TheNoremac42
Explorer
So my adventurers have reached the final boss of the dungeon. Some background on the story first...
The Adventurers were chilling out in this town for various reasons when it was suddenly attacked by an army of undead and shapeshifters. Although the seige was repelled, it is revealed that the shapeshifters had used the battle as a distraction to kidnap several prominent citizens. Thus, the Adventurers were given the task of saving the VIPs. A princess (a high level wizard) and a few elite soldiers ventured underground with the Adventurers.
The Adventurers discover a hive of the shapeshifters situated beneath the capital of the kingdom. However, the corridors constantly shift and change. This leads the Adventurers to become separated from the NPCs for most of the dungeon where they encounter undead, shapeshifters, random monsters, and slaadi for some reason. Eventually the Adventurers find the bottom layer of the hive where the princess was held captive and her guards killed in some dark necromantic ritual. In the next room they find the queen of the hive.
After a short conversation with the queen, the Adventurers attack. Several drones drop from the ceiling, taking on the appearance of the Adventurers, and sow confusion. Now, at present time, the Cleric decides to cast Spirit Guardians...
Now for the big question, according to the spell description "you can designate any number of creatures you can see to be unaffected by it". How do y'all rule as "designate"? Does the cleric pick those unaffected by name or by sight? Would "my party" or "my allies" qualify as an appropriate designation, or do they have to pick individual creatures?
This spell is capable of wiping out every single drone in one round. Last time the cleric used it, it killed 30+ CR 3 creatures in a single round. Keep in mind that the cleric is level 6 at this time.
Here are the stats for the enemies in the boss fight...
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Changeling Drone
AC: 15 (natural armor)
HP: 16
Speed: 40 ft., flying 60 ft., climb 30 ft.
STR 12 (+1)
DEX 15 (+2)
CON 13 (+1)
INT 8 (-1)
WIS 12 (+1)
CHA 14 (+2)
Skills: Perception +3, Stealth +4, Survival +3, Deception +6
Senses: darkvision 60 ft., passive Perception 13
Languages: Changeling, Common
Challenge 3 (700 XP)
Shapechanger: The changeling can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Chameleon Carapace: The changeling can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide.
Standing Leap: The changeling's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Hive Mind: Groups of three or more changelings gain advantage on Perception checks, Dex and Wis saves, attack rolls, and gain +1 to AC.
ACTIONS
Multiattack: The changeling makes two attacks: one with its bite and one with its claws.
Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can
repeat the saving throw on each of its turns , ending the effect on itself on a success.
Claws: Melee Weapon Attack: +3 to hit, reach 5 ft. , one target. Hit: 6 (2d4 + 1) slashing damage.
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Changeling Praetorian Elite
Large monstrosity, chaotic evil
Armor Class 19 (natural armor)
Hit Points: 110
Speed 30ft., burrow 20 ft.
STR 22 (+6)
DEX 13 (+1)
CON 16 (+3)
INT 9 (-1)
WIS 10 (+0)
CHA 10 (+0)
Senses darkvision 120ft., tremorsense 60ft.,
passive Perception 10
Languages: Changeling
Challenge 5 (1 ,800 XP)
Confusing Gaze: When a creature starts its turn within 30 feet of the Changeling Praetorian and is able to see the Praetorian's eyes, the
Praetorian can magically force it to make a DC 15 Charisma saving throw, unless the umber hulk is incapacitated. On a failed saving throw, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 1 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the umber hulk until the start of its next turn, when it can avert its eyes again. If the creature looks at the Praetorian in the meantime, it must immediately make the save.
Tunneler: The Changeling Praetorian can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake.
ACTIONS
Multiattack: The Changeling Praetorian makes three attacks: two with its claws and one with its mandibles.
Claw: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 6) slashing damage.
Mandibles: Melee Weapon Attack: +9 to hit, reach 5 ft. , one target. Hit: 14 (2d8 + 6) slashing damage.
