MrStabby
2017-01-10, 07:17 PM
I was wanting to calibrate my sense of difficulty for encounters/monsters in my campaign. My habit is to just eyeball encounters - it seems more reliable than an explicit CR calculation (although I find players like to get a breakdown of the XP they earn). I do play with some optimising players though (not just characters but also tactics) so I think my sense of difficulty is a bit skewed.
I will be running a game for some new players soon (new to me, not new to 5th edition) and I thought it would be interesting to see if other people's assessment of difficulty matched my own.
The following template is going to be used for a few of the BBEG henchmen (although they won't always be encountered alone). I expect the Party to be about level 11 to 13 when they begin to encounter these guys, with a couple of magic items each. I am looking for something that might not be a fight to the death (they can fly off to hunt the party down later) but should be the climactic fight of the day for the party (4 players).
What CR would you rate it as?
Fallen Angel
Medium Celestial, Lawful Evil
Armour Class 17 (Natural Armour)
Hit Points 190 (20d8+80)
Speed 30ft., fly 90ft.,
Str: 18 (+4)
Dex: 16 (+3)
Con: 18 (+4)
Int:17 (+3)
Wis: 20 (+5)
Cha: 23 (+6)
Saving throws: Wis +9, Cha+10
Skills: Deception +11, Perception +10, Religion +8
Damage Resistances: Necrotic; bludgeoning, piercing and slashing from nonmagical weapons
Damage Immunities: Radiant
Condition immunities: charmed, exhaustion, frightened
Senses: darkvision 600ft., Turesight 60ft., passive perception 20
Languages: all, telepathy 120 ft.
Challenge: XX
Legendary Resistance (3/day). If the Fallen Angel Fails a saving throw it can chose to succeed instead
Spellcasting: the Fallen Angel spellcasting ability is Charisma (spell save DC 19). The fallen Angel need not perform the Verbal or Sommatic Components for their spells. The Fallen Angel has the following spells prepared:
1st level (4 slots): Hex, Illusory Script, compelled duel, bane
2nd level (3 slots): Misty Step, Spiritual Weapon, Zone of Truth, Silence
3rd level (3 Slots): Bestow Curse, Dispel Magic, Animate Dead, Elemental Weapon
4th level (3 Slots): Banishment, Greater Invisibility
5th level (2 Slots): Dominate Person, Dream
Magic Resistance. The Fallen Angel has advantage on saving throws against spells and magical effects
Actions
Multiattack. The fallen Angel makes two melee attacks
Glaive: Melee Weapon attack: +9 to hit, reach 10ft., one target. Hit: 9 slashing damage plus 18 radiant damage
Draw out shadows (3/per day): The fallen angel pulls together nearby shadows to create a shadow under the command of the Fallen Angel
Legendary Actions
The Fallen Angel 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 creatures turn. The fallen Angel regains spent legendary actions at the start of it's turn.
Attack. The fallen Angel makes a Melee weapon attack.
Recover a Spell slot (recharges on a 6). The Fallen Angel Recovers an expended spell slot
Desolate Wail (costs 3 actions). The fallen Angel screams, each hostile creature within 20ft. must make a DC19 wisdom save or have disadvantage on all attacks and saving throws until the end of their next turn
Wing Buffet. The Fallen angel Makes a Flying move of up to 30ft without provoking attacks of opportunity
I will be running a game for some new players soon (new to me, not new to 5th edition) and I thought it would be interesting to see if other people's assessment of difficulty matched my own.
The following template is going to be used for a few of the BBEG henchmen (although they won't always be encountered alone). I expect the Party to be about level 11 to 13 when they begin to encounter these guys, with a couple of magic items each. I am looking for something that might not be a fight to the death (they can fly off to hunt the party down later) but should be the climactic fight of the day for the party (4 players).
What CR would you rate it as?
Fallen Angel
Medium Celestial, Lawful Evil
Armour Class 17 (Natural Armour)
Hit Points 190 (20d8+80)
Speed 30ft., fly 90ft.,
Str: 18 (+4)
Dex: 16 (+3)
Con: 18 (+4)
Int:17 (+3)
Wis: 20 (+5)
Cha: 23 (+6)
Saving throws: Wis +9, Cha+10
Skills: Deception +11, Perception +10, Religion +8
Damage Resistances: Necrotic; bludgeoning, piercing and slashing from nonmagical weapons
Damage Immunities: Radiant
Condition immunities: charmed, exhaustion, frightened
Senses: darkvision 600ft., Turesight 60ft., passive perception 20
Languages: all, telepathy 120 ft.
Challenge: XX
Legendary Resistance (3/day). If the Fallen Angel Fails a saving throw it can chose to succeed instead
Spellcasting: the Fallen Angel spellcasting ability is Charisma (spell save DC 19). The fallen Angel need not perform the Verbal or Sommatic Components for their spells. The Fallen Angel has the following spells prepared:
1st level (4 slots): Hex, Illusory Script, compelled duel, bane
2nd level (3 slots): Misty Step, Spiritual Weapon, Zone of Truth, Silence
3rd level (3 Slots): Bestow Curse, Dispel Magic, Animate Dead, Elemental Weapon
4th level (3 Slots): Banishment, Greater Invisibility
5th level (2 Slots): Dominate Person, Dream
Magic Resistance. The Fallen Angel has advantage on saving throws against spells and magical effects
Actions
Multiattack. The fallen Angel makes two melee attacks
Glaive: Melee Weapon attack: +9 to hit, reach 10ft., one target. Hit: 9 slashing damage plus 18 radiant damage
Draw out shadows (3/per day): The fallen angel pulls together nearby shadows to create a shadow under the command of the Fallen Angel
Legendary Actions
The Fallen Angel 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 creatures turn. The fallen Angel regains spent legendary actions at the start of it's turn.
Attack. The fallen Angel makes a Melee weapon attack.
Recover a Spell slot (recharges on a 6). The Fallen Angel Recovers an expended spell slot
Desolate Wail (costs 3 actions). The fallen Angel screams, each hostile creature within 20ft. must make a DC19 wisdom save or have disadvantage on all attacks and saving throws until the end of their next turn
Wing Buffet. The Fallen angel Makes a Flying move of up to 30ft without provoking attacks of opportunity