D&D 5E Help With fixing the BBEG, after he got destroyed in 3 rounds

What do you think of an adaptive ability? More uses of the same spells may build up an immunity, like a Bacteria with Antibiotics. Simply attacking won't work after a while.

Thank you though, for the detail and effort you've put into this.
That seems like a neat Legendary ability, not something to go on ordinary monsters.

The PCs are seriously more powerful than their level indicates, so you need to use higher level monsters. The "Challenge Rating" system had enough problems without this.
 

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NotQuiteANoble

Explorer
This isn't supposed to be an ordinary monster. I just grossly underestimated his abilities(I was hoping his 4 allies would help, but a 7th level Call Lightning didn't help). He just wasn't strong enough, my fault completely on that.
 



Dragonborn Zealot Barbarian- Belt of Storm Giant Strength, Volt Edge(+3 Greatsword and deals 2d6 Lightning damage as well, don't really know how these items got approved by the DM) and nothing else of interest aside from some Boots of Striding and Springing(he joined later)

Aasimar Paladin- +3 Greatsword, Demon Armor and a Ring of Protection.

The bloody Ki-Rin- True Polymorph scroll another DM randomly rolled turned him into the literal stat block-https://5e.tools/bestiary/kirin-vgm.html

Elf Wizard- Robe of the Archmagi, Staff of Defence, Ring of Invisibility, Boots of Elvenkind, Bag of Holding, Master's Amulet, and a spellbook the size of a small library, as well as WAY too many scrolls.

Machina-Shield Guardian with a cloak of displacement.
Good Lord. That is NOT a CR 13 party. Ok - this is going to take some work.
 

OK OP, for the party you describe above - try this:

Alias
Medium Undead, neutral evil
Armor Class 22 (natural Armor)
Hit Points 300 (35d8+140)
Speed 40 ft., fly 40 ft.

STR-14 (+2), DEX-20 (+5), CON-18 (+4), INT-13 +1), WIS-18 (+4), CHA-24(+7)

Resistant: Psychic, Cold, Lightning*, Radiant*
Immune: Necrotic, Poison; Bludgeoning, Piercing and Slashing from nonmagical weapons
Condition Immunity: Charmed, Exhaustion, Frightened, Paralysed, Poisoned, Stunned
Saving Throws Con +12 Wis +12, Int + 9
Skills: Insight +9, Perception +12, Persuasion +15, Deception +15, Arcana +17, Acrobatics +13
Senses: truesight 120 ft, passive perception 22
Languages: all, Telepathy 120’
Challenge 23 (50,000 XP) – Proficiency bonus +8

Regeneration- Alias recovers 30 hit points at the start of his turn as long as he has at least 1 hit point, and he hasn’t taken any radiant damage since the end of his last turn.

First to battle: Alias treats all Dexterity checks to determine initiative as if he rolled a natural 20.

Jack of all Trades: Alias gains +4 to any ability checks that he does not normally add his proficiency bonus to.

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

Magic resistance. Alias has advantage on saves vs other spells and magical effects.

Magic Weapons. Alias’ weapon attacks are magical.

Turn Immunity – as Revenant

Hateful Ricochet: As a reaction, Alias adds +8 to its AC against one melee Attack that would hit him. To do so, Alias must see the attacker and be wielding a melee weapon. If this reaction causes an attack to miss, Alias can make one attack with Mythcarver at the same creature, and as part of the same reaction.

Spellcasting- Alias is a 17th level spellcaster. He uses Charisma for his DC and spell attacks (DC 23). Aliases spells are cast without somatic or material components, using the power of Song of Chaos in the Dark speech of Thanatos. He has the following Bard spells prepared:

0-Mind Sliver, Minor Illusion, Friends, Thunderclap
1(4)- Bane, Cure Wounds, Healing Word, Thunderwave
2(3)- Misty Step, Invisibility, Suggestion
3(3)-Dispel Magic, Major Image, Lighting bolt
4(3)- Greater Invisibility, Dimension Door, Death Ward (1 slot used)
5(2)-Scrying, Synaptic Static, Steel Wind Strike
6(1)-Ottos Irresistable dance
7(1)-Teleport
8(1)-Glibness, Feeblemind (1 slot used)
9(1)- Foresight (1 slot used)

Alias has cast Death ward, Glibness and Foresight prior to any battle with the PC's.

_____________________ Actions _____________________

Multiattack- Alias makes two attacks with Mythcarver, and one attack with Deconstructing Touch:

- Mythcarver - melee weapon attack +15 to hit, one target – Hit: 12 (1d10+7) slashing and 14 (4d6) force damage.

- Deconstructing Touch: - melee spell attack (+15 to hit). On a hit, the target must make a DC 15 Con save, or magically take 10d6+40 force damage on a failed save, or half as much on a success. If the target is reduced to zero hit points, they are disintegrated, and are reduced to dust.

Legendary Actions (Alias has 3 legendary actions)-

- Striking Enmity (1)- Alias makes one attack with Mythcarver

- Quickened Retort (1-3)- Alias expends a number of legendary actions in order to cast a spell of a maximum level equal the number of actions spent x 2

- Lightning reflexes (2)- If Alias has spent his reaction, he instantly regains it as if it were the start of his turn

Equipment: Alias has Boots of flying, Mythcarver (a +2 Longsword with the Finesse property that grants its wielder advantage on Charisma ability checks) and Half plate of Radiant resistance (factored into above), and a Ring of Lightning resistance.

