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Have you experienced very high-level (18+) play in 5e? Tell me about it!
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<blockquote data-quote="millface" data-source="post: 6978573" data-attributes="member: 6871222"><p>In my experience (I play with 6-8 players, so this might be pretty different from the norm) regular monsters become sort of old hat after level 13 or so. It's very difficult to actually challenge a party without making the combat incredibly bulky and time consuming at that point. So, for our high level portion of the campaign I homebrewed the Vord race from Jim Butcher's Codex Alera. Accidentally made them TOO powerful, then had to start ramping things up for the party by offering things like vampirism, a minor shard of divinity that was intended to be split among the party to give them a power boost but was taken entirely by one character, so I had to homebrew what the heck that would be like. Things were almost to the point where it was too ridiculous to continue, but we managed to make it fun.</p><p></p><p>Party ended up being Two Vampires, a demigod druid who had gone pretty crazy from his taking on so much knowledge and power all at once (The shard of divinity came from two gods battling each other, and he took on some of the traits of both, one was good, one evil, so he would randomly shift alignment and saved every day to try to stabilize, he never quite got there, but we made it work and it was hella fun)</p><p></p><p>So:</p><p></p><p>Vampire Bladelock</p><p>Vampire Shadow Monk/Assassin</p><p>Shardmind Pscionicist a fellow GM and I brought up from 4E so he could retain his character</p><p>Bard that prioritized ranged combat (oathbow) </p><p>Human Wizard</p><p>Drow Druid Demigod (I made up the rules for godhood in great detail to make it somewhat fair)</p><p></p><p>All level 18-19</p><p></p><p>The final battle took place in the middle of an attack on Silverymoon by the Vord army. The Queen and a former PC that she had corrupted riding on the back of a Vord template Terrasque</p><p></p><p>Homebrewed things ended up being Divinity and rules for that, the Vord themselves along with a template and several types of them, The Shardmind and Pscionicist</p><p></p><p>TL;DR: The challenge curve is really difficult to maintain, and I almost screwed everything up trying to make something challenging enough by overshooting, then almost screwed up again by having to homebrew detailed rulesets to expand the party's power, but by the skin of my teeth managed to keep it all together and everyone said it was the most fun they've ever had playing D&D. Verdict? High level play is really flipping difficult to DM, but can be rewarding if you put in the work.</p><p></p><p>I don't know if anyone cares, but this is the BBEG that I created. This fight was absolutely epic, and I somehow did manage to balance out the powers on both sides to be almost perfectly matched.</p><p></p><p>The Vord Queen </p><p>Medium Aberration (True Neutral)</p><p>________________________________________</p><p>Armor Class: 24</p><p>Hit Points: 335</p><p>Speed: 45 ft. (60 ft. fly)</p><p>________________________________________</p><p>Str 28 (+9) Dex 30 (+10) Con 24 (+7) Int 26 (+8) Wis 28 (+9) Cha 20 (+5)</p><p>________________________________________</p><p>Skills: Perception + 15, Athletics +15, Acrobatics +16, Deception + 11</p><p>Senses: Passive Perception 28, Inhuman Senses, True Seeing</p><p>Immunities: Mind Control, Paralyzation, Poison Damage, Cold Damage</p><p>Saves: Dex +16, Con +13, Str + 15, Int +12, Wis +12, Cha +11</p><p>________________________________________</p><p>Inhuman Sense: The Vord Queen’s senses are heightened to supernatural levels, she can effectively see in all forms of light and can detect invisible creatures within a 40 foot radius as long as she can hear or smell. </p><p>Perfect Adaptability: Any class ability and any spell or spell-like ability that the Lesser Queen sees used she automatically learns and can subsequently use.</p><p>Darwin’s Culmination: The Vord Queen is the pinnacle of carbon based evolution and has resistance to all forms of damage. She regenerates 30 hit points at the start of each of her turns. She is unaffected by spells below 6th Level.</p><p>Legendary Resistance (3): Three times per day the Vord Queen can choose to succeed at a failed saving throw.</p><p>The True Queen: The Queen’s direct presence inspires the Vord around her. Any Vord unit within 30 feet of the Queen receives a +10 bonus to damage on melee attacks and advantage on saving throws against magic and magical effects.</p><p>________________________________________</p><p>Actions</p><p>Multiattack. The Vord Queen makes 4 attacks, Three with her long sword and one claw attack.</p><p>FlameBlade. Melee weapon attack. +17 to hit, 5 ft. reach. Hit (1d8+12/4d6 fire)</p><p>Claw. Melee weapon attack. +15 to hit, 5 ft. reach. Hit (1d8+9/4d6 poison) DC 22 paralyzation on hit.</p><p>________________________________________</p><p>Legendary Actions (5)</p><p>Cast an Adapted Spell (2) The Vord Queen casts one of her learned spells or uses one of her learned class abilities. </p><p>Move The Vord Queen Moves without provoking an opportunity attack.</p><p>Grasping Croach (2) The croach grows rapidly and wraps itself around anyone in a 10’ radius, DC 22 Acrobatics or Athletics or any non-vord in the area is immobile. They may make this check again at the end of each of their turns. This area is difficult terrain.</p><p>Genetic Deconstruction (3) The Vord Queen alters the genetic makeup of her target, DC 22 Con Save or the target loses 3D6 in a random statistic and is stunned and prone, writhing on the ground until the end of their next turn. On a save the target loses 2D6 in a random statistic and is not stunned.</p><p>Arc Lightning (3 Recharge 2) The Queen extends a hand and a 60 ft. cone of lightning bursts forth, dealing 25D6 (75) damage on a failed Dex save, half that on a successful one.</p><p>Attack</p></blockquote><p></p>
