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D&D 5E Created Ooze boss would like some feed back on it thoughts critiscims welcomed

Nightbeat84

Explorer
This thing is seriously tough for 8th level PCs. It has high HP + regeneration + a ton of resistances and immunities. Spell casters are basically screwed and martials don't fair much better. On the flip side, it is dishing out at least 180 HP of damage per round. Not sure how many PCs you've got, but if this thing is played straight up I think it is going to mow through your group. Maybe they can out run it?

Personally, unless you are looking for a TPK or you want them to run away, this ooze is to much for 8th lvl group. Maybe a range heavy group with magic weapons could take it on.
The party composition is barbarian w/ greatweapon master, celestial healing warlock,paladin 3/cleric 5, shadow monk, assassin rogue. Which all have magical weapons and the paladin having a +2 sun blade that does an extra d8 to fiennds and undead
 

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dave2008

Legend
The party composition is barbarian w/ greatweapon master, celestial healing warlock,paladin 3/cleric 5, shadow monk, assassin rogue. Which all have magical weapons and the paladin having a +2 sun blade that does an extra d8 to fiennds and undead
Every group is different, but if your throwing this guy at your group you will need some beefed-up Demon Lords at the end of the adventure. Luckily, I go you covered: 5e Epic Monster Updates, Demon Lords & Princes

PS you can get a printer friendly version here: 5e Epic Monster Updates
 

Nightbeat84

Explorer
Every group is different, but if your throwing this guy at your group you will need some beefed-up Demon Lords at the end of the adventure. Luckily, I go you covered: 5e Epic Monster Updates, Demon Lords & Princes

PS you can get a printer friendly version here: 5e Epic Monster Updates
I had a chance to skim through the demon lords fantastic work with the stat blocks but had a question why is demogorgon,orcus,graz'zt,Fraz much higher in CR then jubilex,Baphomet,zuggtmoy and yeenoghu are they not supposed to be all equal in strength? I thought that's what the Lore was saying and why none of them could make a move on each other for fear the others would attack ? Or is this just personal preference?
 

ad_hoc

(they/them)
I had a chance to skim through the demon lords fantastic work with the stat blocks but had a question why is demogorgon,orcus,graz'zt,Fraz much higher in CR then jubilex,Baphomet,zuggtmoy and yeenoghu are they not supposed to be all equal in strength? I thought that's what the Lore was saying and why none of them could make a move on each other for fear the others would attack ? Or is this just personal preference?

Demogorgon fights Juiblex.

Demogorgon manages a victory.

Orcus now fights and kills the weakened Demogorgon.
 

Quickleaf

Legend
The party all have magical +1 and the paladin has +2 sun blade from the adventure. They are also have oil for there equipment to resist the melting of there stuff. Now with all the information that you just plugged in I'm definitely going to lower the damage and alternative was going to offer them acid resistant potions I wasn't sure at first?

Really, your question seems to boil down to this: How high above their "weight class" can an 8th level party hit?

I don't know your party. I don't know how many PCs, player skill, if they have special abilities and/or class features and/or spells that will be especially well-suited to this fight, whether they have NPC allies/henchmen, and I don't know whether this will be the only fight that day or whether it will be one of several fights they have (i.e. don't know how fresh they will be coming into this).

Anecdotally, I can report that I had a four-person 6th level party take down a CR 12 titanoboa (from Tome of Beasts) which was a really brutal fight that nearly killed two PCs and completely tapped their resources, but they prevailed through clever thinking and a bit of luck. So that was a CR = their level + 6.

I later ran that same four-man party at 10th level against a CR 16 star spawn larva mage with a magic item and nasty Lair Actions that probably made it more like a CR 17. Again, it was a brutal fight that really tapped their resources, but skillful play avoided any deaths. So that was a CR = their level +7.

My hunch is you could make this boss a CR 14 and that would be plenty challenging.

EDIT: I can take a stab at writing up what I think would be a more reasonable version of Garos.
 
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Quickleaf

Legend
@Nightbeat84 Here's my stab at your monster. I erred toward the deadlier side since it sounds like your party has plenty of magic items. Monster maths are in spoilers.

