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5e combat system too simple / boring?
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<blockquote data-quote="Celtavian" data-source="post: 6784410" data-attributes="member: 5834"><p>Tell me what you think of this challenge. It's the final room of a dungeon for 6 level 6 characters. You think it can give them a good run?</p><p></p><p></p><p><strong>J8. Bramblemounds:</strong> <em>A huge tree 30 feet high covered in thorny vines resides in the center of the room room. Several smaller trees around 20 feet high stand about the room in various places. The room is 60 feet high with arched of glass. Sunlight lights the room.</em></p><p></p><p>This tree is alive. It is an enormously powerful treant that has been given the duty of guarding the druid’s treasure until forest defenders return. Brambleheart shouts at the PCs, <em>“You are not welcome here. No one can have the treasures of the druids. Death to those that invade the Vault of Thorns.”</em></p><p></p><p><strong>Lair Action:</strong> On initiative count 20 (losing initiative ties), Brambleheart takes a lair action to cause one of the following effects:</p><p></p><p>Entangle: Brambleheart can cause an area to act as the equivalent of an entangle spell. DC 15 strength save and check to escape.</p><p></p><p></p><p><strong>Brambleheart.</strong> Legendary Treant. Gargantuan Plant Neutral Evil</p><p>Armor Class 18 (natural armor); Hit Points 312 (16d20 + 96); Speed 30ft.</p><p>STR 24 (+7) DEX 8 (- 1) CON 22 (+6) INT 12 (+1) WIS 16 (+3) CHA 12 (+1)</p><p>Saves Str +11, Con +11, Wis +7</p><p>Skills Perception +7, Investigation +5, Athletics +11</p><p>Damage Resistances bludgeoning, piercing</p><p>Damage Vulnerabilities fire</p><p>Senses passive Perception 17</p><p>Languages Common, Druidic, Elvish, Sylvan</p><p>Challenge 12 (8400 XP)</p><p></p><p>False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.</p><p>Siege Monster. The treant deals double damage to objects and structures.</p><p></p><p>ACTIONS</p><p>Multiattack. The treant makes two slam attacks. </p><p></p><p>Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 4d6+7 bludgeoning damage.</p><p></p><p>Rock. Ranged Weapon Attack: +11 to hit, range 60/180 ft., one target. Hit: 28 (5d10+7) bludgeoning damage. 10: rocks scattered about the room in easy reach for the treants.</p><p></p><p>Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.</p><p></p><p>Legendary Resistance: 3/day. If the Brambleheart fails a saving throw, it can choose to succeed instead.</p><p></p><p>Legendary Actions: The treant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be usedat a time and only at the end of another creature's turn. The treant regains spent legendary actions at the start of its turn.</p><p></p><p>Blood-drinking Bramble: Melee Weapon Attack: +11 to hit, reach 30 ft., one target. Hit: 4d6+7 piercing damage.</p><p>The blood-drinking bramble stalk wraps the target in a thorny vine that drinks the blood of the target healing the treant. The target takes 6d6 necrotic damage on a hit that the treant heals. The target is restrained and must make a DC 19 strength check to escape from the bramble. The target does not take any more piercing damage from the vine. It does take the blood drain every round. If the treant moves, the target gets dragged with the treant must make a DC 19 Dex save or Acrobatics check to stay on their feet. If they fail, they are knocked prone and dragged with the treant. A vine can be severed by doing 20 points of damage to it. It has an AC of 18. It has the same resistance to bludgeoning and piercing damage as the treant. Fire can burn the bramble to cinders. The treant is covered in the vines and can continue to attack with them indefinitely. </p><p></p><p>Rock (2 actions): Brambleheart can throw a second rock.</p><p></p><p>Attack: The treant can make a Slam attack.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6784410, member: 5834"] Tell me what you think of this challenge. It's the final room of a dungeon for 6 level 6 characters. You think it can give them a good run? [B]J8. Bramblemounds:[/B] [I]A huge tree 30 feet high covered in thorny vines resides in the center of the room room. Several smaller trees around 20 feet high stand about the room in various places. The room is 60 feet high with arched of glass. Sunlight lights the room.[/I] This tree is alive. It is an enormously powerful treant that has been given the duty of guarding the druid’s treasure until forest defenders return. Brambleheart shouts at the PCs, [I]“You are not welcome here. No one can have the treasures of the druids. Death to those that invade the Vault of Thorns.”[/I] [B]Lair Action:[/B] On initiative count 20 (losing initiative ties), Brambleheart takes a lair action to cause one of the following effects: Entangle: Brambleheart can cause an area to act as the equivalent of an entangle spell. DC 15 strength save and check to escape. [B]Brambleheart.[/B] Legendary Treant. Gargantuan Plant Neutral Evil Armor Class 18 (natural armor); Hit Points 312 (16d20 + 96); Speed 30ft. STR 24 (+7) DEX 8 (- 1) CON 22 (+6) INT 12 (+1) WIS 16 (+3) CHA 12 (+1) Saves Str +11, Con +11, Wis +7 Skills Perception +7, Investigation +5, Athletics +11 Damage Resistances bludgeoning, piercing Damage Vulnerabilities fire Senses passive Perception 17 Languages Common, Druidic, Elvish, Sylvan Challenge 12 (8400 XP) False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree. Siege Monster. The treant deals double damage to objects and structures. ACTIONS Multiattack. The treant makes two slam attacks. Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 4d6+7 bludgeoning damage. Rock. Ranged Weapon Attack: +11 to hit, range 60/180 ft., one target. Hit: 28 (5d10+7) bludgeoning damage. 10: rocks scattered about the room in easy reach for the treants. Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. Legendary Resistance: 3/day. If the Brambleheart fails a saving throw, it can choose to succeed instead. Legendary Actions: The treant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be usedat a time and only at the end of another creature's turn. The treant regains spent legendary actions at the start of its turn. Blood-drinking Bramble: Melee Weapon Attack: +11 to hit, reach 30 ft., one target. Hit: 4d6+7 piercing damage. The blood-drinking bramble stalk wraps the target in a thorny vine that drinks the blood of the target healing the treant. The target takes 6d6 necrotic damage on a hit that the treant heals. The target is restrained and must make a DC 19 strength check to escape from the bramble. The target does not take any more piercing damage from the vine. It does take the blood drain every round. If the treant moves, the target gets dragged with the treant must make a DC 19 Dex save or Acrobatics check to stay on their feet. If they fail, they are knocked prone and dragged with the treant. A vine can be severed by doing 20 points of damage to it. It has an AC of 18. It has the same resistance to bludgeoning and piercing damage as the treant. Fire can burn the bramble to cinders. The treant is covered in the vines and can continue to attack with them indefinitely. Rock (2 actions): Brambleheart can throw a second rock. Attack: The treant can make a Slam attack. [/QUOTE]
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