[QUOTE="millface, post: 6978573, member: 6871222"] In my experience (I play with 6-8 players, so this might be pretty different from the norm) regular monsters become sort of old hat after level 13 or so. It's very difficult to actually challenge a party without making the combat incredibly bulky and time consuming at that point. So, for our high level portion of the campaign I homebrewed the Vord race from Jim Butcher's Codex Alera. Accidentally made them TOO powerful, then had to start ramping things up for the party by offering things like vampirism, a minor shard of divinity that was intended to be split among the party to give them a power boost but was taken entirely by one character, so I had to homebrew what the heck that would be like. Things were almost to the point where it was too ridiculous to continue, but we managed to make it fun. Party ended up being Two Vampires, a demigod druid who had gone pretty crazy from his taking on so much knowledge and power all at once (The shard of divinity came from two gods battling each other, and he took on some of the traits of both, one was good, one evil, so he would randomly shift alignment and saved every day to try to stabilize, he never quite got there, but we made it work and it was hella fun) So: Vampire Bladelock Vampire Shadow Monk/Assassin Shardmind Pscionicist a fellow GM and I brought up from 4E so he could retain his character Bard that prioritized ranged combat (oathbow) Human Wizard Drow Druid Demigod (I made up the rules for godhood in great detail to make it somewhat fair) All level 18-19 The final battle took place in the middle of an attack on Silverymoon by the Vord army. The Queen and a former PC that she had corrupted riding on the back of a Vord template Terrasque Homebrewed things ended up being Divinity and rules for that, the Vord themselves along with a template and several types of them, The Shardmind and Pscionicist TL;DR: The challenge curve is really difficult to maintain, and I almost screwed everything up trying to make something challenging enough by overshooting, then almost screwed up again by having to homebrew detailed rulesets to expand the party's power, but by the skin of my teeth managed to keep it all together and everyone said it was the most fun they've ever had playing D&D. Verdict? High level play is really flipping difficult to DM, but can be rewarding if you put in the work. I don't know if anyone cares, but this is the BBEG that I created. This fight was absolutely epic, and I somehow did manage to balance out the powers on both sides to be almost perfectly matched. The Vord Queen Medium Aberration (True Neutral) ________________________________________ Armor Class: 24 Hit Points: 335 Speed: 45 ft. (60 ft. fly) ________________________________________ Str 28 (+9) Dex 30 (+10) Con 24 (+7) Int 26 (+8) Wis 28 (+9) Cha 20 (+5) ________________________________________ Skills: Perception + 15, Athletics +15, Acrobatics +16, Deception + 11 Senses: Passive Perception 28, Inhuman Senses, True Seeing Immunities: Mind Control, Paralyzation, Poison Damage, Cold Damage Saves: Dex +16, Con +13, Str + 15, Int +12, Wis +12, Cha +11 ________________________________________ Inhuman Sense: The Vord Queen’s senses are heightened to supernatural levels, she can effectively see in all forms of light and can detect invisible creatures within a 40 foot radius as long as she can hear or smell. Perfect Adaptability: Any class ability and any spell or spell-like ability that the Lesser Queen sees used she automatically learns and can subsequently use. Darwin’s Culmination: The Vord Queen is the pinnacle of carbon based evolution and has resistance to all forms of damage. She regenerates 30 hit points at the start of each of her turns. She is unaffected by spells below 6th Level. Legendary Resistance (3): Three times per day the Vord Queen can choose to succeed at a failed saving throw. The True Queen: The Queen’s direct presence inspires the Vord around her. Any Vord unit within 30 feet of the Queen receives a +10 bonus to damage on melee attacks and advantage on saving throws against magic and magical effects. ________________________________________ Actions Multiattack. The Vord Queen makes 4 attacks, Three with her long sword and one claw attack. FlameBlade. Melee weapon attack. +17 to hit, 5 ft. reach. Hit (1d8+12/4d6 fire) Claw. Melee weapon attack. +15 to hit, 5 ft. reach. Hit (1d8+9/4d6 poison) DC 22 paralyzation on hit. ________________________________________ Legendary Actions (5) Cast an Adapted Spell (2) The Vord Queen casts one of her learned spells or uses one of her learned class abilities. Move The Vord Queen Moves without provoking an opportunity attack. Grasping Croach (2) The croach grows rapidly and wraps itself around anyone in a 10’ radius, DC 22 Acrobatics or Athletics or any non-vord in the area is immobile. They may make this check again at the end of each of their turns. This area is difficult terrain. Genetic Deconstruction (3) The Vord Queen alters the genetic makeup of her target, DC 22 Con Save or the target loses 3D6 in a random statistic and is stunned and prone, writhing on the ground until the end of their next turn. On a save the target loses 2D6 in a random statistic and is not stunned. Arc Lightning (3 Recharge 2) The Queen extends a hand and a 60 ft. cone of lightning bursts forth, dealing 25D6 (75) damage on a failed Dex save, half that on a successful one. Attack [/QUOTE]
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