CapnZapp
Legend
As written, the Sewn Sisters are presented as an encounter against three Night Hags. That is not nearly enough for my needs, and weak even against a party of the prescribed level. I want a truly epic fight after they reach the sixth and final level of the dungeon, and besides, my party is severely over-leveled anyway. So here I present an alternate encounter suggestion for anyone interested
Two issues need solving: making the Hags "CR appropriate", and solving the action economy. To be truly challenging/memorable, a good BBEG fight needs to give the bad guy or guys action economy equality at the very least.
Problem 1 suggestion: base the Hags on the Crone stats of Book of Beautiful Horrors (fan work, freely available); they're CR 15 instead of CR 5.
Problem 2 suggestion: have the Hags perfect a clone (or clones) of the adventurers as an evil ally. There should be an equal number of enemies as heroes - so with five players you need two Clones to supplement three Sisters.
Here's my take on those ideas, given my party of six characters, powerful for their level (14).
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When the three hags appear, they do so besides/behind one Champion each. These three Champions are called Stupid, Foolish and Ugly, and they are identical clones to the respective adventurer they're cloned from, with one major exception:
A clone cannot use any active ability unless first exhibited by its original. Passive abilities and values are available right from the start.
For example: If the hero is a Paladin and uses Blinding Smite, that spell becomes available to the clone too. If a Monk uses Ki for Flurry of Blows, from that point on its clone can do that too. If a Wizard doesn't use the Shield spell, however, during the encounter, its clone won't either.
In contrast, the clone can already from the get-go make two attacks if the original has Extra Attack - that is not an active ability you consciously choose to "turn on". Same with Rogue sneak damage, even though you decide when to use it you never turn it "on" and "off".
The clone starts with the same number of hp the original has currently, the same saving throw bonuses, damage expressions, the lot - including bonuses from equipment. (In short, use the original's current scores right off the bat, no complicated recalculations as in 3E).
However, since the clone's equipment is illusory, it can't drink a Potion of Healing just because its hero does - that liquid is separate from the character. Some judgement calls may be needed from the DM. If the original starts the fight with temporary hp from whatever source (such as a Potion already quaffed), these apply to the clone as well. If the original has +3 to AC for a +1 Shield, the clone's AC matches that, even though it has no lootable equipment. Yes, this is one fancy cloning technique!
(But very easy on the DM )
--
Here's how to create the Champions:
Step 1) “Stupid”: randomly choose one character with negative Int modifier (if nobody, choose among those with a 0–1 Int modifier; then 2–3 modifier)
Step 2) “Foolish”: randomly choose one character (not Stupid) with negative Wis modifier (or 0–1 modifier, or 2–3 modifier)
Step 3) “Ugly”: randomly choose one character (not Stupid or Foolish) with negative Cha modifier (or 0–1 modifier, or 2–3 modifier)
They have the exact same stats as their original, as explained above; no calculations whatsoever.
They don't use any active abilities at all, unless first used by their original* - thus vastly cutting down on administration and DM brain overload! (*Simply put: If the original uses a spell or magic item power, the clone can too)
--
Sewn Sisters. Use “Crone” stats (Beautiful8)
Action:
if her Hex not active → random (roll d6 on table below) Mistress of Hexes plus (if in melee) two melee attacks
if her Eyebite (Conc) not active → Eyebite plus (if in melee) two melee attacks
or → Dissonant Whisper (Wisdom DC 16, not on Incapacitated or deafened targets): 3d6 psychic plus spend reaction to move away.
Mistress of Hexes (tweaked version)
1-2. Boiling Blood. DC 18 Constitution Saving Throw. Incapacitated until end of Sister's next round. Take 10 (3d6) fire and 10 (3d6) necrotic damage.
3-4. Doomed. DC 18 Wisdom Saving Throw. Disadvantage on attack rolls. Vulnerability to one damage type, chosen by the Hag. Save at end of your turns to get rid of it.
5. Leech. DC 18 Wisdom Saving Throw. Take 10 (3d6) necrotic damage at start of your turns, lowering your maximum hp, and healing the leeching Hag. Save at end of your turns to get rid of it.
6. Twisted. DC 18 Strength Saving Throw. Blinded, deafened, Charisma 1. Negated by taking 1 point of damage per point of Charisma lost.
--
When the party has completed all Trials and say they move out into the main room to use the keys on the Skeleton Gate and/or start to buff up, roll initiative (in my case, six heroes, six enemies) and phase in the Sisters and their Champion(s) in a not easily fireballed configuration.
Suggestion:
Entrance to #72: Peggy Deadbells. Bloated legs, mace, veiled face, bloody apron. “Ugly”.
AC 16. Hp 141. Immune to 3rd level spell slots. Mace: +10 to hit, 13 (2d8 + 4) damage
Spell: Eyebite, Asleep (Charisma DC 16)
Skeleton Gate: Baggy Nanna. Fat, Cleaver, Cage sewn over her head. “Stupid”.
AC 15. Hp 201. Immune to 4th level spell slots. Cleaver: +8 to hit, 23 (4d8 + 6) damage
Spell: Eyebite, Sickened (Intelligence DC 16)
Entrance to #73: Widow Groat. Wears noose around neck, scimitar. “Foolish”.
