You walk into to the dark room, on the old run down stage stands a humanoid figure. With the snap of his figures three bright lights shine onto center stage to reveal a man standing with a lute in hand. His face shimmering in the light “welcome, I was hoping you would make it soon” he tells the party. The DM turns to his players and otters a sacred phrase “roll initiative”
SPOT LIGHT the Bard boss, so looking throught the various monster(especially ones with spellcasting) I found non that where bards, so. I wanted to make my own enemy, but not just an enemy, a boss.
Spot light is CR16 (atleast that’s what I’m aiming for) with 17 levels in Bard, he has his lair, the stage along with legendary actions.
LAIR ACTIONS Now the big idea of this boss are the spot lights, each of them should be defended by minions and hard to get. Each spot light offers a different effect, each spot light has 75 HP, 18AC, resistance to magic, can’t be form changed, and resistance to non adiantum weapons.
spot light 1: the first spot light make the Bard immune to physical damage, and resistance magic weapon. On initiative 20 this spot light can be aimed at the party in a 150 foot cone, any creature facing the spot light other then SPOT LIGHT must make a DC 19 Con save or be blinded, an unsurprised creature can turn away but will have disadvantage on attacks and dex saving throws from spot light
spot light 2: this spot light gives SPOT LIGHT resistance to magic. On initiative 20 this spot light can be aimed at the party in a 150 cone of anti magic. Effecting everyone in the cone
spot light 3: finally this spot light lets SPOT LIGHT heal himself for 15 points each time it’s his turn, on initiative count 20 SPOT LIGHT can use this spot light to regain all spent inspiration die
LEGENDARY ACTIONS SPOT LIGHT has 4 legendary actions
INSPIRE. SPOT LIGHT can use a legendary action to spend 1 of his inspiration die which can be used on an ally or negatively against an enemy using them to roll a d12 against a roll of spot lights choosing(this die used negatively last until spot light’s next turn)
CANTRIP. SPOT LIGHT can use a legendary action to cast a cantrip
Instant rest song. Spending one legendary action let’s SPOT LIGHT do his song of rest instantly, healing all his allies by 1d12(this legendary action can used only once until spot lights next turn)
and other then that I’ve got nothing, oblivious he has +5 charisma and an extremely high persuasion, but, what spells he should have his health, other stats, I have no idea, and these ideas here I feel could use some revision, so what ideas can offer to this boss
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Marvarax andSora (Dragonborn) The retired fighter and WIP scholar - Glory
Brythel(Dwarf), The dwarf with a gun - survival at sea
Jaylin(Human), Paladin of Lathander's Ancient ways - The Seven Saints (Azura Claw)
Urselles(Goblin), Cleric of Eldath- The Wizard's challenge
Viclas Tyrin(Half Elf), Student of the Elven arts- Indrafatmoko's Defiance in Phlan
My first thought, wow that's a lot of healing and damage mitigation.
I see something like this:
Spot light 1: Physical/Magic resistance. The spot light follows him where ever he goes, as does any good main light. This light also has the anti-magic field when directed toward the party. This creates a balance, in my mind at least.
Spot light 2: Can be used each turn to either A) target a random enemy and cause blindness or B) remain on the current target causing blindness. Target can close their eyes, hide behind something, or otherwise get directly out of the spot lights beam. The spot light will remain with the target, tracking it's movement unerringly. A target which tries to use a Dexterity (Stealth) roll does so at a -10. Attacks by Spot Light will be at advantage, unless the target has taken cover.
Spot light 3: Every turn this light changes its filter, much like a slowly scintillating Prismatic spray. The light will move in a random direction (roll a d8, 1 being North) and will move up to 1d6 spaces in that direction. Any creature caught in the beam as it moves must roll the required saving throw for the color of the filter (use the Prismatic Spray table).
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Marionette band: The members of the band can either play at the same speeds or change speeds as they see fit with the exception of the Dancers. The Dancers will always move at the speed of the Drummer.
Drummer: Sets the pace of combat. The speed the drummer chooses will affect the boss's normal attacks.
Lento: (Boss at 80-100% HP) The boss is defensive, attacking only when needed, uses the environment and other band members to great effect.