-----------------------------
Tactics:

Alias is immune to being surprised (thanks to Foresight) and always gains an initiative check result of 29 (thanks to his First to battle and Jack of all Trades ability).

On his first turn, he targets the Ki-Rin with Dispel magic. Thanks to Glibness his Charisma check is 15, plus 7 for Charisma, plus 4 for Jack of all Trades for a total result of 26 - meaning True Polymorph is dispelled and the Ki Rin is reduced to his normal form.

He then flies 40' straight up.

He makes judicial use of Counterspell to counter any attempts by enemy casters to counter any of his own spells including the dispel magic (his counters cannot themselves be countered as they lack any V, S or M components).

If engaged in melee and he still has his reaction available, he uses Hateful retort against the first attack that hits and is less than a 30 (granting him an AC of 30 and causing the attack to miss) and then whacks the martial PC with mythcarver as part of the same reaction.

For his first legendary action, he refreshes his reaction if it is spent with his lightning reflexes ability. If it is not spent, he uses Quickened retort to blow 3 legendary actions to cast Steel Wind strike (+15), ending his reaction within 5' of the Wizard, and as far away from the Barbarian and Paladin as possible.

He also frequently uses this reaction to cast Misty step for extra movement (1 LA), Dispel Magic (2 LA) if there are any problem spells in operation, or for other spells such as pinning an enemy martial to the spot with Ottos irresistible dance for 3 LA (although his preference is to recharge his reaction to enable him to counter enemy spells, and to use his Hateful retort Parry ability to scare the melee fighters to death).

If trapped in a forcecage or wall of force he uses Misty Step to escape, using his reaction to cast it if necessary.

Your parties weakness is they lack the ability to fly (barring the Ki-Rin) and are extremely melee centric. Dispelling the True Polymorph on the Ki Rin will have the PCs on the back foot from the start of the encounter, and they'll have to figure out how to deal with a flying spellcaster, who can parry 1 attack each turn, and can easily counter the Wizards attempts to get the Melee guys flying.

The Wizard needs to figure out how to get more than 60' away from Alias or become unseen (to avoid his counter spells) or wait till Alias is out of reactions (ready action perhaps) in order to cast Fly on the PC martials.

In other words, they'll have to think their way out of this one.
 
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GlassJaw

Hero
When I had a look, it was already really helpful, specifically with multiple forms
Yeah the multiple forms section is awesome. I've used it to great effect. Again, boss battles are about draining resources and it's a great way to do that while also giving your characters a "rest" (healing surge) in between. The Minions, Elites, and Solos section is also excellent for quick adjustments.

Be aware that his stuff gets incredibly detailed and enters over-design territory. It's not meant to be used as a whole and instead kitchen sink toolbox of ideas to pick and choose from.
 

When my brother was running a game and ended up with one of the characters being OP (to the point I told him that it was starting to feel like we were all playing sidekick to his story), he used a series of fake BBEGs and "final encounters" to wear that particular character down before the real one showed up (it helped that they would always nova most encounters).

Both Bel and Zariel want the characters dead, so that's not really hard to do.
 

hopeless

Adventurer
The more I think about this what if that hand mirror the "good" Alias is carrying not only creates duplicates of the PCs but upon breaking causes them to swap bodies with their duplicates so your PCs wake up stark naked and encounter what they think is another Alias who alerts them to the fact the one they just killed used the opportunity for a very nasty revenge.
Their real bodies are now in the possession of their insane duplicates and are now laying waste to everything they have ever treasured.
Attacking this Alias reveals its just a projected image as it laughs leaving them in Alias's former hidden base having to find the gear as they figure their way out of a trap and monster filled base from the very heart in an effort to escape before their evil doubles ruin their reputations...
I did consider their families and homes but from what little I know I suspect their reputations are more important since if they do survive and escape they're now wanted for the crimes their duplicates have committed and no matter what magic they use it still incriminates them as the doubles are using their actual bodies and the PCs are in effectively cloned or Mirror of Opposition created bodies...
Imagine how the people who try divination or other magic to discern their true nature will react to THAT!
 

Blue

Ravenous Bugblatter Beast of Traal
OK that's some relevant information! He is packing two legendary items there in a Belt of Storm Giant Strength and a +3 Sword (and likely has even more stuff).


They didn't really 'manage' to get insanely strong- the DM (you?) let them.

There is nothing wrong with gonzo OTT magic item campaigns, but I personally would never have handed that level of stuff out, at that frequency. I mean your 13th level barbarian is at +17 to hit (with advantage from reckless attack!).

I can clearly see why the BBEG you presented above got absolutely murdered. With 150 hit points, Im surprised he even lasted a single round.

Can you provide a summary of the 4 x PCs with a list of relevant magic items, and I can stat up a challenge for them if you would like using your NPC above as inspiration.
Actually, I'm surprised they had problems with Bel with that much magic. At the end of our Avernus campaign our 13th level characters with much less in terms of magic (except for our paladin) were able to defeat him. Tough battle, but with buffing like Heroes Feast against his fear, not impossible. We did have more than four PCs though.
 

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