i have a party of 5 PCs all on Fifth level, they have a Druid, Sorcerer, Barbarian, Warlock and a Bard.
i wanted to make an interesting and challenging fight againts a quite hated but key NPC they been clashing since the begining of the campaign, so instead of taking a pre-made NPC i wanted to make one myself, after some encounters they went against i can say they can drop an enemy with 80HP in 1 or 2 rounds (they tend to avoid all ads and just gang on the big guy, the idea is to drop him before any PC can take a serious hit i believe) so i decided to make a quite resilient Boss who can avoid damage and punish sloppy attacks, he has a few magical items that help him with this (all were hinted at previously).
im planning to have Ads in the fight on the stats of a town guard or a nerfed bandit captain, which can be easily droped but not to ignore completely, and the boss running around and making like "guerrilla" strikes against the party, and to attack with his magical weapon if they all get together in one place.
i repeat, i want this fight to be challenging, but the stat block i made for this guy i may have gone a little overboard and simply unfair, so i wanted opinions on it.
As a reference he is suposed to be a Dueling knight with magical properties.
here i copy part of the stat block:
Victor "Siegfried" Wulcen
Medium humanoid, Lawful Evil
Armor Class
17 (splint)
Hit Points
122
Speed
30 ft.
STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 16 (+3) 12 (+1) 10 (+0) 8 (-1)
Saving Throws
Str +8, Dex +8
Skills
Acrobatics +8, Athletics +8
Damage Resistances
fire (due to his armor), slashing
Condition Immunities
charmed, frightened (this is due to his backstory as a harshly indoctrinated child)
Skills
Second Wind (Recharges after short rest).
As a bonus action, Siegfried regains 30 hit points.
Flame Out (3 uses).
Siegfried possesses a magical brace with 3 orange glowing gems on it, whenever he is about to get hit he can turn into a mass of fire for a split second to avoid damage and move 5 feet away, whenever he uses this ability, a gem cracks and cannot be used again.
Riposte.
If an enemy performs a melee attack against Siegfried but misses, Siegfried can then make a single melee attack on that same creature.
Actions
Multiattack.
Siegried can make two attacks in a row with his Surtr Rose Longsword.
Surtr Rose Longsword.
Melee Weapon attack +4 to hit, reach 5 ft, one target. 13 (2d8 + 4) Piercing damage plus 6 (1d4 + 4) fire damage.
Fireball Longsword.
As an action, Siegfried can raise his sword and with a short incantation a small fiery sphere appears at the tip of the blade, which then can be hurled at a target as a Fireball Spell of 3rd level, this action cannot be taken 2 rounds in a row.
Scorching Dash (3/day).
Siegfried surrounds himself in an aura of fire and can move up to 60ft for the rest of the turn, every creature which comes in 5ft or less from siegried during this turn takes 1D6 + 2 fire damage, this ability does not provoke an oportunity attack.
did i make him too strong or what do you think?
sorry for any gramatical errors, english is not my native language.
I like the different actions and skills, I think this would be a fun boss fight!
Regarding Flame Out and Riposte skills, I would personally have those as a reaction. The Flame Out only has three uses but with the current wording of Riposte he could theoretically punish the player after every missed hit. If that is what you're trying to create then it's okay but I think they should both be a reaction to use.
Also how in the world is his longsword only +4 to hit? (Also his strength shouldn't be added to the fire damage from the sword only the piercing damage)
I would limit the amount of fireballs he can use... maybe three per day or with a Recharge 5,6, like a dragon's breath attack.
Throwing a fireball every other round will destroy your group.
I would also put "Flame Out" and "Riposte" as Reactions to stay with the normal rules.
Scorching Dash sounds like a nice Bonus Action, and for a level 5 boss you might want to increase his longsword attack to +7 to hit. (+3 Proficiency, +4 Strength).
But it sounds like a nice and thematic boss enemy. :-)
I would limit the amount of fireballs he can use... maybe three per day or with a Recharge 5,6, like a dragon's breath attack.
Throwing a fireball every other round will destroy your group.
I would also put "Flame Out" and "Riposte" as Reactions to stay with the normal rules.
Scorching Dash sounds like a nice Bonus Action, and for a level 5 boss you might want to increase his longsword attack to +7 to hit. (+3 Proficiency, +4 Strength).
