As you already know in the title I want to make a CR 30 NPC monster. The monster at hand is a Gnome Wizard, His spellcasing ability is intelligence (In which I am lacking myself) as a wizard, uses wizard spells and is chaotic neutral. he is simply an NPC that randomly appears in our campaigns. He sells hats and masks that range from minor buffs to giving power that rivals the most powerful gods (which are always unobtainable), and also sells memberships for a certain amount of gold per in-game month or you could sell your soul to him instead in which upon your death he will probably turn your soul into a hat. he is always in a purple wood wagon which is his shop, which has no creature to pull it. He is always where we least expect him like deep in a dungeon or above a trapdoor we trying to leave after just entering. He is quite charismatic yet little is known about him.
He will stay the same as he is, but my players will fight him in a campaign I have planned for the future. I just want to make his stat block so I know how to build around him, so having help with the stats will help me calculate everything else. I could also use some help in recommending spells, actions, legendary actions, bonus actions and reactions if any, and lair actions (which is his wagon), and all the other stats, that aren't necessary, but would be appreciated. (Maybe he can turn some of his hats/masks into enemies?)
The DMG gives very little of balancing (not like DnD is balanced anyway) and just giving random numbers doesn't sit right with me. and I also don't want to modify already existing stat blocks.
STR: 10 (+0), DEX: 22 (+6), CON: 16 (+3), WIS: 21 (+5), INT: 26 (+8), CHA: 24 (+7) Saves: Con + 11, Wis +13, Int +16 Skills: Sleight of Hand +14, Arcana +16, Stealth +14, Persuasion +15, Deception +15, History +16
Abilities Permanent Shield. They are immune to Magic Missile and gain a +5 Bonus to their AC thanks to a permanent Shield spell.
Legendary Resistance (5/day).
Mask Master. They can don/doff a hat or mask as a free action once on their turn, they can only have one hat or mask active at a time.. They have the following masks / hats available:
Jester Hat. When donned [NPC's name] conjures 5 illusory duplicates of themselves within 60 ft of themself. Roll a d6, the wizard immediately exchanges place with that duplicate if it still exists. The wizard can roll again and exchange places at the start of each of their turns. A duplicate vanishes if it is hit by an attack or if Dispel Magic is cast upon it or if the hat is removed.
Crying Mask. When donned [NPC's name] creates an aura of sadness within 30 ft of them. Any creature that starts its turn in the aura must make a DC 24 Wisdom saving throw or be affected by the Slow spell until the end of the start of their next turn.
Happy Mask. Any creature that fails a saving throw against one of [NPC's name]'s spells while they are wearing this mask are struck by a fit of the giggles and are incapacitated until the end of their next turn.
Winged Helm. When donned [NPC's name] gains a 80 ft fly speed and can hover while wearing this hat.
....
Spellcasting: 20th level spellcaster, spell DC 24, +16 to hit with spell attacks. Spells: Animate Objects (to cast on hats), Prismatic Wall, Power Word Stun, Irresistible Dance, Counterspell, Dispel Magic, Simulacrum, Contingency, Scrying, Dimension Door, Teleport, Greater Invisibility, Synaptic Static, Chain Lightning, Disintegrate, Hold Person, Mislead, Invisibility, Polymorph, True Polymorph, Vicious Mockery, Fire bolt, Mage Hand, Phantasmal Steed.
Actions:
Hat Trap: [NPC] throws their hat at one creature within 30 ft of them, the target must succeed on a DC 24 Charisma saving throw or be sucked into an interdimensional space within the hat. A creature trapped in the hat can force their way out by using their action to make a DC 24 Athletics or Arcana check, or a creature holding the hat can use an action to release the creatures trapped inside it. A creature that starts its turn in the hat takes 54 (12d8) psychic damage as their soul is absorbed into the hat. The hat remains where the target was standing.
Needles of Fate: [NPC] uses their magical sewing tools to pluck at the weave of fate. [NPC] chooses one creature it can see within 120ft of it, the target must succeed on a DC 24 Constitution saving throw, on a failure they take 45 (10d8) necrotic damage and have disadvantage on all attacks, ability checks and saving throws until the end of their next turn, or half as much damage on a successful save.
Multiattack. [NPC] makes 3 Arcane Blast attacks as an action.
Arcane Blast: ranged spell attack (120 ft). +16 to hit, On a Hit: 2d10+8 force damage.
Bonus Action
Misty Step.
