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JNAProductions
2018-05-03, 07:21 PM
Steve?
Medium ?, Neutral

Armor Class 26 (Enchanted Diamond Full Plate, Enchanted Shield)
Hit Points 145 (10d8+100)
Speed 30'



Strength
Dexteriry
Constitution
Intelligence
Wisdom
Charisma


20 (+5)
12 (+1)
30 (+10)
30 (+10)
20 (+5)
6 (-2)



Skills Athletics +9, Perception +18, Insight +14
Senses Passive Perception 28
Condition Immunity Exhaustion
Languages 15
Challenge TBD


Unstoppable Nothing much can stop Steve?. As such, he is able to take the Drink Milk action even when stunned, paralyzed, or suffering from any other condition (with the exception of dead). However, should Steve? ever drop to 0 HP, he is instantly slain.

Enchanted Diamond Armor Steve? is immune to extra damage from crits, and has resistance to falling damage and damage from explosions.

Actions


Enchanted Diamond Sword Melee Weapon Attack: +13 to-hit, reach 5', one target. Hit: 12 (1d8+8) magical slashing damage.

Enchanted Diamond Pick Melee Weapon Attack: +10 to-hit, reach 5', one target. Hit: 8 (1d6+5) magical bludgeoning damage, or if an inanimate object was targeted, a cubic meter is destroyed and added to Steve?'s inventory.

Extra Attack 3 Steve? makes four weapon attacks.

Bonus Actions


Drink Potion Steve? has a massive stock of potions. He can generally be considered to have enough of the following potions:
-Strength II-Lasts two rounds. Grants Steve? double damage on all melee attacks.
-Nightvision, Extended-Lasts 80 rounds. Steve? gains Darkvision with infinite range.
-Instant Health II-Steve? heals for 30 (4d10+8) HP.
-Speed II-Lasts two rounds. Steve?'s move speed doubles.
-Haste-As per the spell, but non-concentration and does not stun Steve? upon ending. Lasts four rounds.
-Fire Resistance, Extended-Lasts 80 rounds. Steve? gains resistance to fire damage.
-Regeneration II-Lasts four rounds. Steve? regains 10 (4d4) HP at the start of every round.
-Invisibility, Extended-As per the spell Greater Invisibility. Lasts 80 rounds.
-Water Breathing-Lasts 80 rounds. Steve? can breathe water for the duration.

Throw Potion Steve? also has harmful potions! Every potion affects all creatures in a 5' radius, with a throwing range of 60'. DC is 18, when required.
-Decay-Lasts five rounds. Inflicts 16 (3d10) necrotic damage at the start of each of your turns, Con save for half.
-Instant Damage II-Inflicts 27 (5d10) necrotic damage to everyone in the radius, Con save for half.
-Slowness V-Lasts two rounds. As per the spell Slowness.
-Weakness-Lasts 40 rounds. Cuts all damage dealt in half. Make a Con save every turn to negate the effect for that turn.

Drink Milk Steve? downs a bucket of 264 gallons of milk. Instantly, all conditions affecting Steve? (negative AND positive) are ended.

Legendary Actions


Steve? has three legendary actions.

Drink Milk-Steve? uses the Drink Milk action.
Attack-Steve? attacks with a weapon.
Potion-Steve? throws or drinks a potion.



CR Math Time!

DCR:
HP is low. 145 is CR 5.
AC is high. 26 is CR... Off the charts, so we'll slurmp it 30.
Add in various other tidbits, notably INVISIBILITY, and I'll chalk him at DCR 11 or 12. Seem legit?

OCR:
48 from Sword.
16.5 per round from Decay.
27.5 from Instant Harm
Technically would be lower, since he can't Harm and Decay in the same round (barring legendary actions), but he's got nifty other things, so...
DPR of 92. Comfortable 14. But he's got a better attack bonus, so call it 16.

16+12=28, 28/2 is 14...

So let me just adjust proficiency and call him CR 15, for a few added abilities.

Nifft
2018-05-03, 08:38 PM
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The Hunt for Red Steve?

The Right Steve?

Return of the Steve?

The Colour of Steve?

Steve?, Steve?!

A Fire Upon the Steve?

Steve?thorn

Lalliman
2018-05-04, 03:52 AM
The skill bonuses don't seem to make sense. At CR 15, the proficiency bonus is +5. That means Athletics (assuming proficiency) should be +10 and Insight and Perception (assuming Expertise) should be +15.

Also, what's the rationale behind the 30 Intelligence?