bludgeoning damage and be knocked prone.
Lair Actions
The Strong's right once every 3 rounds bruiser will siphon health from nearby prisoners using the artifact from the Crooked Man embedded in his chest 15(3d10).
So I have been going through my first Campaign as Dungeon Master which I have written myself. My players have been going through this city and are nearing the "Big Boss Battle." The 4 of them should be at level 8 or 9 by the time they get there. But I have 2 problems. I don't know if I made him too hard or easy because I don't really know how to calculate CRs all that well. I would also like to give him a legendary action because they would be facing him in his Lair (a gladiator pit), but once again I don't want have a Total Party Kill situation. This is the Stat block I wrote for him. He is a cross between a Champion (Volo's book of Monsters) and a Half - Red dragon Veteran.
Bruiser
Medium Dragonborn Humaniod, Lawful Evil
Indomitable (2/Day). Bruiser Rerolls a failed Saving Throw
Second Wind (Recharges after a short or long rest). As a bonus action, Bruiser can regain 20 Hit Points.
Actions
Mulitiattack. Bruiser makes three attacks with his Greatsword or his shortbow.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 12 (2d6 + 5), plus 7 (2d6) Slashing damage if Bruiser has more than half of his total hit points remaining.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320ft., one target. Hit 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if Bruiser has more than half of his total hit points remaining.
Fire Breath (Recharge 5-6). Bruiser exhales fire in a 15 foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 30 (8d6) Acid damage on a failed save, or half as much damage on a successful one.
Reactions
Parry. Bruiser adds 3 to his AC against one melee attack that would hit him. To do so, Bruiser must see the attacker and be wielding a melee weapon.
Any and all help would be greatly appreciated.
That seems fine to go up against four characters of that level range. And you are right, giving him some Lair actions might help smooth out the action economy a bit so it is less of a 4-1 one-sided fight.
Thanks, I'll add some then. Thanks for your help!
The new stats with Legendary Actions and Lair actions
Bruiser
Medium Dragonborn Humaniod, Lawful Evil
Indomitable (2/Day). Bruiser Rerolls a failed Saving Throw
Second Wind (Recharges after a short or long rest). As a bonus action, Bruiser can regain 20 Hit Points.
Actions
Mulitiattack. Bruiser makes three attacks with his Greatsword or his shortbow.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 12 (2d6 + 5), plus 7 (2d6) Slashing damage if Bruiser has more than half of his total hit points remaining.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320ft., one target. Hit 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if Bruiser has more than half of his total hit points remaining.
Acid Breath (Recharge 5-6). Bruiser exhales fire in a 15 foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 30 (8d6) Acid damage on a failed save, or half as much damage on a successful one.
Legendary Actions
Bruiser has 2 legendary Actions
Great Dragon Frightful Presence. Brusier takes on the appearance of a Ancient Black Dragon. Each creature of Bruiser's choice that is within 120 feet of him and aware of him must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Brusier's Frightful Presence for the next 24 hours.
False Wings (Costs 2 Legendary Actions) The appearance of wings emerge and beat together to create a wind storm. Each creature with in 10 feet him must succeed on a DC 20 Dexterity saving throw or take (2d6+3) bludgeoning damage and be knocked prone.
Lair Actions
The Strong's right once every 3 rounds bruiser will siphon health from nearby prisoners using the artifact from the Crooked Man embedded in his chest 15(3d10).
You can give resistance to nonmagical bludgeoning, piercing, and slashing damage.
You can replace indomitable with legendary resistance.
Lair actions usually take place every turn on initiative 20. And there should be more than one option.