Steal. [NPC] Makes a Sleight of Hand check to steal one item held or carried (or a worn hat/mask) from a creature within 5ft of them. This check is contested by the target's Perception check if the item is being carried or worn, or contested by their Athletics if the item is being held.
Legendary Actions:
Teleport: NPC teleports to a location within 30 ft of itself.
Cast Spell (2 Actions). Cast a spell of 5th level or lower
High-level monsters are more art than science, and depending on how your party is structured, you may need to adapt. The NPCs mental stats should probably max out at 30. If they will be encountered alone, they will need legendary actions/multiple reactions and legendary resistances. A few questions: what school of wizard is the NPC? What major powers will the NPC pull out in combat? Don't worry so much about the full array of powers that the NPC has. Focus on what will be most useful in a combat encounter.
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He will stay the same as he is, but my players will fight him in a campaign I have planned for the future. I just want to make his stat block so I know how to build around him, so having help with the stats will help me calculate everything else. I could also use some help in recommending spells, actions, legendary actions, bonus actions and reactions if any, and lair actions (which is his wagon), and all the other stats, that aren't necessary, but would be appreciated. (Maybe he can turn some of his hats/masks into enemies?)
The DMG gives very little of balancing (not like DnD is balanced anyway) and just giving random numbers doesn't sit right with me. and I also don't want to modify already existing stat blocks.
Gnome Wizard
AC: 23 (Mage Armour + permanent Shield)
Proficiency +8
CR 30
STR: 10 (+0), DEX: 22 (+6), CON: 16 (+3), WIS: 21 (+5), INT: 26 (+8), CHA: 24 (+7)
Saves: Con + 11, Wis +13, Int +16
Skills: Sleight of Hand +14, Arcana +16, Stealth +14, Persuasion +15, Deception +15, History +16
Abilities
Permanent Shield. They are immune to Magic Missile and gain a +5 Bonus to their AC thanks to a permanent Shield spell.
Legendary Resistance (5/day).
Mask Master. They can don/doff a hat or mask as a free action once on their turn, they can only have one hat or mask active at a time.. They have the following masks / hats available:
Spellcasting: 20th level spellcaster, spell DC 24, +16 to hit with spell attacks.
Spells: Animate Objects (to cast on hats), Prismatic Wall, Power Word Stun, Irresistible Dance, Counterspell, Dispel Magic, Simulacrum, Contingency, Scrying, Dimension Door, Teleport, Greater Invisibility, Synaptic Static, Chain Lightning, Disintegrate, Hold Person, Mislead, Invisibility, Polymorph, True Polymorph, Vicious Mockery, Fire bolt, Mage Hand, Phantasmal Steed.
Actions:
Hat Trap: [NPC] throws their hat at one creature within 30 ft of them, the target must succeed on a DC 24 Charisma saving throw or be sucked into an interdimensional space within the hat. A creature trapped in the hat can force their way out by using their action to make a DC 24 Athletics or Arcana check, or a creature holding the hat can use an action to release the creatures trapped inside it. A creature that starts its turn in the hat takes 54 (12d8) psychic damage as their soul is absorbed into the hat. The hat remains where the target was standing.
Needles of Fate: [NPC] uses their magical sewing tools to pluck at the weave of fate. [NPC] chooses one creature it can see within 120ft of it, the target must succeed on a DC 24 Constitution saving throw, on a failure they take 45 (10d8) necrotic damage and have disadvantage on all attacks, ability checks and saving throws until the end of their next turn, or half as much damage on a successful save.
Multiattack. [NPC] makes 3 Arcane Blast attacks as an action.
Arcane Blast: ranged spell attack (120 ft). +16 to hit, On a Hit: 2d10+8 force damage.
Bonus Action
Misty Step.
Steal. [NPC] Makes a Sleight of Hand check to steal one item held or carried (or a worn hat/mask) from a creature within 5ft of them. This check is contested by the target's Perception check if the item is being carried or worn, or contested by their Athletics if the item is being held.
Legendary Actions:
Teleport: NPC teleports to a location within 30 ft of itself.
Cast Spell (2 Actions). Cast a spell of 5th level or lower
Cast Cantrip. Cast a cantrip.
High-level monsters are more art than science, and depending on how your party is structured, you may need to adapt. The NPCs mental stats should probably max out at 30. If they will be encountered alone, they will need legendary actions/multiple reactions and legendary resistances. A few questions: what school of wizard is the NPC? What major powers will the NPC pull out in combat? Don't worry so much about the full array of powers that the NPC has. Focus on what will be most useful in a combat encounter.