Second wave. When the boss reaches 0hp, it enters it regains half its hp and starts its second wave. See "mythic actions" for detailes.
Multiattack. The boss makes 2-3 smaller attacks that deal 20% of the intended targets hp per attack. Split the attacks between any possible targets. For a harder fight, make the damage 30% of the intended targets hp.
Bite.
Claw.
special attack. An attack that uses the entire action, but does up to 40% of the average hp of the party and uses a dex, con, or Wis save or take half damage. This attack should be an aoe.
At the end of his turn, (boss) sets up another attack that finishes at the start of its next turn.
Big damage. A wide aoe that deals up to 50% of the average hp of the party there is no save, but there should be a clear marking on the map to indicate where to move to not get hit on the boss's next turn.
Control. An attack that deals a small amount of damage and moves or impedes players to open the boss to move.
Special. An effect that is unique to the boss that gives it a boost for 1 round.
After reaching 0 hp, (boss) regains half his total hp and visibly changes.
Change playstyle. Change the biss in one of the followimg ways;
- Make it faster and add a single attack, but lower its ac by 2-3 points and damage by 10%
- Raise its damage by 10% and make it more aggressive, but make it make worse decisions in battle (ex. Taking damage from the arena, walking into obvious attacks, ignoring opportunity attacks)
- Raise its ac by 2-3 and damage by 10-20%, but lower its speed and take away an attack.
Legendary actions. Switch 1 or more of its legendary actions to new ones to reflect its new playstyle
New legendary action. the new legendary action can change terrain, add a bonus to ac along with an attack, or even just be moving and making a normal attack from the attack action list.
Description
Add some cool lore, a weak spot and a weakness specific to the creature here. Make it possible to search for the weak spot with a perception or investigation check.
Add 1 ability save for every 5cr it goes up. Add a resistance or immunity to a damage type for every 7cr. Add 1 Vulnerability or weakness for every 200hp.
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