Not sure if this is the place for this but here we go. So we are nearing the end of a section of the Campaign i have been DM for and I wanted to end with a big boss fight. They are supposed to be level 9 for this and I want to make sure I don't completely murder them. It happens on the Villain's home turf in a gladiator pit and I am wondering If I either made too Easy or just impossible to win with the Lair actions and Leg. Actions. Given that I don't really know how to calculate CR all that well. Here are the stats.
Indomitable (3/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.
Team Foot.Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)
Legendary Actions
Bruiser has 3 legendary Actions
Great Dragon Frightful Presence. Brusier takes on the appearnce 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 apprence 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.
False Claw A spectral Claw emerges from Bruiser and swipes at one target of his choosing. Range 20 feet, +7 to hit, 11 (2d6 + 4) slashing damage.
Lair Actions
The Strong's right. Bruiser will siphon health from nearby prisoners using the artifact from the Crooked Man embedded in his chest 15(3d10).
Pleasing the crowd! Bruiser Calls upon the crowd and join the fight. They hurl rocks and trash at his foes. Everyone must roll a dex save of 16 or take 2d4 bludgeoning damage and becomes stunned.
Help your Master! One Bandit Jumps down from the Walls to help Bruiser in his battle.
It is hard for us to gauge without knowing what classes/subclasses the characters are, what their stats are, or magic items they have.
If this is the only enemy the players are fighting, there's a good chance at Level 9 they'll destroy it. But again, depends on your party's makeup.
My favourite boss mechanic is having multiple HP pools. Once they do the first 100 damage, you can either change the circumstances of the battle, the boss' abilities, instantly recharge it's abilities, etc. Then the next 100 damage there's another change. This allows you to make sure that the boss uses all of its abilities, and creates a pause point of dramatic tension that keeps the battle from just quickly being over.
The PC's at level 9, depending on the party make-up and their magic items, could be doing between 50-100 damage a round as a group. That's going to cut this battle short if they're lucky with rolls.
Not sure if this is the place for this but here we go. So we are nearing the end of a section of the Campaign i have been DM for and I wanted to end with a big boss fight. They are supposed to be level 9 for this and I want to make sure I don't completely murder them. It happens on the Villain's home turf in a gladiator pit and I am wondering If I either made too Easy or just impossible to win with the Lair actions and Leg. Actions. Given that I don't really know how to calculate CR all that well. Here are the stats.
Bruiser
Medium Dragonborn Humaniod, Lawful Evil
Indomitable (3/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.
Team Foot. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)
Legendary Actions
Bruiser has 3 legendary Actions
Great Dragon Frightful Presence. Brusier takes on the appearnce 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 apprence 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.
False Claw A spectral Claw emerges from Bruiser and swipes at one target of his choosing. Range 20 feet, +7 to hit, 11 (2d6 + 4) slashing damage.
Lair Actions
The Strong's right. Bruiser will siphon health from nearby prisoners using the artifact from the Crooked Man embedded in his chest 15(3d10).
Pleasing the crowd! Bruiser Calls upon the crowd and join the fight. They hurl rocks and trash at his foes. Everyone must roll a dex save of 16 or take 2d4 bludgeoning damage and becomes stunned.
Help your Master! One Bandit Jumps down from the Walls to help Bruiser in his battle.
It is hard for us to gauge without knowing what classes/subclasses the characters are, what their stats are, or magic items they have.
If this is the only enemy the players are fighting, there's a good chance at Level 9 they'll destroy it. But again, depends on your party's makeup.
My favourite boss mechanic is having multiple HP pools. Once they do the first 100 damage, you can either change the circumstances of the battle, the boss' abilities, instantly recharge it's abilities, etc. Then the next 100 damage there's another change. This allows you to make sure that the boss uses all of its abilities, and creates a pause point of dramatic tension that keeps the battle from just quickly being over.
The PC's at level 9, depending on the party make-up and their magic items, could be doing between 50-100 damage a round as a group. That's going to cut this battle short if they're lucky with rolls.
By my calculation (using DMG) this is a CR13 monster. Would make a good boss for level 11 party.