I am working on a homebrew encounter and I would like your opinion and ideas on it. My main questions would be : is this encounter too easy ? too deadly ? well balanced ?
Do you have any ideas or suggestions to make it better ?
Here are the details :
1. Global idea :
Make the first boss-like encounter for my group of player and introduce legendary actions and lair actions.
2. Situation :
To make it simple, the players will discover an old temple that is now the nest of a huge spider.
The nest itself, due to the web covering it would allow avantage on climb checks but half movement everywhere in the room unless they use fire spells to cancel the effect on one part of the room.
The characters : All level 4
Barbarian, Warrior, Priest (war domain), bard, sorcerer, paladin and rogue.
They should have gotten a long rest before starting the encounter (or maybe a fight with a gelatinous cube if they take another path)
In terms of magic items, they have a few but nothing much of consideration. They should have some healing potions (1 per person - minor ones).
The monster :
Huge Spider Huge beast, Unaligned Armor Class 15 (Natural Armor) Hit Points 120 Speed 30 ft., climb 30 ft. STR 18 (+4) / DEX 10 (+0) / CON 18 (+4) / INT 10 (+0) / WIS 11 (+0) / CHA 4 (-3) Skills Stealth +4
Saving throws : CON +6 / STR : +6 Senses Blindsight 10 Ft., Darkvision 60 Ft., passive Perception 10 Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing.
Actions Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: (2d8 + 4) piercing damage plus (4d6)poison damage. The target must make a dc 13 constitution on a failed save, or half as much damage on a successful one If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Web (Recharge 5-6). Ranged Weapon Attack: +6 to hit, reach 30/60 ft., one creature. The target is restrained by webbing. As an action, the restrained target can make a DC 14 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Legendary actions : 1 The spider can take 1 legendary action. Only one legendary action option can be used only at the end of another creature’s turn. The spider regains spent legendary actions at the start of their turn. Bite Attack +8 to hit, reach 5 ft., one creature. Hit: (2d8 + 4) piercing damage plus (4d6)poison damage.
Legendary resistance : 1
Lair action :
Reinforcement : 3 giant spiders are called in reinforcement to help their spider master.
Are you using the Dungeon Hazard (DMG) rules for the webbed area where they have a chance to be restrained? Is your lair effect on initiative 20, bringing in 3 additional spiders in round 1? Is the lair effect every round that the boss is in combat?
And the big question: how are you playing the huge spider? This is really the question that determines if it's too easy or too deadly. At a 10 INT, it should absolutely spend most of the fight on the ceiling, letting it's minions melee and shooting it's ranged web. To that end, it might not even get to use it's legendary action. 4th level characters are vertically challenged. No fly spell or similar. (Levitate is not ideal in combat) If a PC climbs to melee it, it could easily run away before they got close. Only hope would be if the wizard has Spider Climb and casts it on the paladin for smite attacks. Rogue won't get sneak attack, barbarian nerfed at range, etc.
But... this also allows you to control how easy or hard it is without adjusting anything but monster fight style. If it rushes that group they should be able to kill it in 2-3 rounds. But that could mean 6 or 9 giant spiders also in the mix.
If it seems like I'm not liking your boss, it's the opposite. I really like your boss idea. Spiders are one of my favorites. I had a big spider fight with one of my groups that went sideways because of the same reasons I said above. I totally forgot about the 3rd dimension that spiders have, and the lack thereof in lower level PCs. In the end I just had to have the spiders all rush in together to avoid a TPK. Half were shooting web from high walls, the other half running to pounce of the PCs restrained in the web.
Are you using the Dungeon Hazard (DMG) rules for the webbed area where they have a chance to be restrained?
--> No I won't.
Is your lair effect on initiative 20, bringing in 3 additional spiders in round 1? Is the lair effect every round that the boss is in combat?
--> Yes. It will be at initiative 20 and after the first round as the spider will not call for reinforcements until it sees the 7 pieces of meat are not the free meal it expected.
And the big question: how are you playing the huge spider?
I was imaging it hidden in the ceiling in a hole. It would try to sneak on one of the PC and attack. It would then stay and fight until it reaches 50% health. Then it would back away and try to keep the PCs at range.
I totally see your point and the 3D configuration is clearly to be considered.
The 120 Hit points should be cut through without any issues but I am afraid the big spider will get controlled to easily by ranged spell attack.
With all that, I would say that it will be a good fight for them. The last thing I would add concerns the lair effect, specifically because you are introducing them to it. If they are unaware of lair effects, they will just see the 3 minions coming in as just extra monsters. Have you considered some kind of magical effect to let them know that it is something more than just standard reinforcements? Something along the lines of the web growing? Dragons have darkness or clouds of insects kinds of things. It could be where a certain radius gets hit with web similar to the web spell, or that there are egg sacs that erupt with insect (spider) swarms. This will highlight the types of lair effects that focus on control, and not just extra enemies. Maybe even hit them with all 3 in different rounds. (Web, giant spiders, swarm)
Hello Guys,
I am working on a homebrew encounter and I would like your opinion and ideas on it. My main questions would be : is this encounter too easy ? too deadly ? well balanced ?
