NewDM
2016-05-26, 09:41 PM
I'm wanting to get a list of BBEG encounters (of any level) that would challenge a party and last at least 5 rounds without using Legendary Actions, Legendary Saves, or Lair Actions. This can be used as a community reference and for ideas for those that dislike Legendary and Lair stuff.
Things to be aware of:
Try to prevent total lock down of the BBEG through Paralyze, Stun, or other action denial effects.
Don't completely obviate the abilities of players (a few immunities to damage or conditions is fine) such as complete magic or weapon immunity unless its a creature that already has that.
I'll go first:
Environment
The room is a 80 foot by 60 foot open cavern with stalagmites and stalactites the ceiling is 40 feet up and there are 6 large pillars where stalagmites and stalactites meet. Each of them have 10 hp, AC 12, Immune to Poison Psychic damage and conditions and are Resistant to everything except for force damage.
Party Level
This encounter is for a party of 4 level 6 characters.
Monsters
Korimi Koichi(Ninja Assassin)
Drow Humanoid, Chaotic Evil
AC 17 (Studded Leather, Dex)
HP 130 (21d8+24)
Speed 40 feet Climb 30 feet
STR 14(+2) DEX 20(+5) CON 14(+2) INT 12(+1) WIS 12(+1) CHA 12(+1)
Skills Initiative +10, Stealth +11, Perception +7, Acrobatics +11, Deception +7
Condition Immunities sleep
Senses Dark Vision 60 ft. Passive Perception 14
Languages common, elvish
Challenge 6 (2,300xp)
Traits
Fey Ancestry. Advantage on Charm saving throws.
Alert. The Ninja Assassin cannot be surprised and has +5 on Initiative checks (calculated into stat block).
Lucky Can roll an extra dice and then choose which dice to use on attack rolls, saving throws, and ability checks. Can also use it to force an attacker to roll an extra dice and then choose which dice to use for the attack. Can do this 3 times per long rest.
Assassinate Points
The Ninja Assassin has 3 Assassinate Points. When the Ninja Assassin makes a successful attack with advantage or while hidden from the target instead of dealing Sneak Attack damage, they can expend an Assassinate Point and choose to do any of the following:
Force the target to make a DC 15 Constitution saving throw or become Paralyzed, the target can repeat the saving throw at the start of each of their turns to become free of the effect.
Force the target to make a DC 15 Dexterity saving throw or take 1d6 poison damage each round, repeating the save at the start of their turn to end the effect.
Force the target to make a DC 15 Strength saving throw or have their movement reduced to 0, repeating the saving throw at the start of each round to remove the effect.
One Assassinate Point is recovered each time the Ninja Assassin scores a critical hit, or deals sneak attack damage up to a maximum of 3.
Sneak Attack
Once per turn when the Ninja Assassin deals damage to an enemy they can add 3d6 damage to the attack. This damage is doubled on a critical hit.
Actions
Multi-Attack. The Ninja Assassin makes two Dagger attacks or two Sweeping Slash attacks, and then uses Smoke Cloud.
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 1d4+5 (see Sneak Attack and Assassin Points above). The target must make a DC 15 Constitution saving throw or become Poisoned.
Sweeping Slash. The Ninja Assassin makes a Dagger attack at all enemies within 5 feet with disadvantage. After this the Ninja Assassin can move away without provoking opportunity attacks.
Smoke Cloud The Ninja can use a bonus action to throw a smoke pellet at the ground. This fills a 15 foot radius sphere centered on the Ninja Assassin with Heavy Obscurement. The ninja can then Hide as part of this action. The Ninja has 10 smoke pellets. These pellets requires special knowledge and Ki focus to use and are unusable by someone that did not craft them.
Reactions
Shadow Copy. As a reaction when the Ninja Assassin is hit and would take damage or gain a condition, they can expend an Assassin Point and a Shadow Copy (see below) is created. It takes the damage or gains the condition instead of the Ninja Assassin from the triggering attack. The Ninja Assassin can have no more than 3 shadow copies active at a time. Each Shadow Copy rolls initiative, acts on its turn, and looks and acts exactly like the Ninja Assassin. A DC 8 Perception check (as an action) can be used to determine whether this is the real Ninja Assassin.
Instinctual Smoke Cloud. As a reaction when targeted by a ranged attack the Ninja Assassin can expend an Assassin Point to use a smoke pellet as per Smoke Cloud above.
Uncanny Dodge. When an attacker that the Ninja Assassin can see hits them with an attack, they can use their reaction to halve the attack's damage.
Shadow Copy
Drow Humanoid, Chaotic Evil
AC 15 (Dex)
HP 30 (5d8+6)
Speed 20 feet Climb 10 feet
STR 14(+2) DEX 20(+5) CON 14(+2) INT 12(+1) WIS 12(+1) CHA 12(+1)
Skills Initiative +10, Stealth +11, Perception +7, Acrobatics +11, Deception +7
Condition Immunities sleep
Senses Dark Vision 60 ft. Passive Perception 14
Languages common, elvish
Traits
Fey Ancestry. Advantage on Charm saving throws.
Sneak Attack
Once per turn when the Ninja Assassin deals damage to an enemy they can add 3d6 damage to the attack. This damage is doubled on a critical hit.
Actions
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 1d4+5 (see Sneak Attack above). The target must make a DC 15 Constitution saving throw or become Poisoned.
Reactions
Uncanny Dodge. When an attacker that the Ninja Assassin can see hits them with an attack, they can use their reaction to halve the attack's damage.
