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View Full Version : D&D 5e/Next [CR 5 Solo Boss Monster] Variant: Elite Drow Warrior [Created for OotA, PEACH]



Gastronomie
2016-08-23, 01:36 AM
While no doubt you can use this in other campaigns as well, this is originally created to be Shoor Vandree in my version of Out of the Abyss.

Our table started at level 3 and has 6 players. Since I made Shoor cut off the tongue of the party Bard for being rude, kill Eldeth by decieving her and kicking her off the cliff (into the spiderwebs, where she was eaten alive by the Giant Spiders), and generally be a big fat a**hole, the players want to kill him bad (they insist on killing him before leaving Velkynvelve). The problem is that the original Elite Drow Warrior from the MM is a bit too difficult for the level 3 party to kill, so I'm thinking about creating a new monster to represent Shoor.

In my campaign, Shoor does not have a weird... um, rod... that, like... hurls blobs of slime. That's honestly not a cool idea. It doesn't look cool. It's disgusting and isn't fashionable. I depicted Shoor to be a terrible a**hole, but he's also a stylish a**hole, an a**hole that will be badass in battle.

I gave Shoor two specific original items: the "Anesthetizer" and the "Spidersilk Whip" (http://www.giantitp.com/forums/showthread.php?498254-Rare-Drow-Items-The-Anesthetizer-Blade-amp-Spidersilk-Whip-Created-for-OotA-PEACH&p=21130012#post21130012).
The former is a symbol of his status as chief warrior of Velkynvelve, and the latter is a special weapon only the most skilled drow warriors can hope to control without poisoning or even killing himself.

His fighting style is a complex one. When fighting, Shoor will take a low posture, like a carnivorous animal, his left arm (his dominant arm) holding the Anesthetizer on his front, and his right arm holding the Spidersilk Whip beneath his back. His concept is “Spiderman”.

Most of the time, Shoor will strike first with his whip, grasping a target and pulling it towards him - and will proceed to stab him and kick him down under his foot, or fling him away again. He can also make Whirlwind attacks like a ranger, or fly or slide across the floor by controlling the whips. He can even fling himself out of reach of a Fireball (not that the adventurers have it at this level).

The fact he can cast Web at will, concentrating on up to three at the same time (and will start off the battle with three of them already activated) also makes him a formidable opponent. The battlefield the characters face him off in will be one with a lot of stalagmites everywhere, making Web, as well as his “Tug Himself” and “Evade” actions, quite powerful.

Together with the fact he can take two actions in one round (he has two initiatives), he makes a formidable boss monster.
Elite Drow Warrior (Variant)
Medium Humanoid (drow), neutral evil
Hit Points: 71 (11d8+22)
Speed: 40ft
AC: 15
Str 10 (+0) Dex 18 (+4) Con 14 (+2)
Int 16 (+3) Wis 16 (+3) Cha 18 (+4)
Saving Throws: Dex +7, Con +5
Skills: Acrobatics +10, Insight +6, Perception +6, Religion +6, Stealth +10
Senses: Passive Perception 16, darkvision 120 feet
Languages: Elvish, Undercommon
Challenge Rating: 5 (1800 XP)
Inspiration. (2/Day) The drow has two Inspiration points. He can use an Inspiration point to gain advantage on one saving throw or attack roll.
Run Up Walls. The drow can climb difficult surfaces without needing to make an ability check.
Swift Recovery. The drow has advantage on all saving throws he makes to end an effect he suffers from, at the end of his turn.
Innate Spellcasting. The drow 's innate spellcasting ability is Charisma (spell save DC 14). He can innately cast the following spells, requiring no material components:
At will: command, dancing lights, web
1/day each: darkness,faerie fire, mirror image, levitate (self only)
Master of Webs. The drow can concentrate on up to three “web” spells at a time. When he fails a concentration save, only one of the concentrations are broken. While concentrating on “web”, he cannot concentrate on other spells at the same time.
Magic Weapons. The drow carries the Anesthetizer and the Spidersilk Whip, both of which he is attuned to.
Swift Movement. Opportunity Attack against the drow have disadvantage.
Double Action. The drow has two initiative counts (he rolls twice for his initiative roll). He takes an action, and a possible bonus action, on both turns. He regains use of his Reaction on each of his turns.

Action
Multiattack. The drow makes one “Shortsword” attack and one “Kick” attack.
Whirlwind. The drow makes a “Shortsword” attack against any number of creatures that are within 10 feet of him when this action is taken, with a separate attack roll for each target. While he does so, he must move into 5 feet range of each target to make the attack successfully.
Line of Attack. The drow uses his bonus action for “Whip (Tug Himself)”, and while doing so, he makes an attack against any creatures that come within 5 feet of him.
Shortsword (Anesthetizer). Melee Weapon Attack: +7 to hit, reach 5ft., one target.
Hit: 7 (1d6 + 4) piercing damage.
Kick (Away).Melee Weapon Attack: +7 to hit, reach 5ft., one target.
Hit: 7 (1d6 + 4) bludgeoning damage, and the target is knocked away up to 10 feet.
Kick (Down). Melee Weapon Attack: +7 to hit, reach 5ft., one target.
Hit: 7 (1d6 + 4) bludgeoning damage, and the target is knocked prone under the drow’s foot. While the drow’s foot is placed upon the target, the target must make a DC 13 Strength “Athletics” check to end the Prone condition by standing up. Using a“Kick” action or moving away from the current square makes the drow’s foot leave the target, and when that happens, the target can use his Reaction to end the Prone condition by standing up (and reducing his speed to half for his next turn).

Bonus Action
Whip (Poison and Tug). Melee Weapon Attack: +7 to hit, reach 30ft., one target.
Hit: 6 (1d4 + 4) poison damage. The target must then succeed on a DC 13 Constitution saving throw or be poisoned (at the end of each of the target’s turns, the target can repeat the saving throw to end this effect), and while poisoned by this effect, the drow has advantage on attacks against the target. The drow can then tug the target up to 30 feet in his direction.
Whip (Tug Two Targets). Melee Weapon Attack: +7 to hit, reach 30ft., two targets.
Hit: 6 (1d4 + 4) poison damage. The targets are then moved in a direction the drow desires, up to 30 feet (they can be different directions).
Whip (Fling). Melee Weapon Attack: +7 to hit, reach 30ft., one target.
Hit: 6 (1d4 + 4) poison damage. The target is then flung up to 30 feet in a direction the drow desires. If the target hits a heavy surface, the target must succeed on a DC 13 Constitution saving throw or take 2d6 bludgeoning damage and be knocked prone (if he succeeds, he takes 1d6 bludgeoning damage). If the target hits a creature, both the target and the hit creature must succeed on a DC 13 Constitution saving throw or take 1d6 bludgeoning damage and be knocked prone.
Whip (Tug Himself). The drow grasps a stalagmite or other ideal object within 30 feet of him using his whip, and controls the whip so he is propelled into the direction of the object up to 30 feet, sliding across the floor or jumping across a crevice, without using his movement.

Reaction
Parry. The drow adds +3 to his AC against one attack that would hit him.
Evade. The drow grasps a stalagmite or other ideal object within 30 feet of him using his whip, and controls the whip so he is flung into the air, escaping from an attack such as a dragon’ s breath. When the drow is subjected to an effect that allows the drow to make a Dexterity saving throw to take only half damage, by using his reaction, the drow instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. After that, he is pulled up to 30 feet in the direction of the grasped object.

Comments, constructive critisism and advice greatly appreciated~