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View Full Version : DM Help I could use some pointers on a death boss.



Delicious Taffy
2019-04-05, 06:32 PM
I've created a monster, but I'm not sure if it's actually any good. It started off as a re-skin of an Ancient Dragon and spiraled from there. I guess I'll just write its stats down, for starters? Apologies if this is a mess or something. If I could get some pointers on how to make this thing stronger/weaker, I would really appreciate the help. It's meant to be really friggin' hard to beat, but not to the point that it's entirely unfair, if that makes sense. I also don't know if these stats make any sense for what I want.


Arctic Crumblesaur
Gargantuan Monstrosity, Unaligned
HP: 512 (25d20+250)
AC: 25
Speed: 50ft, 50ft burrow, 40ft swim
Damage Immunities: Cold, poison
Conditional Immunities: Blind, charmed, frightened, poisoned, paralysed
Senses: Blindvision 200ft
CR: 25? (75,000 xp)

Anaerobic
The Crumblesaur doesn't need to breathe

Legendary Resistance (3/Day)
If the Crumblesaur fails a saving throw, it can choose to succeed instead.

Ice Walk
The Crumblesaur can move across and climb icy surfaces without needing to make an ability check. Additionally, terrain made of ice or snow doesn't cost it extra movement.

Icy Camouflage
The Crumblesaur has advantage on Dexterity (Stealth) checks made to hide in frozen terrain.

Ice Regeneration
The Crumblesaur regains 20 hit points at the start of its turn. If the Crumblesaur takes acid or fire damage, this trait doesn't function at the start of its next turn. The Crumblesaur dies only if it starts its turn with 0 hit points and doesn't regenerate.

Freezing Aura
Any creature that starts its turn within 5 feet of the Crumblesaur takes 10 (2d8) cold damage.

Death Burst
When the Crumblesaur dies, it explodes in a burst of razor sharp icicles. Each creature within 15 feet of it must make a DC 10 Dexterity saving throw, taking 8 (2d8) cold damage on a failed save, or half as much damage on a successful one.

Frightful Presence
Each creature that is within 120 feet of the Crumblesaur and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Crumblesaur's Frightful Presence for the next 24 hours.

Actions:

Multi-Attack
The Crumblesaur can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite (Melee Weapon Attack)
+15 to hit, reach 15ft, one target. Hit: 19 (2d10+8) piercing damage plus 10 (3d6) cold damage.

Claw (Melee Weapon Attack)
+15 to hit, reach 20ft, one target. Hit: 22 (4d6+8) slashing damage.

Tail (Melee Weapon Attack)
+15 to hit, reach 25ft, one target. Hit: 17 (2d8+8) bludgeoning damage.

Icy Breath (Recharge 5-6) (Ranged Weapon Attack)
The Crumblesaur exhales freezing mist in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) cold damage on a failed save, or half as much damage on a successful one.

Detect
The Crumblesaur makes a Wisdom (Perception) check.

Ice Wall
The Crumblesaur magically forms an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall is 1 foot thick and up to 60 feet long and 10 feet high, or it's a hemispherical dome up to 60 feet in diameter. When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one.
The wall lasts for 3 minutes or until the crumblesaur is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheed of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, takin 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.


The idea behind this one is that it's a massive F-off Shadow of the Colossus boss living in the frozen wastes of a game world. It's got 6 limbs - four legs and two arms. It's also got no eyes and a face like the aliens from A Quiet Place, which is why I gave it blindvision. It's meant to be stronger than an Ancient Dragon, but not like, Demogorgon or Tarrasque levels of powerful. I've also made a volcanic, wasteland, and robot version, each with appropriate elemental differences. They're mostly re-skins of this Arctic version, so any tweaks I make to this one will wind up applying to them as well.