But it sounds like a nice and thematic boss enemy. :-)
New Dm here.
i have a party of 5 PCs all on Fifth level, they have a Druid, Sorcerer, Barbarian, Warlock and a Bard.
i wanted to make an interesting and challenging fight againts a quite hated but key NPC they been clashing since the begining of the campaign, so instead of taking a pre-made NPC i wanted to make one myself, after some encounters they went against i can say they can drop an enemy with 80HP in 1 or 2 rounds (they tend to avoid all ads and just gang on the big guy, the idea is to drop him before any PC can take a serious hit i believe) so i decided to make a quite resilient Boss who can avoid damage and punish sloppy attacks, he has a few magical items that help him with this (all were hinted at previously).
im planning to have Ads in the fight on the stats of a town guard or a nerfed bandit captain, which can be easily droped but not to ignore completely, and the boss running around and making like "guerrilla" strikes against the party, and to attack with his magical weapon if they all get together in one place.
i repeat, i want this fight to be challenging, but the stat block i made for this guy i may have gone a little overboard and simply unfair, so i wanted opinions on it.
As a reference he is suposed to be a Dueling knight with magical properties.
here i copy part of the stat block:
Victor "Siegfried" Wulcen
Medium humanoid, Lawful Evil
Armor Class
17 (splint)
Hit Points
122
Speed
30 ft.
STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 16 (+3) 12 (+1) 10 (+0) 8 (-1)
Saving Throws
Str +8, Dex +8
Skills
Acrobatics +8, Athletics +8
Damage Resistances
fire (due to his armor), slashing
Condition Immunities
charmed, frightened (this is due to his backstory as a harshly indoctrinated child)
Second Wind (Recharges after short rest).
As a bonus action, Siegfried regains 30 hit points.
Flame Out (3 uses).
Siegfried possesses a magical brace with 3 orange glowing gems on it, whenever he is about to get hit he can turn into a mass of fire for a split second to avoid damage and move 5 feet away, whenever he uses this ability, a gem cracks and cannot be used again.
Riposte.
If an enemy performs a melee attack against Siegfried but misses, Siegfried can then make a single melee attack on that same creature.
Actions
Multiattack.
Siegried can make two attacks in a row with his Surtr Rose Longsword.
Surtr Rose Longsword.
Melee Weapon attack +4 to hit, reach 5 ft, one target. 13 (2d8 + 4) Piercing damage plus 6 (1d4 + 4) fire damage.
Fireball Longsword.
As an action, Siegfried can raise his sword and with a short incantation a small fiery sphere appears at the tip of the blade, which then can be hurled at a target as a Fireball Spell of 3rd level, this action cannot be taken 2 rounds in a row.
Scorching Dash (3/day).
Siegfried surrounds himself in an aura of fire and can move up to 60ft for the rest of the turn, every creature which comes in 5ft or less from siegried during this turn takes 1D6 + 2 fire damage, this ability does not provoke an oportunity attack.
did i make him too strong or what do you think?
sorry for any gramatical errors, english is not my native language.
thank you
I like the different actions and skills, I think this would be a fun boss fight!
Regarding Flame Out and Riposte skills, I would personally have those as a reaction. The Flame Out only has three uses but with the current wording of Riposte he could theoretically punish the player after every missed hit. If that is what you're trying to create then it's okay but I think they should both be a reaction to use.
I'm so going to use this boss! Thank you so much!
What's his challenge rating and how many hit dice does he have?
There is no dawn after eternal night.
Homebrew: Magic items, Subclasses
Also how in the world is his longsword only +4 to hit? (Also his strength shouldn't be added to the fire damage from the sword only the piercing damage)
There is no dawn after eternal night.
Homebrew: Magic items, Subclasses
I would limit the amount of fireballs he can use... maybe three per day or with a Recharge 5,6, like a dragon's breath attack.
Throwing a fireball every other round will destroy your group.
I would also put "Flame Out" and "Riposte" as Reactions to stay with the normal rules.
Scorching Dash sounds like a nice Bonus Action, and for a level 5 boss you might want to increase his longsword attack to +7 to hit. (+3 Proficiency, +4 Strength).
But it sounds like a nice and thematic boss enemy. :-)
Yes i'm confused about his CR.
There is no dawn after eternal night.
Homebrew: Magic items, Subclasses
He is supposed to be a tough fight for 5 players level 5, so he should probably be around CR 9.
Now that I think about it... comparing his stats to the DMG guidelines he is way below this CR.
For CR 9 he should be able to deal about 60 points of damage per round and have roughly 200 HP.
The damage should be spread out over the party, though, since 60 points on one player would one-shot most level 5 PCs.
Maybe just up the HP to 200 so he can actually use some of his abilities. :-)
With minions he's extremely tough for a level 5 party with 5 players.
There is no dawn after eternal night.
Homebrew: Magic items, Subclasses
You are right, I missed the minions.
Although it would make for a pretty memorable encounter to have him surrounded by dozens of minions he "accidentally" kills with his first fireball. :