View Full Version : D&D 5e/Next CR 10 Boss Monster: Skilled Warlock of Zuggtmoy [PEACH]

2016-01-17, 11:51 AM
Created to be a boss character, or at least a sub-boss. A skilled warlock with the fungi queen Zuggtmoy as his/her patron, and a master of illusions.
The problem is that I’m not sure if the CR is right. Please help me with that (as well as perhaps balancing it out):

Skilled Warlock of Zuggtmoy
Medium Humanoid (any race), any Evil alignment
Hit Points: 100
Speed: 30ft, fly 30ft
AC: 15
Str 8 (-1) Dex 14 (+2) Con 16 (+3)
Int 15 (+2) Wis 13 (+1) Cha 21 (+5)
Saves: Dexterity+6, Constitution+7, Intellect+6, Charisma+9
Skills: Any skills the DM feels appropriate
Condition Immunities: charmed, poisoned
Resistances: Thunder, Poison
Senses: Passive Perception 16, Darkvision 120ft
Languages: Any number of languages that the DM feels appropriate
Challenge Rating: 10 (5900 XP)
Whirlwind of Spores. A thick cloud of spores whirls around the warlock’s body, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the warlock is incapacitated.
Parasitic Mycelia. The warlock is unaffected by effects related to diseases or curses.
Eldritch Invocations. The warlock can see through magical darkness within a 120 feet radius. Add his or her Charisma modifier to the damage of each ray of the warlock’s “Eldritch Blast”.
Favor of the Illusion Queen. The warlock does not need to concentrate on its “phantasmal force” for the spell to maintain its effects. The warlock can have up to three “phantasmal force”s activated at the same time. The Warlock can also concentrate on up to two spells at the same time. When taking damage, make a separate concentration roll for each spell.
Innate Spellcasting. The warlock’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The warlock can innately cast the following spells, requiring no material components:
At will: clairvoyance, darkness, detect magic, eldritch blast, phantasmal force, tasha's hideous laughter
3/day each: contagion, haste (target fungi only), misty step
2/day each: counterspell, phantasmal killer
1/day each: dispel magic

Multiattack. The warlock first uses “eldritch blast” (3 rays) or “phantasmal force”. He or she then activates one spell from the “Innate Spellcasting” list, or commands an attack to a fungi creature within 120 feet, which immediately makes one attack action.
Infect With Spores. (Recharge 5-6). A 20-foot-radius cloud of infective spores spreads out from the warlock. The cloud spreads around corners. Each creature in that area, except a fungi creature, must succeed on a DC 17 Constitution saving throw or become diseased. While diseased in this way, a target can’t use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. A target can repeat the saving throw at the end of each of its turns, ending the disease on a success.
Fungus Zombie. The warlock touches a non-fungi creature with 0 HP. The creature regains 1 HP as a fungus creature under control of the warlock. Later, the creature keeps on regaining HP and HD at short and long rests as normal, until he or she is at full health. If the warlock is incapacitated, the creatures drop to 0 HP (not necessarily dying) and are now free from the warlock’s control.

Legendary Actions
The warlock can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The warlock regains spent legendary actions at the start of its turn.
Illusionary Effect. The warlock casts “phantasmal force”.
1-UP. Choose one fungi creature within 60 feet of the warlock. The fungi creature’s HP becomes 0, and the warlock gains HP equal to the HP reduced.
Spellcasting. (Costs 2 Actions.) The warlock casts 1 spell which is listed in the “3/day each” Innate Spellcasting list.

NOTE-Use stats for various creatures as “fungi-infested monsters” and make them the warlock’s minions. A fungi-infested pack of werewolves, or gnolls, or goblins, or whatever. Or perhaps a shambling mound, except it’s all made of mushrooms.
If fire is lit near the warlock while the “Whirlwind of Spores” is activating (for instance, the party sorcerer uses Fireball), you could have the damage be boosted due to dust explosion – which would be a nice moment for players craving for unique occurrences in TRPGs.

Random idea.

El Shallah
Female warlock of Zuggtmoy, age 19. Chaotic evil. Keyword – “Sloth”.
Medium height, with beautiful but slightly skeletal features and a constantly sleepy look. Wearing a broad-brimmed hat (witch-like) covered with stitches, and graying, thin silk robes (though they seem as though they weren’t gray from the start – they look as though they used to be worn by an aristocrat, and then were later stuck in an attic for centuries). Always smoking a long pipe (when using “Whirlwind of Spores”, always cautious of not making it explode).

Constantly seeming low and gloomy, as well as slightly sleepy, El Shallah looks as though she is an unfortunate poor lady, depressed with life itself. In reality she isn’t much of a pessimist, but rather more of an optimist – she’s simply extremely lazy (to the point where she hasn’t walked with her own legs for months), hence her appearance and attitude. When she appears, she is normally riding on the back baggage of a horse-drawn carriage through town (the carrier and the horses carry a distinctive smell – the players may realize it is the smell of mold. They are under control of El Shallah, as loyal slaves and minions). Occasionally she will be munching on a sandwich, her favorite food, except closer inspection reveals the bread is moldy and rotting. According to El Shallah, it tastes better that way.

What makes El Shallah an antagonist is the fact that while she certainly is extremely lazy, she still has some jobs to do due to her contract with Zuggtmoy. These jobs do not necessarily involve murder, but being both lazy and powerful, El Shallah well knows that the easiest way to get a job done is to kill absolutely everything in her path. She doesn’t necessarily kill others out of maliciousness – she simply doesn’t care a single tiny bit for the value of their lives (thus El Shallah doesn't even know or realize she's a sinful person). She will kill someone for simply strolling across the path in front of her caravan, given she’s in even a slight hurry. She uses powerful illusions and her venomous, as well as brain-infecting spores to disrupt foes, gather minions and effectively complete her missions with the least amount of “effort” possible.

El Shallah also has a natural disdain for aristocrats and other wealthy people. This is because El Shallah grew up in terrible poverty – not because she felt the world was unfair, but simply because she personally felt jealous of the rich. El Shallah has always dreamed of a life without duties and labor, a life where she can always sleep in a cozy bed and not have to worry about others, and since she believes the aristocrats have such a comfortable lifestyle (though most of them actually don’t – they need to work to maintain their status anyways), she hates them. She might kill aristocrats and the wealthy for no real reason other than "they are".

If El Shallah knew she would have to work hard even after becoming a warlock, she definitely wouldn’t have made the pact. But after realizing the dirty girl in gray rags had the hidden talent to become a master of the eldritch arts, Zuggtmoy tricked her into becoming a warlock – this being about five years ago – and bestowed upon her the powers of fungi and illusions. El Shallah still believes that someday, Zuggtmoy will fulfil their promise and give her a life without labor – according to El Shallah, “retirement”. She has yet to consider to the (if seen from the outside) obvious possibility that Zuggtmoy has absolutely no intention of ever giving her a rest.