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JNAProductions
2016-03-14, 02:30 PM
George
Large Fiend, Evil

Armor Class 18 (23 against ranged attacks)
Hit Points 310 (20d10+200)
Speed 40', Fly 80'


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


24 (+7)
20 (+5)
30 (+10)
18 (+4)
14 (+2)
16 (+3)



Saving Throws Strength +13, Constitution +16, Charisma +9
Skills Athletics +13, Acrobatics +11, Arcana +10, Perception +8, Intimidation +15
Damage Resistances Nonmagical bludgeoning, slashing, and piercing damage
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 120', Passive Perception 18
Languages Common, Abyssal, Infernal, Nurgle
Challenge 21

Jink George is always treated as having half cover against any attack made from further than 5' away, so long as he retains a fly speed of 40' or greater.

Shrouded George treats all cover as being one step better than it is. Half becomes 3/4ths, 3/4ths becomes total.

Greater Darkvision George can see through magical darkness as if it was normal darkness, and can see in color with darkvision.

Charge If George moves at least 30' in a straight line before making an Extra Attack (5) action, he can make one additional attack.

Power Overwhelming All of George's saving throw DCs are Strength based.


Actions

Extra Attack (5) George makes six attacks or attack actions in any combination.

Balesword Melee Weapon Attack: +13 to hit, reach 10', one target.
Hit: 2d8+7 (16) slashing damage and 2d8 (9) poison damage.

Plague Flail Melee Weapon Attack: +13 to hit, reach 15', one target.
Hit: 2d10+7 (18) bludgeoning damage and the target must make a DC 21 Constitution saving throw. On a failure, they take an extra 1d10 (5) poison damage.

Claws Melee Natural Attack: +13 to hit, reach 10', one target.
Hit: 2d6+7 (14) magical piercing damage and 1d6 (3) poison damage.


Bonus Actions

Iron Arm Psychic Power George may make a DC 15 Charisma check. On a success, he gains 6 Strength, increasing his attack, damage, and save bonuses by 3, for one minute. In addition, he gains resistance to all damage for the duration. This is a magical, dispellable effect. On a failure of a 1, George takes 10d6 (35) psychic damage.

Enfeeble Psychic Power George may make a DC 15 Charisma check. On a success, target one person within 120' within line of sight. This person is Poisoned for one minute if they fail a DC 21 Constitution saving throw. This is a magical, dispellable effect. On a failure of a 1, George takes 10d6 (35) psychic damage.

Life Leech Psychic Power George may make a DC 15 Charisma check. On a success, he makes a ranged attack roll with a range of 120'. +11 to hit, and deals 4d6 (14) poison damage on a hit. George gains temporary hit points equal to the damage dealt. This is a magical, dispellable effect. On a failure of a 1, George takes 10d6 (35) psychic damage.

Warp Speed Psychic Power George may make a DC 15 Charisma check. On a success, his movement speed is doubled, and Extra Attack (5) becomes Extra Attack (8) for one minute, granting him a total of nine attack actions. This is a magical, dispellable effect. On a failure of a 1, George takes 10d6 (35) psychic damage.

Endurance Psychic Power George may make a DC 15 Charisma check. On a success, he gains the ability to shrug off mortal blows for one minute. Every time George would die, he may make a DC 10 Constitution saving throw. On a success, he remains standing with 1 hit point. Each time George makes this saving throw, the DC increases by 3. This resets on a long rest. This is a magical, dispellable effect. On a failure of a 1, George takes 10d6 (35) psychic damage.

Hemorrhage Psychic Power George may make a DC 15 Charisma check. On a success, target one person within 120' within line of sight. This person takes 6d6 (21) untyped damage as their insides bleed, unless they make a DC 21 Strength saving throw, taking half damage on a success. This is a magical, dispellable effect. On a failure of a 1, George takes 10d6 (35) psychic damage.


Average damage, assuming all hits, is 150 damage. Increase by 25 for charge, 75 for Warp Speed. Assuming he charges every turn, but fails at Warp Speed, that's 175 at +13 (16 with Iron Arm). So CR 23 or 24 offensively.

Defensively, he's got CR 16 health, but CR 12 AC. But since he's also got Jink, Shrouded, Life Leech, Endurance, and Iron Arm, I'd rate him defensively as maybe 18?

So a nice middle is CR 21. Sound about right?

khadgar567
2016-03-14, 02:36 PM
Okay since nurgle is on title
Call the inquisitor we have heretic to burn( starts to bless a stake

JNAProductions
2016-03-15, 12:43 PM
Okay since nurgle is on title
Call the inquisitor we have heretic to burn( starts to bless a stake

Bring on your Tzeetchian Flames, mortal! George will crush you!

As a side note, this is based on my own personal Daemon Prince in Warhammer 40k, who is purple, has three heads, three arms, and is actually named George. He is feared at my FLGS.

khadgar567
2016-03-15, 01:32 PM
Bring on your Tzeetchian Flames, mortal! George will crush you!

As a side note, this is based on my own personal Daemon Prince in Warhammer 40k, who is purple, has three heads, three arms, and is actually named George. He is feared at my FLGS.

heretics for god emperor skulls for the golden throne

JNAProductions
2016-03-15, 01:36 PM
heretics for god emperor skulls for the golden throne

Heh. More on topic, though, do you have any critiques on George as a D&D monster? That's what I'd really like to know.

khadgar567
2016-03-15, 01:48 PM
Heh. More on topic, though, do you have any critiques on George as a D&D monster? That's what I'd really like to know.
odd but powerful if I am gonna fight him in any class i need archforge to beat him

PoeticDwarf
2016-03-17, 01:16 PM
I made a whole analys for the CR but something went wrong. Not going to post everything again but CR ahould probably just be 22

Really nice monster. Some fluff could always help!