Moderato: (Boss at 50-80% HP) The boss is on the offensive. Attacks normally, tries to use the environment and other band members to accent the effect of attacks.
Allegro: (Boss below 50% HP) The boss is frantic. Throwing away any tactics the boss now has multi attack, doubling attacks per round.
Flutist: Buffs the boss and other band members.
Lento: Allies which can hear the flutist are under the effects of the Bless spell.
Moderato: Allies which can hear the flutist have Regen 10
Allegro: Allies which can hear the flutist increase their movement speed by 10 and they do not provoke Opportunity Attacks when leaving the threat range of a creature they have successfully attacked this turn.
Dancers (2): The dancers work like a Mirror Image as long as they are performing. Treat all attacks like Mirror Image until both dancers are defeated. When Spot Light is attacked and a Dancer is hit instead, randomly choose which of the remaining creatures will then have Spot Light 1 targeting it, that is now Spot Light's current position. On initiative 20 of every round roll a d6, on a 6 one defeated Dancer will be revived and the Mirror Image effect will resume.
Hope that gives you something to work with! Break a leg out there!
I love this idea, and DMThac0 nailed it with his add on. I am just going to type...have not really thought through any of this but when inspiration strikes...
This reminds me a lot of the boss fight in "Once More with Feeling" from the Buffy the Vampire Slayer TV Series, which I will now blatantly steal from and suggest that one of the bosses legendary actions might be to force a Charisma Saving throw on a PC, a failed Saving throw indicating they have given in to the music and begin dancing and singing along with Spot Light until the end of their next turn.
Also one of the effects I could definitely see one of Spot Lights spot lights performing would basically mirror the effect of Faerie Fire. Or you could have a "stage" of the fight where Spot Light starts having random colored lights move all around the theater as if it were a disco tech and if a light moves through a space that a character occupies they have to make a saving throw to avoid the Faerie Fire Effect as that light is now trained on them.
This fight would be terrifically zany and equally terrifying. I could see also having this guy be the Mastermind behind some sort of notorious thieves guild, so he could take levels in Rogue/Mastermind as well so that during the fight he could use a legendary action to grant the help action to one of his allies in the combat. This would lend him to basically having a decent Charisma (maybe go with 18), Intelligence (16 ) and then a decent dexterity (16 -18), throw his con at like 12-14, strength at 10, and wisdom at 10-12. Could also take some inspiration from having them go with the College of Glamour as they have a nice feature set for buffing allies and controlling others. Definitely see this guy being Neutral Evil.
Also remember that CR doesn't mean class levels, the Archmage for example is a CR 12 but is an 18th level spell caster.
This isn’t pretty good, but what ideas would you suggest for the bards spells
So, we're having the fight in a Theater type setting. I'm imagining a stage of wood, heavy curtains, sandbags strung up on a pulley system with a catwalk. Tiered seats at least 6 rows deep, 3 sections, so we'll say 150 seats, two isles leading down to the stage with a walk in front of the stage. No balcony, no vip boxes, one dressing room area stage left, and the stage takes up about 1/3 of the entire map, the seating taking up the other 2/3.
Now that the stage is set, pun intended, let's see how Spot Light can use his prowess to become victorious. We'll start by assuming he's a Valor bard, to make up for close combat situations and being able to cast in combat with better efficiency.
Cantrips: Friends, Mage Hand, Minor Illusion, Vicious Mockery
You walk into to the dark room, on the old run down stage stands a humanoid figure. With the snap of his figures three bright lights shine onto center stage to reveal a man standing with a lute in hand. His face shimmering in the light “welcome, I was hoping you would make it soon” he tells the party. The DM turns to his players and otters a sacred phrase “roll initiative”
SPOT LIGHT the Bard boss, so looking throught the various monster(especially ones with spellcasting) I found non that where bards, so. I wanted to make my own enemy, but not just an enemy, a boss.
Spot light is CR16 (atleast that’s what I’m aiming for) with 17 levels in Bard, he has his lair, the stage along with legendary actions.
LAIR ACTIONS Now the big idea of this boss are the spot lights, each of them should be defended by minions and hard to get. Each spot light offers a different effect, each spot light has 75 HP, 18AC, resistance to magic, can’t be form changed, and resistance to non adiantum weapons.