Notice I dropped its AC and HP, removed slashing immunity (as discussed), reduced its Regeneration (generally 20 regen should have a way to be countered by the PCs), restricted its Multiattack to at-will spells, overall dropped its damage, clarified its ranged acid attack, removed blur from its spell list entirely (I thought about giving it dissonant whispers but decided to leave that up to you), removed the up-leveling from mind thrust, and made its Move legendary action more thematic (Surge). Also notice that I didn't include its conjured ooze minions into the calculations; I'd assume these are just treated as monsters with your normal encounter building maths (if any).

effective HP = ((200 + (3 * 10) regen)) * 1.25 resistances + (3 * 30) legendary resistance = 377
effective AC = 11 + 2 saves + 2 magic resistance = 15
Defensive CR 18

DPR = 5 lair action: green slime, one round + (2 * 17) multiattack:slam + 10 multiattack: at-will spell: mind thrust + 17 legendary action: slam + (4 * 2) legendary action: surge + (0) legendary action: spell: ego whip or compulsion = 74
effective attack = +10
Offensive CR 12

Total CR =
(18 + 12) / 2 = 15

Garos
Huge fiend (demon, ooze), Chaotic Evil

Armor Class 11 (natural armor)
Hit Points 200 (16d12+96)
Speed 25 ft., climb 25 ft.
STR DEX CON INT WIS CHA
20 (+5) 7 (-2) 22 (+6) 16 (+3) 14 (+2) 14 (+2)
Saving Throws Con +11, Wis +7, Cha +7
Skills Athletics +10, Perception +7
Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, lightning, poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, poisoned, prone, restrained, stunned, unconscious
Senses blindsight 80 ft., darkvision 120 ft., passive Perception 17
Languages Abyssal, Gnomish, Undercommon, telepathy 120 ft.
Challenge 15 (13,000 XP)

Amorphous. Garos can can move through a space as narrow as 1 inch wide without squeezing.

Corrosive Form. A creature that touches Garos or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits Garos corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.

Innate Spellcasting. Garos’ innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: detect thoughts, mind thrust (UA)
3/day each: compulsion, ego whip (UA)
1/day: project image

Legendary Resistance (3/Day). If Garos fails a saving throw, it can choose to succeed instead.

Magic Resistance. Garos has advantage on saving throws against spells and other magical effects.

Magic Weapons. Garos’ weapon attacks are magical.

Regeneration. Garos regains 10 hit points at the start of its turn if it has at least 1 hit point.

Spider Climb. Garos can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack.
Garos makes two Slam attacks and casts an at-will spell. Alternatively, Garos makes two Acid Orb attacks and casts an at-will spell.

Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6+4) bludgeoning damage plus 4 (1d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Acid Orb. Ranged Spell Attack: +8 to hit, range 60/240 ft., one target. Hit: 13 (3d8) acid damage, and each creature within 5 feet of the target takes 4 (1d8) acid damage, or half as much damage on a successful DC 16 Dexterity saving throw.

Legendary Actions
Garos can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Garos regains spent legendary actions at the start of its turn.

Cast a Spell. Garos casts a spell.
Slam. Garos makes a Slam attack.
Surge. Garos moves its speed, and may attempt to move through Large or smaller creatures during this move. Each creature that it attempts to move through must succeed an opposed Athletics check against Garos. If the creature succeeds, Garos’ movement ends. If the creature fails, it takes 4 (1d8) acid damage and is forcibly moved up to 10 feet to a space within 5 feet of Garos, as Garos chooses.

Lair Actions
On initiative count 20 (losing initiative ties), Garos can take a lair action to cause one of the following effects. It can’t use the same effect two rounds in a row.
  • Garos summons 1d4 oozes of CR 1/2 or less (e.g. sooze in Creature Codex 334). The oozes appear within 60 feet of Garos and act on their own initiative.
  • Garos creates a patch of green slime (DMG 105) on a surface within 60 feet.
 

Nightbeat84

Explorer
Little backstory on why i created this boss monster i am currently running Out of the Abyss campaign and my party is now facing the Ooze onslaught about occur in Blingdenstone. The big bad is the pudding king and i found hes stat block underwhelming and anti climatic. There is a big build up to reach this point so i wanted a more memorable fight. There are no boss monster in the ooze category. Also he suppose to be like an emissary of the demon lord Juiblex. So i created this guy my party is currently lv 8.
Edit. So here is version 2.0 of Garos. Also this model was created by the very talented CometLord i got it as a patreon reward and he also has a store online to purchase the files so shout out to him. Comet Lord Miniatures
sorry it uploaded the wrong file now i have the proper one
 

Nice Form! @Quickleaf

The corrosive equipment damage will lead to a Total Party Restock.

My only quibble is the mechanics of the Surge, Legendary Action are a little unclear.

What about an effect like the Tidal Wave spell, only it costs 2 Legendary Actions, and a failed save knocks one Prone and swept with along Garos. You can alter the spell save to be a Strength saving throws to be more consistent with the original text.

Good Monster for a 8th level party, solo Legendary Mob encounter.
 

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