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the_brazenburn
2017-12-14, 09:53 AM
I'm running a one-shot Christmas dungeon in which all the players will play iconic D&D villains and beat the crap out of each other. The last one standing gets to take on the reigning champion: Santa Claws.

The players have chosen their villains, and I now need stats for Asmodeus, Orcus, Vecna, and the Elderest Brain.

For Amodeus, I'm planning on buffing up a pit fiend and giving it some kind on magic mace.

Orcus's stats are in OotA.

I have planned to buff a lich's spellcasting up to 20th level and give it the Eye and Hand to stat Vecna.

The Brain I am unsure of. Take the Volo's stat block, buff up its HP, give it legendary actions, and allow it to cast wizard spells, maybe?

How would you do it?

the_brazenburn
2017-12-18, 11:01 AM
All right, I've made all the stats, and I post them here for your benefit.

(Note: they don't have any Challenge Ratings yet. Feel free to make your own.)

Asmodeus

Large fiend (devil), LE

30 feet, 60 feet fly

Truesight 120 ft

STR 28 (+9), DEX 16 (+3), CON 26 (+8), INT 24 (+7), WIS 20 (+5), CHA 26 (+8)

AC 20 (natural armor)

HP 391 (29d10+232)

Fear Aura: Any creature hostile to Asmodeus that starts its turn within 30 feet of the pit fiend must make a DC 22 Wisdom saving throw, unless Asmodeus is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Asmodeus's Fear Aura for the next 24 hours.

Magic Resistance: Asmodeus has advantage on saving throws against spells and other magical effects.

Magic Weapons: Asmodeus's weapon attacks are magical.

Innate Spellcasting: Asmodeus's spellcasting ability is Charisma (spell save DC 22). Asmodeus can innately cast the following spells, requiring no material components:

At will: Detect Magic, Fireball, Hold Monster, Wall of Fire

3/day: Dominate Monster, Incendiary Burst, Meteor Swarm

Multiattack: The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.

Bite: Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) piercing damage. The target must succeed on a DC 22 Constitution saving throw or become Poisoned. While Poisoned in this way, the target can’t regain hit points, and it takes 28 (8d6) poison damage at the start of each of its turns. The Poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claw: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 9) slashing damage.

Dragon Mace: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 9) bludgeoning damage plus 36 (8d8) of your choice of fire, cold, acid, poison, or lightning damage.

Tail: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 9) bludgeoning damage.

Vecna

Medium undead (deity), NE

30 feet, 30 feet fly.

Truesight 120 feet, X-ray vision 120 feet

STR 20 (+5), DEX 20 (+5), CON 20 (+5), INT 24 (+7), WIS 16 (+3), CHA 20 (+5)

AC 19 (natural armor)

HP 209 (22d8+110)

Regeneration: If you begin your turn with at least 1 hit point, you regain 1d10 hit points.

Spellcasting: The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). The lich has the following Wizard Spells prepared:

• Cantrips (at will): Mage Hand, Prestidigitation, Ray of Frost

• 1st level (4 slots): Detect Magic, Magic Missile, Shield, Thunderwave

• 2nd level (3 slots): Detect Thoughts, Invisibility, Acid Arrow, Mirror Image

• 3rd level (3 slots): Animate Dead, Counterspell, Dispel Magic, Fireball

• 4th level (3 slots): Blight, Dimension Door

• 5th level (3 slots): Cloudkill, Scrying

• 6th level (1 slot): Disintegrate, Globe of Invulnerability

• 7th level (1 slot): Finger of Death, Plane Shift

• 8th level (1 slot): Dominate Monster, Power Word Stun

• 9th level (1 slot): Power Word Kill

Eye Spells (8 charges)

Crown of Madness (1)

Disintegrate (4)

Eyebite (4)

Dominate Monster (5)

Hand Spells (8 charges)

Sleep (1)

Slow (2)

Teleport (3)

Finger of Death (5)

Actions:

Turn Bones to Jelly: +14 to hit, recharge 1 day. Opponent must make a DC 18 Con save or drop to 0 hit points.

Hand of Vecna: +14 to hit, 8 (1d6+5) bludgeoning + 9 (2d8) cold damage.

Elderest Brain

(Huge aberration, LE)

5 feet, 10 feet swim, 20 feet fly.

Blindsight 120 feet

STR 19 (+4), DEX 14 (+2), CON 24 (+7), INT 25 (+7), WIS 23 (+6), CHA 26 (+8)

AC 12

HP 312 (25d10+175)

Creature Sense. The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature. as well as each one’s intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell. a nondetection spell, or similar magic can’t be perceived in this manner.

Innate Spellcasting (Psionics). The elder brain’s innate spellcasting ability is Intelligence (spell save DC 20). It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate, mage hand, detect magic, sleep

3/day each: blur, lightning bolt, ray of enfeeblement

1/day each: dominate monster, plane shift (self only), confusion, telekinesis, wall of force

Magic Resistance. The elder brain has advantage on saving throws against spells and other magical effects.

Actions:

Multiattack: The elder brain makes four tentacle attacks. If it can use Mind Blast, it can replace two of the tentacle attacks with Mind Blast.

Tentacle. Melee Weapon Attack: +13 to hit, reach 30 ft., one target. Hit: 26 (5d8+4) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 15) and takes 16 (2d8+7) psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets grappled at a time.
Mind Blast (Recharge 5-6). The elder brain magically emits psychic energy. Creatures of the elder brain’s choice within 100 feet of it must succeed on a DC 18 Intelligence saving throw or take 62 (10d10+7) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.