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Changeling Queen
Huge Monstrosity
Chaotic Evil
AC: 17 (natural armor)
HP: 206
Speed: 30ft, flying 60 ft.
STR: 14 (+2)
DEX: 17 (+3)
CON: 14 (+2)
INT: 15 (+2)
WIS: 15 (+2)
CHA: 20 (+5)
Condition Immunities: Charmed
Damage Resistances: Psychic, Poison
Skills: Stealth +7, Arcana +6, History +6, Insight +6, Perception +6, Deception +9, Persuasion +9
Senses: Blindsight 10ft, Darkvision 60 ft, Passive Perception 17,
Languages: Changeling, Common, Elvish, Gnomish, Dwarvish
Challenge: 10
Shapechanger: The changeling can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Chameleon Carapace: The changeling can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide.
Standing Leap: The changeling's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Confusing Gaze: When a creature starts its turn within 30 feet of the Changeling Queen and is able to see the her eyes, she can magically force it to make a DC 18 Charisma saving throw, unless she is incapacitated. On a failed saving throw, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 1 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the umber hulk until the start of its next turn, when it can avert its eyes again. If the creature looks at the Praetorian in the meantime, it must immediately make the save.
Innate Spellcasting: Level 13 spellcaster. CHA. +10 spell bonus. Save DC 18.
At will: Minor Illusion, Light, Eldritch Blast, Friends, Poison Spray
3/day: Sleep, Detect Thoughts, Vampiric Touch
1/day: Mass Suggestion, Disintegrate
ACTIONS
Multiattack: The Changeling Queen makes two attacks: one with its bite and one with its claws.
Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 4 (2d6 + 3) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can
repeat the saving throw on each of its turns , ending the effect on itself on a success.
Claws: Melee Weapon Attack: +7 to hit, reach 5 ft. , one target. Hit: 6 (4d4 + 3) slashing damage.
Charm: One humanoid that the Changeling Queen can see within 30 feet of it must succeed on a DC 18 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys Chrysalis's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to the Queen's Charm for the next 24 hours. She can have only one target charmed at a time. If it charms another, the effect on the previous target ends.
The Adventurers were chilling out in this town for various reasons when it was suddenly attacked by an army of undead and shapeshifters. Although the seige was repelled, it is revealed that the shapeshifters had used the battle as a distraction to kidnap several prominent citizens. Thus, the Adventurers were given the task of saving the VIPs. A princess (a high level wizard) and a few elite soldiers ventured underground with the Adventurers.
The Adventurers discover a hive of the shapeshifters situated beneath the capital of the kingdom. However, the corridors constantly shift and change. This leads the Adventurers to become separated from the NPCs for most of the dungeon where they encounter undead, shapeshifters, random monsters, and slaadi for some reason. Eventually the Adventurers find the bottom layer of the hive where the princess was held captive and her guards killed in some dark necromantic ritual. In the next room they find the queen of the hive.
After a short conversation with the queen, the Adventurers attack. Several drones drop from the ceiling, taking on the appearance of the Adventurers, and sow confusion. Now, at present time, the Cleric decides to cast Spirit Guardians...
Now for the big question, according to the spell description "you can designate any number of creatures you can see to be unaffected by it". How do y'all rule as "designate"? Does the cleric pick those unaffected by name or by sight? Would "my party" or "my allies" qualify as an appropriate designation, or do they have to pick individual creatures?
This spell is capable of wiping out every single drone in one round. Last time the cleric used it, it killed 30+ CR 3 creatures in a single round. Keep in mind that the cleric is level 6 at this time.
Here are the stats for the enemies in the boss fight...
-----------------------
Changeling Drone
AC: 15 (natural armor)
HP: 16
Speed: 40 ft., flying 60 ft., climb 30 ft.
STR 12 (+1)
DEX 15 (+2)
CON 13 (+1)
INT 8 (-1)
WIS 12 (+1)
CHA 14 (+2)
Skills: Perception +3, Stealth +4, Survival +3, Deception +6
Senses: darkvision 60 ft., passive Perception 13
Languages: Changeling, Common
Challenge 3 (700 XP)
Shapechanger: The changeling can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Chameleon Carapace: The changeling can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide.