LEGENDARY ACTIONS SPOT LIGHT has 4 legendary actions
and other then that I’ve got nothing, oblivious he has +5 charisma and an extremely high persuasion, but, what spells he should have his health, other stats, I have no idea, and these ideas here I feel could use some revision, so what ideas can offer to this boss
Marvarax and Sora (Dragonborn) The retired fighter and WIP scholar - Glory
Brythel(Dwarf), The dwarf with a gun - survival at sea
Jaylin(Human), Paladin of Lathander's Ancient ways - The Seven Saints (Azura Claw)
Urselles(Goblin), Cleric of Eldath- The Wizard's challenge
Viclas Tyrin(Half Elf), Student of the Elven arts- Indrafatmoko's Defiance in Phlan
My first thought, wow that's a lot of healing and damage mitigation.
I see something like this:
Spot light 1: Physical/Magic resistance. The spot light follows him where ever he goes, as does any good main light. This light also has the anti-magic field when directed toward the party. This creates a balance, in my mind at least.
Spot light 2: Can be used each turn to either A) target a random enemy and cause blindness or B) remain on the current target causing blindness. Target can close their eyes, hide behind something, or otherwise get directly out of the spot lights beam. The spot light will remain with the target, tracking it's movement unerringly. A target which tries to use a Dexterity (Stealth) roll does so at a -10. Attacks by Spot Light will be at advantage, unless the target has taken cover.
Spot light 3: Every turn this light changes its filter, much like a slowly scintillating Prismatic spray. The light will move in a random direction (roll a d8, 1 being North) and will move up to 1d6 spaces in that direction. Any creature caught in the beam as it moves must roll the required saving throw for the color of the filter (use the Prismatic Spray table).
---
Marionette band: The members of the band can either play at the same speeds or change speeds as they see fit with the exception of the Dancers. The Dancers will always move at the speed of the Drummer.
Hope that gives you something to work with! Break a leg out there!
I love this idea, and DMThac0 nailed it with his add on. I am just going to type...have not really thought through any of this but when inspiration strikes...
This reminds me a lot of the boss fight in "Once More with Feeling" from the Buffy the Vampire Slayer TV Series, which I will now blatantly steal from and suggest that one of the bosses legendary actions might be to force a Charisma Saving throw on a PC, a failed Saving throw indicating they have given in to the music and begin dancing and singing along with Spot Light until the end of their next turn.
Also one of the effects I could definitely see one of Spot Lights spot lights performing would basically mirror the effect of Faerie Fire. Or you could have a "stage" of the fight where Spot Light starts having random colored lights move all around the theater as if it were a disco tech and if a light moves through a space that a character occupies they have to make a saving throw to avoid the Faerie Fire Effect as that light is now trained on them.
This fight would be terrifically zany and equally terrifying. I could see also having this guy be the Mastermind behind some sort of notorious thieves guild, so he could take levels in Rogue/Mastermind as well so that during the fight he could use a legendary action to grant the help action to one of his allies in the combat. This would lend him to basically having a decent Charisma (maybe go with 18), Intelligence (16 ) and then a decent dexterity (16 -18), throw his con at like 12-14, strength at 10, and wisdom at 10-12. Could also take some inspiration from having them go with the College of Glamour as they have a nice feature set for buffing allies and controlling others. Definitely see this guy being Neutral Evil.
Also remember that CR doesn't mean class levels, the Archmage for example is a CR 12 but is an 18th level spell caster.
This isn’t pretty good, but what ideas would you suggest for the bards spells
Marvarax and Sora (Dragonborn) The retired fighter and WIP scholar - Glory
Brythel(Dwarf), The dwarf with a gun - survival at sea
Jaylin(Human), Paladin of Lathander's Ancient ways - The Seven Saints (Azura Claw)
Urselles(Goblin), Cleric of Eldath- The Wizard's challenge
Viclas Tyrin(Half Elf), Student of the Elven arts- Indrafatmoko's Defiance in Phlan
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
This should give you a lot to work with, and should help with many situations that come your way.
Another option is to treat the lighting as a beholder and randomly use its eye rays.