AC 17. Hp 171. Immune to 5th level spell slots. Scimitar: +12 to hit, 18 (3d8 + 5) damage
Spell: Eyebite, Panicked (Wisdom DC 16)
With only four players, maybe use only Foolish. With only five players, maybe use only Ugly and Foolish.
Two issues need solving: making the Hags "CR appropriate", and solving the action economy. To be truly challenging/memorable, a good BBEG fight needs to give the bad guy or guys action economy equality at the very least.
Problem 1 suggestion: base the Hags on the Crone stats of Book of Beautiful Horrors (fan work, freely available); they're CR 15 instead of CR 5.
Problem 2 suggestion: have the Hags perfect a clone (or clones) of the adventurers as an evil ally. There should be an equal number of enemies as heroes - so with five players you need two Clones to supplement three Sisters.
Here's my take on those ideas, given my party of six characters, powerful for their level (14).
-----------------------------------
When the three hags appear, they do so besides/behind one Champion each. These three Champions are called Stupid, Foolish and Ugly, and they are identical clones to the respective adventurer they're cloned from, with one major exception:
A clone cannot use any active ability unless first exhibited by its original. Passive abilities and values are available right from the start.
For example: If the hero is a Paladin and uses Blinding Smite, that spell becomes available to the clone too. If a Monk uses Ki for Flurry of Blows, from that point on its clone can do that too. If a Wizard doesn't use the Shield spell, however, during the encounter, its clone won't either.
In contrast, the clone can already from the get-go make two attacks if the original has Extra Attack - that is not an active ability you consciously choose to "turn on". Same with Rogue sneak damage, even though you decide when to use it you never turn it "on" and "off".
The clone starts with the same number of hp the original has currently, the same saving throw bonuses, damage expressions, the lot - including bonuses from equipment. (In short, use the original's current scores right off the bat, no complicated recalculations as in 3E).
However, since the clone's equipment is illusory, it can't drink a Potion of Healing just because its hero does - that liquid is separate from the character. Some judgement calls may be needed from the DM. If the original starts the fight with temporary hp from whatever source (such as a Potion already quaffed), these apply to the clone as well. If the original has +3 to AC for a +1 Shield, the clone's AC matches that, even though it has no lootable equipment. Yes, this is one fancy cloning technique!
(But very easy on the DM )
--
Here's how to create the Champions:
Step 1) “Stupid”: randomly choose one character with negative Int modifier (if nobody, choose among those with a 0–1 Int modifier; then 2–3 modifier)
Step 2) “Foolish”: randomly choose one character (not Stupid) with negative Wis modifier (or 0–1 modifier, or 2–3 modifier)
Step 3) “Ugly”: randomly choose one character (not Stupid or Foolish) with negative Cha modifier (or 0–1 modifier, or 2–3 modifier)
They have the exact same stats as their original, as explained above; no calculations whatsoever.
They don't use any active abilities at all, unless first used by their original* - thus vastly cutting down on administration and DM brain overload! (*Simply put: If the original uses a spell or magic item power, the clone can too)
--
Sewn Sisters. Use “Crone” stats (Beautiful8)
Action:
if her Hex not active → random (roll d6 on table below) Mistress of Hexes plus (if in melee) two melee attacks
if her Eyebite (Conc) not active → Eyebite plus (if in melee) two melee attacks
or → Dissonant Whisper (Wisdom DC 16, not on Incapacitated or deafened targets): 3d6 psychic plus spend reaction to move away.
Mistress of Hexes (tweaked version)
1-2. Boiling Blood. DC 18 Constitution Saving Throw. Incapacitated until end of Sister's next round. Take 10 (3d6) fire and 10 (3d6) necrotic damage.
3-4. Doomed. DC 18 Wisdom Saving Throw. Disadvantage on attack rolls. Vulnerability to one damage type, chosen by the Hag. Save at end of your turns to get rid of it.
5. Leech. DC 18 Wisdom Saving Throw. Take 10 (3d6) necrotic damage at start of your turns, lowering your maximum hp, and healing the leeching Hag. Save at end of your turns to get rid of it.
6. Twisted. DC 18 Strength Saving Throw. Blinded, deafened, Charisma 1. Negated by taking 1 point of damage per point of Charisma lost.
--
When the party has completed all Trials and say they move out into the main room to use the keys on the Skeleton Gate and/or start to buff up, roll initiative (in my case, six heroes, six enemies) and phase in the Sisters and their Champion(s) in a not easily fireballed configuration.
Suggestion:
Entrance to #72: Peggy Deadbells. Bloated legs, mace, veiled face, bloody apron. “Ugly”.
AC 16. Hp 141. Immune to 3rd level spell slots. Mace: +10 to hit, 13 (2d8 + 4) damage
Spell: Eyebite, Asleep (Charisma DC 16)
Skeleton Gate: Baggy Nanna. Fat, Cleaver, Cage sewn over her head. “Stupid”.
AC 15. Hp 201. Immune to 4th level spell slots. Cleaver: +8 to hit, 23 (4d8 + 6) damage
Spell: Eyebite, Sickened (Intelligence DC 16)
Entrance to #73: Widow Groat. Wears noose around neck, scimitar. “Foolish”.
AC 17. Hp 171. Immune to 5th level spell slots. Scimitar: +12 to hit, 18 (3d8 + 5) damage
Spell: Eyebite, Panicked (Wisdom DC 16)
With only four players, maybe use only Foolish. With only five players, maybe use only Ugly and Foolish.