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Thread: Typhus-Monster

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    Colossus in the Playground
     
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    Default Typhus-Monster

    Typhus
    Medium Humanoid, Neutral Evil


    Armor Class 24
    Hit Points 270 (20d12+140)
    Speed 30'

    Strength Dexterity Constitution Intelligence Wisdom Charisma
    24 (+7) 18 (+4) 24 (+7) 18 (+4) 18 (+4) 18 (+4)


    Saving Throws Strength +13, Constitution +13, Charisma +10
    Skills Perception +10, Athletics +13, Disadvantage on Stealth Checks (Heavy Armor)
    Resistances Necrotic
    Immunities Poison, Poisoned condition, Frightened
    Senses Passive Perception 20
    Languages Common, Nurgle
    Challenge 23


    Abilities



    Feel No Pain Any time Typhus takes damage, roll a number of d6s equal to the damage taken. Each 5 or 6 negates a point of damage.

    Bloated Regeneration Typhus regains 20 HP at the start of each of his turns.

    Terminator Armour Typhus has advantage on any save against effects that cause damage.

    Actions



    Manreaper Melee Attack, +15 to hit, 5' reach 2d8+9 damage plus 1d8 necrotic damage.

    Extra Attack (3) Typhus makes four attacks or other attack actions.

    Destroyer Hive 20' burst All creatures (except Typhus) within the burst must make a DC 21 Constitution saving throw, taking 10d8 necrotic damage on a failed saving throw or half on a successful saving throw. In addition, if you fail your saving throw, you are poisoned until the end of your next turn.

    Bonus Actions



    Plague Wind Typhus must make a DC 15 Charisma check (with proficiency). On a success, he summons a cloud of diseased fog. This acts as the Cloudkill spell (DC 18). On a failure of a 1, Typhus takes 6d8 psychic damage.



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    Manreaper-a +2 Greatscythe, imbued with Nurgle power. Deals 2d8 slashing damage plus 1d8 necrotic damage, gives a +2 to hit and a +2 to damage.

    Terminator Armour-See my . (Typhus has a higher AC because he's trained in his armour, and can move well in it, adding half his Dexterity bonus even though it's heavy armour.)


    Defensive CR
    HP 14 base (*1.3 for FNP, +60 Regeneration) for a total of 440 HP, Defensive CR 21
    AC +3 (+2 for 5 point difference, +1 for Terminator Armour, which is comparable to Magic Resistance)
    Defensive CR 24

    Offensive CR
    DPR 12d8+36 (90) or 10d8 (hitting two people on average, for 90) plus Cloudkill (assumed to hit two people) for an extra 45. DPR of 135, for Offensive CR 20.
    Hit bonus is 5 higher, for +2. Save bonus is one lower (on Cloudkill) for no effect.
    Offensive CR 22.

    Overall CR
    (22+24)/2=23
    I have a LOT of Homebrew!

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    Ralcos's Avatar

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    Default Re: Typhus-Monster

    My actual reaction to seeing this Abomination:



    Heresy is afoot. I can smell it.
    Last edited by Ralcos; 2016-05-13 at 12:56 AM.
    Sweet Kobold from Vault 13 by ThePrez1776 !

    "If the powers that be are angry, give them a weapon."

    Homebrew:



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    Default Re: Typhus-Monster

    Everything seem on the up and up, though? CR appropriate?

    Also, word of advice for playing Typhus-bring a LOT of d6s.
    I have a LOT of Homebrew!

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    Default Re: Typhus-Monster

    It looks like a fun encounter to fight with a high-level party. My only problem is the Feel No Pain feature.
    It seems OP for this system to have.
    Sweet Kobold from Vault 13 by ThePrez1776 !

    "If the powers that be are angry, give them a weapon."

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    Colossus in the Playground
     
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    Default Re: Typhus-Monster

    It negates 1/3rd of all damage. Worse than a Bear Totem Barbarian's rage.

    Effectively, it just gives extra HP, which is sorely needed, since his base HP is only CR 14.
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    Barbarian in the Playground
     
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    Default Re: Typhus-Monster

    Looking at the statblock again, you've made your point.
    Looks like he's ready to spread some disease in the Forgotten Realms in the name of Nurgle.
    *Head gets blown off by a Bolter*
    Sweet Kobold from Vault 13 by ThePrez1776 !

    "If the powers that be are angry, give them a weapon."

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  7. - Top - End - #7
    Colossus in the Playground
     
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    Default Re: Typhus-Monster

    Oh-IMPORTANT NOTE!

    Pair Typhus with some kind of flyer who can ground other fliers, or put him in a low-ceilinged room, or something. He's got a speed of 30' and no flight or anything, so he IS VULNERABLE to kiting.
    I have a LOT of Homebrew!

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    Default Re: Typhus-Monster

    I feel like rolling a D6 for every single point of damage is kind of time-consuming and annoying, though. Is there a way to streamline the process?
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    Default Re: Typhus-Monster

    Maybe make it a flat 1/3rd reduction?
    I have a LOT of Homebrew!

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    Default Re: Typhus-Monster

    Quote Originally Posted by JNAProductions View Post
    Maybe make it a flat 1/3rd reduction?
    Probably easier. I mean, rolling all of those dice is fun and 40k-like, but imagine how long it'd take.
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    Default Re: Typhus-Monster

    Quote Originally Posted by JNAProductions View Post
    Maybe make it a flat 1/3rd reduction?
    It would probably be more prudent just to reduce the total HP and give it resistance to all damage types. There's a built-in system for flat damage reduction, after all.

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