Standing Leap: The changeling's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Hive Mind: Groups of three or more changelings gain advantage on Perception checks, Dex and Wis saves, attack rolls, and gain +1 to AC.
ACTIONS
Multiattack: The changeling makes two attacks: one with its bite and one with its claws.
Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can
repeat the saving throw on each of its turns , ending the effect on itself on a success.
Claws: Melee Weapon Attack: +3 to hit, reach 5 ft. , one target. Hit: 6 (2d4 + 1) slashing damage.
-----
Changeling Praetorian Elite
Large monstrosity, chaotic evil
Armor Class 19 (natural armor)
Hit Points: 110
Speed 30ft., burrow 20 ft.
STR 22 (+6)
DEX 13 (+1)
CON 16 (+3)
INT 9 (-1)
WIS 10 (+0)
CHA 10 (+0)
Senses darkvision 120ft., tremorsense 60ft.,
passive Perception 10
Languages: Changeling
Challenge 5 (1 ,800 XP)
Confusing Gaze: When a creature starts its turn within 30 feet of the Changeling Praetorian and is able to see the Praetorian's eyes, the
Praetorian can magically force it to make a DC 15 Charisma saving throw, unless the umber hulk is incapacitated. On a failed saving throw, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 1 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the umber hulk until the start of its next turn, when it can avert its eyes again. If the creature looks at the Praetorian in the meantime, it must immediately make the save.
Tunneler: The Changeling Praetorian can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake.
ACTIONS
Multiattack: The Changeling Praetorian makes three attacks: two with its claws and one with its mandibles.
Claw: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 6) slashing damage.
Mandibles: Melee Weapon Attack: +9 to hit, reach 5 ft. , one target. Hit: 14 (2d8 + 6) slashing damage.
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Changeling Queen
Huge Monstrosity
Chaotic Evil
AC: 17 (natural armor)
HP: 206
Speed: 30ft, flying 60 ft.
STR: 14 (+2)
DEX: 17 (+3)
CON: 14 (+2)
INT: 15 (+2)
WIS: 15 (+2)
CHA: 20 (+5)
Condition Immunities: Charmed
Damage Resistances: Psychic, Poison
Skills: Stealth +7, Arcana +6, History +6, Insight +6, Perception +6, Deception +9, Persuasion +9
Senses: Blindsight 10ft, Darkvision 60 ft, Passive Perception 17,
Languages: Changeling, Common, Elvish, Gnomish, Dwarvish
Challenge: 10
Shapechanger: The changeling can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Chameleon Carapace: The changeling can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide.
Standing Leap: The changeling's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Confusing Gaze: When a creature starts its turn within 30 feet of the Changeling Queen and is able to see the her eyes, she can magically force it to make a DC 18 Charisma saving throw, unless she is incapacitated. On a failed saving throw, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 1 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the umber hulk until the start of its next turn, when it can avert its eyes again. If the creature looks at the Praetorian in the meantime, it must immediately make the save.
Innate Spellcasting: Level 13 spellcaster. CHA. +10 spell bonus. Save DC 18.
At will: Minor Illusion, Light, Eldritch Blast, Friends, Poison Spray
3/day: Sleep, Detect Thoughts, Vampiric Touch
1/day: Mass Suggestion, Disintegrate
ACTIONS
Multiattack: The Changeling Queen makes two attacks: one with its bite and one with its claws.
Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 4 (2d6 + 3) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can
repeat the saving throw on each of its turns , ending the effect on itself on a success.
Claws: Melee Weapon Attack: +7 to hit, reach 5 ft. , one target. Hit: 6 (4d4 + 3) slashing damage.
Charm: One humanoid that the Changeling Queen can see within 30 feet of it must succeed on a DC 18 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys Chrysalis's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to the Queen's Charm for the next 24 hours. She can have only one target charmed at a time. If it charms another, the effect on the previous target ends.