Tuknir
2021-06-24, 05:17 PM
Hey guys, im dm'ing for the 1 time for a party of 4 lv 5 players. And soon they will find a goblin base and a Orc mini boss. Basicly he is a Orc imbued by dark powers that lets him have 2 rounds every turn( aka paragon) that also gives him a dark aura..
Augmented Orc
Medium humanoid (orc) , chaotic evil
Armor Class 17 Chain Mail
Hit Points 82 (5d20 + 6) (x 2 since its a Paragon 1 monster)
Speed 30 ft.
Roll Initiative! +1
STR
18 (+4)
DEX
12 (+1)
CON
18 (+4)
INT
11 (+0)
WIS
11 (+0)
CHA
16 (+3)
Skills Intimidation +2
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Orc
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Multiattack. The orc makes two attacks with its greataxe or its spear.
Paragon Fortitude. The creature has multiple pools of hit points, each of which is tracked separately. All damage and healing must be completely applied to only one pool. When a pool is reduced to zero, all ongoing conditions and effects affecting the creature end. Once a pool is reduced to zero, that pool cannot receive any healing until after a long rest. If all hit point pools are reduced to zero, the creature is killed.
Paragon Exhaustion. The creature may take one complete turn in each round of combat for each hit point pool it has above zero and receives one reaction between each of its turns. When a pool of hit points has been reduced to zero, the creature loses one turn each round thereafter. The creature determines initiative normally for its first turn, though it gains advantage on the roll. Each subsequent turn is inserted immediately after any one PC’s turn in the initiative order.
Evasion. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Shake the Ground. Once per short rest as a bonus action this creature can cause creatures on the ground within 10 ft. of it to be pushed 5 ft. and make a DC13 Strength saving throw, falling prone on a failed save. Fortitude Recharge: If this creature has Paragon Fortitude, then when one Hit Point pool is reduced to 0, shake the ground recharges.
Dark Aura. The orc "real" AC is 17, however, when a attacker hits between AC 14-16,the attacker will hit the orc on his protetive aura. Attacks that hit this way give half the damage rounded up and activate the Aura protetive measures. Roll a 1D6. 1-2:The aura emits a blinding light. ALL in a 5 foot radius must make a Dexterity saving throw 12. if failed:blinded for 1 round. 3-4: The aura emits a booming sound:A wave of thunderous force sweeps out from the Orc. Each creature in a 15-foot radius originating from the Orc must make a 12 Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away.On a successful save, the creature takes half as much damage and isn’t pushed. 5-6: The aura emits a palpable evil vibe. The attacker must make a 12 Charisma saving throw. On a failed save, it gets frighted for 1 round and must immediately use its reaction, if available, to move as far as its speed allows away from the orc.. The creature doesn’t move into obviously dangerous ground.
Actions
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 4) slashing damage.
Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
what you guys think? too strong? to weak? cr is good?
Augmented Orc
Medium humanoid (orc) , chaotic evil
Armor Class 17 Chain Mail
Hit Points 82 (5d20 + 6) (x 2 since its a Paragon 1 monster)
Speed 30 ft.
Roll Initiative! +1
STR
18 (+4)
DEX
12 (+1)
CON
18 (+4)
INT
11 (+0)
WIS
11 (+0)
CHA
16 (+3)
Skills Intimidation +2
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Orc
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Multiattack. The orc makes two attacks with its greataxe or its spear.
Paragon Fortitude. The creature has multiple pools of hit points, each of which is tracked separately. All damage and healing must be completely applied to only one pool. When a pool is reduced to zero, all ongoing conditions and effects affecting the creature end. Once a pool is reduced to zero, that pool cannot receive any healing until after a long rest. If all hit point pools are reduced to zero, the creature is killed.
Paragon Exhaustion. The creature may take one complete turn in each round of combat for each hit point pool it has above zero and receives one reaction between each of its turns. When a pool of hit points has been reduced to zero, the creature loses one turn each round thereafter. The creature determines initiative normally for its first turn, though it gains advantage on the roll. Each subsequent turn is inserted immediately after any one PC’s turn in the initiative order.
Evasion. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Shake the Ground. Once per short rest as a bonus action this creature can cause creatures on the ground within 10 ft. of it to be pushed 5 ft. and make a DC13 Strength saving throw, falling prone on a failed save. Fortitude Recharge: If this creature has Paragon Fortitude, then when one Hit Point pool is reduced to 0, shake the ground recharges.
Dark Aura. The orc "real" AC is 17, however, when a attacker hits between AC 14-16,the attacker will hit the orc on his protetive aura. Attacks that hit this way give half the damage rounded up and activate the Aura protetive measures. Roll a 1D6. 1-2:The aura emits a blinding light. ALL in a 5 foot radius must make a Dexterity saving throw 12. if failed:blinded for 1 round. 3-4: The aura emits a booming sound:A wave of thunderous force sweeps out from the Orc. Each creature in a 15-foot radius originating from the Orc must make a 12 Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away.On a successful save, the creature takes half as much damage and isn’t pushed. 5-6: The aura emits a palpable evil vibe. The attacker must make a 12 Charisma saving throw. On a failed save, it gets frighted for 1 round and must immediately use its reaction, if available, to move as far as its speed allows away from the orc.. The creature doesn’t move into obviously dangerous ground.
Actions
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 4) slashing damage.
Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
what you guys think? too strong? to weak? cr is good?