TodChuncker
2019-02-24, 10:11 PM
So I made the Man in Black my big bad for a one shot. Seeing if it’s overpowered or just down right awful.
Randall Flagg
Human(v) Warlock(old one)& Wizard(enchant) hybrid
9th lvl
Hp75
Str-9
Dex-16
Int-18
Wis-16
Cha-19
Con-11
Mage Slayer, Hypnotic Gaze, Instinctive Charm, Entropic Ward
Invoke Duplicity(homebrew)
Create 3 duplicate that each have 1/3 the health pool of the caster. The duplicates have access to the casters spell list and abilities. Each can hold its own concentration when casting spells. Each round the true caster will shift between the duplicates (roll a d4 to see which one) Upon a duplicates death, it will revert to a Mirror Image spell on the casters body which is stackable to the full extent of the spell.
Equipment- hand crossbow, black fashionable suit or jeans, jean jacket, cowboy boots and hat.
Spells
Cantrips- True Strike, Toll the Dead, Blade Ward, Vicious Mockery
Lvl1- Sheild, Color Spray, Sleep, Dissonate Whispers
Lvl 2- Shadow Blade, Phantasmal Force, Invisible
Lvl 3- Counterspell, Vampiric Touch, Hungar of Hadar
Lvl4- Confusion, Compulsion, Grasping Vine(Black Tentacle)
Lvl 5- Dominate Person
Once 0 Hp is reached phase two begins.
Flagg reverts to one of the 1000 forms of Nyarlathotep. Loses all Flagg spells, hp, abilities etc...
I chose Shambling Mound but skinned to be a mass of darkness, tentacles and eyes. Added an aura of confusion with increasing saves the longer players are in it. Engulf is now a wisdom check or take 1d6+ 4 psychic dmg. Slam is a a tentacle grab. Again 1d6+4 but bludgeoning this time. ( I lowered the dmg because the team is only lvl 3. Give or take.)
Lair actions?
The game:
It’s a Suicide Squad themed mission. The team is aware they are expendable and might die. By this point the team should be at about 1/2 there spells, and maybe 3/4 their life? Flagg is super charismatic and is gonna try and turn the team against their captors. (They have 24 hours before their Touch of Long Death is triggered inside each of them and if they kill the lvl 5 fighter no one can preemptively trigger it.) ANYway... if they fight, the second phase is meant to scare them away and burn the place to the ground. A previous encounter will inform them they have this as an option.
The Team:
PCs: all lvl 3- Gunsmith Artificer(Thunder Cannon is a placed turret), Glamour Bard, and essentially a Hexblade warlock.
NPCs- lvl 2 Goliath Barbarian, lvl 3 Death Cleric, lvl 5 Fighter
Couple things.
Along with adventurers basically being superheroes/ villains, I have given each of them “powers” to set them apart from the “normals”
Gunsmith is an evil Torbjorn from Overwatch. I gave him Action Surge that also gives the 1d10 heals as temp Hp for one round. And one Immolation (Torbs Ult)
The warlock has Animate Objects at half power. His homebrew class has a life steal ability. If this stacks a certain amount he goes into a Frienzied Rage.
The Bard can’t nat 1-3(depending on spell lvl) on ANY illusion or enchantment spell above cantrips or the target takes psychic dmg and the spell fails. Dmg 3d10 +Cha mod. He also suffers 1d10, falls asleep, and if woken takes one level of exhaustion. Crafted a great axe for him that is also a guitar(has its own detrimental properties as well). So he is proficient with it as it is a stringed instrument.
(Should they survive and we do more missions, these powers will grow if they advance in lvl)
These dudes are very seasoned so I wanted to make something fun yet challenging while also flexing some creative muscles.
The first session was super fun and everyone had a blast.
Thinks and thunks? Thanks in advance.
Randall Flagg
Human(v) Warlock(old one)& Wizard(enchant) hybrid
9th lvl
Hp75
Str-9
Dex-16
Int-18
Wis-16
Cha-19
Con-11
Mage Slayer, Hypnotic Gaze, Instinctive Charm, Entropic Ward
Invoke Duplicity(homebrew)
Create 3 duplicate that each have 1/3 the health pool of the caster. The duplicates have access to the casters spell list and abilities. Each can hold its own concentration when casting spells. Each round the true caster will shift between the duplicates (roll a d4 to see which one) Upon a duplicates death, it will revert to a Mirror Image spell on the casters body which is stackable to the full extent of the spell.
Equipment- hand crossbow, black fashionable suit or jeans, jean jacket, cowboy boots and hat.
Spells
Cantrips- True Strike, Toll the Dead, Blade Ward, Vicious Mockery
Lvl1- Sheild, Color Spray, Sleep, Dissonate Whispers
Lvl 2- Shadow Blade, Phantasmal Force, Invisible
Lvl 3- Counterspell, Vampiric Touch, Hungar of Hadar
Lvl4- Confusion, Compulsion, Grasping Vine(Black Tentacle)
Lvl 5- Dominate Person
Once 0 Hp is reached phase two begins.
Flagg reverts to one of the 1000 forms of Nyarlathotep. Loses all Flagg spells, hp, abilities etc...
I chose Shambling Mound but skinned to be a mass of darkness, tentacles and eyes. Added an aura of confusion with increasing saves the longer players are in it. Engulf is now a wisdom check or take 1d6+ 4 psychic dmg. Slam is a a tentacle grab. Again 1d6+4 but bludgeoning this time. ( I lowered the dmg because the team is only lvl 3. Give or take.)
Lair actions?
The game:
It’s a Suicide Squad themed mission. The team is aware they are expendable and might die. By this point the team should be at about 1/2 there spells, and maybe 3/4 their life? Flagg is super charismatic and is gonna try and turn the team against their captors. (They have 24 hours before their Touch of Long Death is triggered inside each of them and if they kill the lvl 5 fighter no one can preemptively trigger it.) ANYway... if they fight, the second phase is meant to scare them away and burn the place to the ground. A previous encounter will inform them they have this as an option.
The Team:
PCs: all lvl 3- Gunsmith Artificer(Thunder Cannon is a placed turret), Glamour Bard, and essentially a Hexblade warlock.
NPCs- lvl 2 Goliath Barbarian, lvl 3 Death Cleric, lvl 5 Fighter
Couple things.
Along with adventurers basically being superheroes/ villains, I have given each of them “powers” to set them apart from the “normals”
Gunsmith is an evil Torbjorn from Overwatch. I gave him Action Surge that also gives the 1d10 heals as temp Hp for one round. And one Immolation (Torbs Ult)
The warlock has Animate Objects at half power. His homebrew class has a life steal ability. If this stacks a certain amount he goes into a Frienzied Rage.
The Bard can’t nat 1-3(depending on spell lvl) on ANY illusion or enchantment spell above cantrips or the target takes psychic dmg and the spell fails. Dmg 3d10 +Cha mod. He also suffers 1d10, falls asleep, and if woken takes one level of exhaustion. Crafted a great axe for him that is also a guitar(has its own detrimental properties as well). So he is proficient with it as it is a stringed instrument.
(Should they survive and we do more missions, these powers will grow if they advance in lvl)
These dudes are very seasoned so I wanted to make something fun yet challenging while also flexing some creative muscles.
The first session was super fun and everyone had a blast.
Thinks and thunks? Thanks in advance.