Strategy
The Ninja Assassin will Hide using the Stalagmites and Stalactites as cover. They will then sneak out and attack enemies trying to disable as many as possible. When possible they will use Shadow Copy until 3 copies are created and then continue to strike from behind cover.
Things to be aware of:
Try to prevent total lock down of the BBEG through Paralyze, Stun, or other action denial effects.
Don't completely obviate the abilities of players (a few immunities to damage or conditions is fine) such as complete magic or weapon immunity unless its a creature that already has that.
I'll go first:
Environment
The room is a 80 foot by 60 foot open cavern with stalagmites and stalactites the ceiling is 40 feet up and there are 6 large pillars where stalagmites and stalactites meet. Each of them have 10 hp, AC 12, Immune to Poison Psychic damage and conditions and are Resistant to everything except for force damage.
Party Level
This encounter is for a party of 4 level 6 characters.
Monsters
Korimi Koichi(Ninja Assassin)
Drow Humanoid, Chaotic Evil
AC 17 (Studded Leather, Dex)
HP 130 (21d8+24)
Speed 40 feet Climb 30 feet
STR 14(+2) DEX 20(+5) CON 14(+2) INT 12(+1) WIS 12(+1) CHA 12(+1)
Skills Initiative +10, Stealth +11, Perception +7, Acrobatics +11, Deception +7
Condition Immunities sleep
Senses Dark Vision 60 ft. Passive Perception 14
Languages common, elvish
Challenge 6 (2,300xp)
Traits
Fey Ancestry. Advantage on Charm saving throws.
Alert. The Ninja Assassin cannot be surprised and has +5 on Initiative checks (calculated into stat block).
Lucky Can roll an extra dice and then choose which dice to use on attack rolls, saving throws, and ability checks. Can also use it to force an attacker to roll an extra dice and then choose which dice to use for the attack. Can do this 3 times per long rest.
Assassinate Points
The Ninja Assassin has 3 Assassinate Points. When the Ninja Assassin makes a successful attack with advantage or while hidden from the target instead of dealing Sneak Attack damage, they can expend an Assassinate Point and choose to do any of the following:
Force the target to make a DC 15 Constitution saving throw or become Paralyzed, the target can repeat the saving throw at the start of each of their turns to become free of the effect.
Force the target to make a DC 15 Dexterity saving throw or take 1d6 poison damage each round, repeating the save at the start of their turn to end the effect.
Force the target to make a DC 15 Strength saving throw or have their movement reduced to 0, repeating the saving throw at the start of each round to remove the effect.
One Assassinate Point is recovered each time the Ninja Assassin scores a critical hit, or deals sneak attack damage up to a maximum of 3.
Sneak Attack
Once per turn when the Ninja Assassin deals damage to an enemy they can add 3d6 damage to the attack. This damage is doubled on a critical hit.
Actions
Multi-Attack. The Ninja Assassin makes two Dagger attacks or two Sweeping Slash attacks, and then uses Smoke Cloud.
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 1d4+5 (see Sneak Attack and Assassin Points above). The target must make a DC 15 Constitution saving throw or become Poisoned.
Sweeping Slash. The Ninja Assassin makes a Dagger attack at all enemies within 5 feet with disadvantage. After this the Ninja Assassin can move away without provoking opportunity attacks.
Smoke Cloud The Ninja can use a bonus action to throw a smoke pellet at the ground. This fills a 15 foot radius sphere centered on the Ninja Assassin with Heavy Obscurement. The ninja can then Hide as part of this action. The Ninja has 10 smoke pellets. These pellets requires special knowledge and Ki focus to use and are unusable by someone that did not craft them.
Reactions
Shadow Copy. As a reaction when the Ninja Assassin is hit and would take damage or gain a condition, they can expend an Assassin Point and a Shadow Copy (see below) is created. It takes the damage or gains the condition instead of the Ninja Assassin from the triggering attack. The Ninja Assassin can have no more than 3 shadow copies active at a time. Each Shadow Copy rolls initiative, acts on its turn, and looks and acts exactly like the Ninja Assassin. A DC 8 Perception check (as an action) can be used to determine whether this is the real Ninja Assassin.
Instinctual Smoke Cloud. As a reaction when targeted by a ranged attack the Ninja Assassin can expend an Assassin Point to use a smoke pellet as per Smoke Cloud above.
Uncanny Dodge. When an attacker that the Ninja Assassin can see hits them with an attack, they can use their reaction to halve the attack's damage.
Shadow Copy
Drow Humanoid, Chaotic Evil
AC 15 (Dex)
HP 30 (5d8+6)
Speed 20 feet Climb 10 feet
STR 14(+2) DEX 20(+5) CON 14(+2) INT 12(+1) WIS 12(+1) CHA 12(+1)
Skills Initiative +10, Stealth +11, Perception +7, Acrobatics +11, Deception +7
Condition Immunities sleep
Senses Dark Vision 60 ft. Passive Perception 14
Languages common, elvish
Traits
Fey Ancestry. Advantage on Charm saving throws.
Sneak Attack
Once per turn when the Ninja Assassin deals damage to an enemy they can add 3d6 damage to the attack. This damage is doubled on a critical hit.
Actions
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 1d4+5 (see Sneak Attack above). The target must make a DC 15 Constitution saving throw or become Poisoned.
Reactions
Uncanny Dodge. When an attacker that the Ninja Assassin can see hits them with an attack, they can use their reaction to halve the attack's damage.
Strategy
The Ninja Assassin will Hide using the Stalagmites and Stalactites as cover. They will then sneak out and attack enemies trying to disable as many as possible. When possible they will use Shadow Copy until 3 copies are created and then continue to strike from behind cover.