Do you have any ideas or suggestions to make it better ?
Here are the details :
1. Global idea :
Make the first boss-like encounter for my group of player and introduce legendary actions and lair actions.
2. Situation :
To make it simple, the players will discover an old temple that is now the nest of a huge spider.
The nest itself, due to the web covering it would allow avantage on climb checks but half movement everywhere in the room unless they use fire spells to cancel the effect on one part of the room.
The characters : All level 4
Barbarian, Warrior, Priest (war domain), bard, sorcerer, paladin and rogue.
They should have gotten a long rest before starting the encounter (or maybe a fight with a gelatinous cube if they take another path)
In terms of magic items, they have a few but nothing much of consideration. They should have some healing potions (1 per person - minor ones).
The monster :
Huge Spider
Huge beast, Unaligned
Armor Class 15 (Natural Armor)
Hit Points 120
Speed 30 ft., climb 30 ft.
STR 18 (+4) / DEX 10 (+0) / CON 18 (+4) / INT 10 (+0) / WIS 11 (+0) / CHA 4 (-3)
Skills Stealth +4
Saving throws : CON +6 / STR : +6
Senses Blindsight 10 Ft., Darkvision 60 Ft., passive Perception 10
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: (2d8 + 4) piercing damage plus (4d6)poison damage. The target must make a dc 13 constitution on a failed save, or half as much damage on a successful one If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Web (Recharge 5-6). Ranged Weapon Attack: +6 to hit, reach 30/60 ft., one creature. The target is restrained by webbing. As an action, the restrained target can make a DC 14 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Legendary actions : 1
The spider can take 1 legendary action. Only one legendary action option can be used only at the end of another creature’s turn. The spider regains spent legendary actions at the start of their turn.
Bite Attack +8 to hit, reach 5 ft., one creature. Hit: (2d8 + 4) piercing damage plus (4d6)poison damage.
Legendary resistance : 1
Lair action :
Reinforcement : 3 giant spiders are called in reinforcement to help their spider master.
If you need any more details, let me know.
Any ideas are welcome.
Thanking you in advance.
Are you using the Dungeon Hazard (DMG) rules for the webbed area where they have a chance to be restrained? Is your lair effect on initiative 20, bringing in 3 additional spiders in round 1? Is the lair effect every round that the boss is in combat?
And the big question: how are you playing the huge spider? This is really the question that determines if it's too easy or too deadly. At a 10 INT, it should absolutely spend most of the fight on the ceiling, letting it's minions melee and shooting it's ranged web. To that end, it might not even get to use it's legendary action. 4th level characters are vertically challenged. No fly spell or similar. (Levitate is not ideal in combat) If a PC climbs to melee it, it could easily run away before they got close. Only hope would be if the wizard has Spider Climb and casts it on the paladin for smite attacks. Rogue won't get sneak attack, barbarian nerfed at range, etc.
But... this also allows you to control how easy or hard it is without adjusting anything but monster fight style. If it rushes that group they should be able to kill it in 2-3 rounds. But that could mean 6 or 9 giant spiders also in the mix.
If it seems like I'm not liking your boss, it's the opposite. I really like your boss idea. Spiders are one of my favorites. I had a big spider fight with one of my groups that went sideways because of the same reasons I said above. I totally forgot about the 3rd dimension that spiders have, and the lack thereof in lower level PCs. In the end I just had to have the spiders all rush in together to avoid a TPK. Half were shooting web from high walls, the other half running to pounce of the PCs restrained in the web.
Hello,
thank you for your feedback. Here are my answers.
Are you using the Dungeon Hazard (DMG) rules for the webbed area where they have a chance to be restrained?
--> No I won't.
Is your lair effect on initiative 20, bringing in 3 additional spiders in round 1? Is the lair effect every round that the boss is in combat?
--> Yes. It will be at initiative 20 and after the first round as the spider will not call for reinforcements until it sees the 7 pieces of meat are not the free meal it expected.
And the big question: how are you playing the huge spider?
I was imaging it hidden in the ceiling in a hole. It would try to sneak on one of the PC and attack. It would then stay and fight until it reaches 50% health. Then it would back away and try to keep the PCs at range.
I totally see your point and the 3D configuration is clearly to be considered.
The 120 Hit points should be cut through without any issues but I am afraid the big spider will get controlled to easily by ranged spell attack.
With all that, I would say that it will be a good fight for them. The last thing I would add concerns the lair effect, specifically because you are introducing them to it. If they are unaware of lair effects, they will just see the 3 minions coming in as just extra monsters. Have you considered some kind of magical effect to let them know that it is something more than just standard reinforcements? Something along the lines of the web growing? Dragons have darkness or clouds of insects kinds of things. It could be where a certain radius gets hit with web similar to the web spell, or that there are egg sacs that erupt with insect (spider) swarms. This will highlight the types of lair effects that focus on control, and not just extra enemies. Maybe even hit them with all 3 in different rounds. (Web, giant spiders, swarm)
It is a very relevant remark Sigvard ! Thank you.
I don't have spider swarm minis but the web effect could be interesting to apply.
I will think about it :-)