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    Orc in the Playground
     
    Zombie

    Join Date
    Oct 2014
    Location
    Trafford, PA
    Gender
    Male

    Default Looking for ideas: mortally wounded

    I'm looking for a way to spice up a few boss monsters in my campaign. I want the idea that, even when mortally wounded -- that is, down to 0 HP -- they're still dangerous. Picture the dragon so large that even when you've pierced it through the heart, it still has a few rounds of fight left in it before the rest of the monster knows it's dead. Has anybody played with this concept?

    It seems to me that it's only a good idea when dealing with large+ creatures with inhuman stamina, and it completely breaks once we add healing. At least, unless we also have a house rule which adds negative HP and makes healing account for them. I'm not looking to go that far.

  2. - Top - End - #2
    Firbolg in the Playground
     
    EvilClericGuy

    Join Date
    Jul 2013
    Location
    Somewhere
    Gender
    Male

    Default Re: Looking for ideas: mortally wounded

    How is it different from simply giving them extra HP?
    It's Eberron, not ebberon.
    It's not high magic, it's wide magic.
    And it's definitely not steampunk. The only time steam gets involved is when the fire and water elementals break loose.

  3. - Top - End - #3
    Titan in the Playground
     
    Kane0's Avatar

    Join Date
    Nov 2011
    Location
    Waterdeep
    Gender
    Male

    Default Re: Looking for ideas: mortally wounded

    Each round past 0 they gain 1d6 levels of exhaustion and cannot be healed.
    Roll for it
    5e Houserules and Homebrew
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  4. - Top - End - #4
    Firbolg in the Playground
     
    Man_Over_Game's Avatar

    Join Date
    Aug 2018
    Location
    Between SEA and PDX.
    Gender
    Male

    Default Re: Looking for ideas: mortally wounded

    Quote Originally Posted by JackPhoenix View Post
    How is it different from simply giving them extra HP?
    Because the goal then isn't to deal damage.

    Core of a hellfire elemental is about to explode. Same effect as a Delayed Fireball, but nullified on Cold damage.

    Eldritch horror loses its magical resistance but continues to thrash about. It devours itself if it cannot deal damage to another creature before the start of its next turn.

    The boss's soul is still intact through its connection to the Astral Plane. It's ghost is immune to nonmagical or necrotic damage, and it's resistant to damage that isn't Radiant, Slashing, Piercing or Bludgeoning. Dealing 20 damage to the ghost, or 100 damage to its corpse, severs the ghost's astral connection to its body, and the ghost disappates for good.
    Last edited by Man_Over_Game; 2020-03-11 at 01:14 PM.

  5. - Top - End - #5
    Colossus in the Playground
     
    JNAProductions's Avatar

    Join Date
    Jul 2014
    Location
    Avatar By Astral Seal!

    Default Re: Looking for ideas: mortally wounded

    Quote Originally Posted by Kane0 View Post
    Each round past 0 they gain 1d6 levels of exhaustion and cannot be healed.
    This is a good general solution.

    MOG also has good ideas for more specific ones.
    I have a LOT of Homebrew!

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