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Boss Villain Template
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<blockquote data-quote="CapnZapp" data-source="post: 7153331" data-attributes="member: 12731"><p>My 5E update of <a href="http://slyflourish.com/villain_template.html" target="_blank">Sly Flourish' template</a>:</p><p></p><p><em>This template is intended to boost the threat and challenge of specific named creatures. These are your primary villains in your campaign. It isn't intended for every BBEG or nasty monster, just the ones that matter the most to your game's storyline. Save this template for those battles where a named boss really needs the help.</em></p><p></p><p><span style="font-size: 15px">The Boss Villain Template</span></p><ul> <li data-xf-list-type="ul">This monster starts with twice as many hit points as normal.</li> <li data-xf-list-type="ul">While fatigued, poisoned, stunned, unconscious, dominated, blinded, paralyzed or incapacitated; this creature instead becomes <strong>agonized</strong> (see below)</li> <li data-xf-list-type="ul">When immobilized, restrained, or slowed, this creature instead subtracts 10 ft from each of its movement Speeds.</li> <li data-xf-list-type="ul">When removed from the battlefield (banished, mazed, forcecaged, turned to stone etc), this creature is instead restrained and <strong>agonized</strong> (see below).</li> <li data-xf-list-type="ul">This creature is immune to forced movement. It can still choose to be moved.</li> <li data-xf-list-type="ul">This creature cannot be knocked prone.</li> <li data-xf-list-type="ul">After losing more than half its maximum hit points, this creature adds +5 damage per tier to all attacks.</li> </ul><p>An <strong>agonized</strong> creature shows clear distress and agony and becomes vulnerable to all damage, but remains on the battlefield capable of fighting back. </p><p></p><p><em>Tell your players about this template early and make it clear when a monster has it. This type of house rule shouldn't come as a surprise. Tell your players about it, explain why it is needed, and make sure they know ahead of time when it is in play. Does this break the immersion? Yes. But we're in the middle of a game here, where players choose attacks based on class features and monster knowledge and dice rolls. We can reveal the mechanics early to help them not waste spells they have been saving up. We still want them to enjoy their abilities, yet they shouldn't expect to see them work so effectively on a named boss.</em></p><p></p><p><a href="http://slyflourish.com/villain_template.html" target="_blank">http://slyflourish.com/villain_template.html</a></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7153331, member: 12731"] My 5E update of [URL="http://slyflourish.com/villain_template.html"]Sly Flourish' template[/URL]: [I]This template is intended to boost the threat and challenge of specific named creatures. These are your primary villains in your campaign. It isn't intended for every BBEG or nasty monster, just the ones that matter the most to your game's storyline. Save this template for those battles where a named boss really needs the help.[/I] [SIZE=4]The Boss Villain Template[/SIZE] [LIST] [*]This monster starts with twice as many hit points as normal. [*]While fatigued, poisoned, stunned, unconscious, dominated, blinded, paralyzed or incapacitated; this creature instead becomes [B]agonized[/B] (see below) [*]When immobilized, restrained, or slowed, this creature instead subtracts 10 ft from each of its movement Speeds. [*]When removed from the battlefield (banished, mazed, forcecaged, turned to stone etc), this creature is instead restrained and [B]agonized[/B] (see below). [*]This creature is immune to forced movement. It can still choose to be moved. [*]This creature cannot be knocked prone. [*]After losing more than half its maximum hit points, this creature adds +5 damage per tier to all attacks. [/LIST] An [B]agonized[/B] creature shows clear distress and agony and becomes vulnerable to all damage, but remains on the battlefield capable of fighting back. [I]Tell your players about this template early and make it clear when a monster has it. This type of house rule shouldn't come as a surprise. Tell your players about it, explain why it is needed, and make sure they know ahead of time when it is in play. Does this break the immersion? Yes. But we're in the middle of a game here, where players choose attacks based on class features and monster knowledge and dice rolls. We can reveal the mechanics early to help them not waste spells they have been saving up. We still want them to enjoy their abilities, yet they shouldn't expect to see them work so effectively on a named boss.[/I] [url]http://slyflourish.com/villain_template.html[/url] [/QUOTE]
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