View Full Version : D&D 5e/Next Typhus-Monster

2016-05-13, 12:53 AM
Medium Humanoid, Neutral Evil

Armor Class 24
Hit Points 270 (20d12+140)
Speed 30'


24 (+7)
18 (+4)
24 (+7)
18 (+4)
18 (+4)
18 (+4)

Saving Throws Strength +13, Constitution +13, Charisma +10
Skills Perception +10, Athletics +13, Disadvantage on Stealth Checks (Heavy Armor)
Resistances Necrotic
Immunities Poison, Poisoned condition, Frightened
Senses Passive Perception 20
Languages Common, Nurgle
Challenge 23


Feel No Pain Any time Typhus takes damage, roll a number of d6s equal to the damage taken. Each 5 or 6 negates a point of damage.

Bloated Regeneration Typhus regains 20 HP at the start of each of his turns.

Terminator Armour Typhus has advantage on any save against effects that cause damage.


Manreaper Melee Attack, +15 to hit, 5' reach 2d8+9 damage plus 1d8 necrotic damage.

Extra Attack (3) Typhus makes four attacks or other attack actions.

Destroyer Hive 20' burst All creatures (except Typhus) within the burst must make a DC 21 Constitution saving throw, taking 10d8 necrotic damage on a failed saving throw or half on a successful saving throw. In addition, if you fail your saving throw, you are poisoned until the end of your next turn.

Bonus Actions

Plague Wind Typhus must make a DC 15 Charisma check (with proficiency). On a success, he summons a cloud of diseased fog. This acts as the Cloudkill spell (DC 18). On a failure of a 1, Typhus takes 6d8 psychic damage.

Manreaper-a +2 Greatscythe, imbued with Nurgle power. Deals 2d8 slashing damage plus 1d8 necrotic damage, gives a +2 to hit and a +2 to damage.

Terminator Armour-See my . (Typhus has a higher AC because he's trained in his armour, and can move well in it, adding half his Dexterity bonus even though it's heavy armour.)

Defensive CR
HP 14 base (*1.3 for FNP, +60 Regeneration) for a total of 440 HP, Defensive CR 21
AC +3 (+2 for 5 point difference, +1 for Terminator Armour, which is comparable to Magic Resistance)
Defensive CR 24

Offensive CR
DPR 12d8+36 (90) or 10d8 (hitting two people on average, for 90) plus Cloudkill (assumed to hit two people) for an extra 45. DPR of 135, for Offensive CR 20.
Hit bonus is 5 higher, for +2. Save bonus is one lower (on Cloudkill) for no effect.
Offensive CR 22.

Overall CR

2016-05-13, 12:56 AM
My actual reaction to seeing this Abomination:


Heresy is afoot. I can smell it.

2016-05-13, 12:58 AM
Everything seem on the up and up, though? CR appropriate?

Also, word of advice for playing Typhus-bring a LOT of d6s.

2016-05-13, 01:00 AM
It looks like a fun encounter to fight with a high-level party. My only problem is the Feel No Pain feature.
It seems OP for this system to have.

2016-05-13, 01:02 AM
It negates 1/3rd of all damage. Worse than a Bear Totem Barbarian's rage.

Effectively, it just gives extra HP, which is sorely needed, since his base HP is only CR 14.

2016-05-13, 01:03 AM
Looking at the statblock again, you've made your point.
Looks like he's ready to spread some disease in the Forgotten Realms in the name of Nurgle.
*Head gets blown off by a Bolter*

2016-05-13, 01:08 AM

Pair Typhus with some kind of flyer who can ground other fliers, or put him in a low-ceilinged room, or something. He's got a speed of 30' and no flight or anything, so he IS VULNERABLE to kiting.

Professor Gnoll
2016-05-13, 01:46 AM
I feel like rolling a D6 for every single point of damage is kind of time-consuming and annoying, though. Is there a way to streamline the process?

2016-05-13, 01:46 AM
Maybe make it a flat 1/3rd reduction?

Professor Gnoll
2016-05-13, 02:07 AM
Maybe make it a flat 1/3rd reduction?
Probably easier. I mean, rolling all of those dice is fun and 40k-like, but imagine how long it'd take.

2016-05-13, 11:37 PM
Maybe make it a flat 1/3rd reduction?

It would probably be more prudent just to reduce the total HP and give it resistance to all damage types. There's a built-in system for flat damage reduction, after all.