MarkVIIIMarc
2018-09-04, 11:11 PM
My party is due to meet some Ghouls and Maurezhi next session. I'd love to give them an optional battle against Doresain, the king of the ghouls (https://en.wikipedia.org/wiki/King_of_Ghouls). Or at least a watered down CR12 or CR13 version there of.
I was thinking about something like this difficult:
Doresain
Medium fiend, lawful evil
Armor Class 16 (natural armor)
Hit Points 110 (13d8 + 52)
Speed 40 ft, can walk on the surface of smooth water
STR
DEX
CON
INT
WIS
CHA
14 (+2)
17 (+3)
18 (+4)
13 (+1)
16 (+3)
20 (+5)
Skills Deception +10, Insight +8
Damage Vulnerabilities piercing from magic weapons wielded by good creatures
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 13
Languages Common, Infernal
Challenge 13 (10,000 XP)
Limited Magic Resistance: Doresain has advantage on saving throws against spells of 6th level or lower and takes half damage from magical effects (fire, thunder, physic and others)
Innate Spellcasting: Doresain's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Doresain can innately cast the following spells, requiring no material components:
At will: detect thoughts, disguise self, mage hand, minor illusion
3/day each: charm person, Hellish Rebuke , invisibility, major image, suggestion, Magic Missile Level 3
1/day each: dominate person, fly, true seeing
ActionsMultiattack: Doresain makes two attacks.
Dreamscape Sword: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The target must succeed on a DC 15 Intelligence save or be cursed. The target's thoughts are filled with horrible images and dreams causing disadvantage on attack roles. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.
Bite Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target must succeed on a DC 20 Constitution saving throw. The magical curse takes effect and after 1 D6 hours the target's body and mind begin to rot. After 1D6 hours and every 1D6 hours after that the target loses 2 points of Charisma and Intelligence. If either is reduced to zero the target dies and returns to life as a ghoul after 1D20 hours. The curse can be lifted by a remove curse spell or similar magic.
I was thinking about something like this difficult:
Doresain
Medium fiend, lawful evil
Armor Class 16 (natural armor)
Hit Points 110 (13d8 + 52)
Speed 40 ft, can walk on the surface of smooth water
STR
DEX
CON
INT
WIS
CHA
14 (+2)
17 (+3)
18 (+4)
13 (+1)
16 (+3)
20 (+5)
Skills Deception +10, Insight +8
Damage Vulnerabilities piercing from magic weapons wielded by good creatures
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 13
Languages Common, Infernal
Challenge 13 (10,000 XP)
Limited Magic Resistance: Doresain has advantage on saving throws against spells of 6th level or lower and takes half damage from magical effects (fire, thunder, physic and others)
Innate Spellcasting: Doresain's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Doresain can innately cast the following spells, requiring no material components:
At will: detect thoughts, disguise self, mage hand, minor illusion
3/day each: charm person, Hellish Rebuke , invisibility, major image, suggestion, Magic Missile Level 3
1/day each: dominate person, fly, true seeing
ActionsMultiattack: Doresain makes two attacks.
Dreamscape Sword: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The target must succeed on a DC 15 Intelligence save or be cursed. The target's thoughts are filled with horrible images and dreams causing disadvantage on attack roles. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.
Bite Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target must succeed on a DC 20 Constitution saving throw. The magical curse takes effect and after 1 D6 hours the target's body and mind begin to rot. After 1D6 hours and every 1D6 hours after that the target loses 2 points of Charisma and Intelligence. If either is reduced to zero the target dies and returns to life as a ghoul after 1D20 hours. The curse can be lifted by a remove curse spell or similar magic.