Trit One-Ear
Explorer
Hey all,
My players are reaching a big chapter-conclusion fight next session, and I've been building a special monster for the occasion. This is my first time building my own monsters in 5th Ed, and in many ways the first time running a big single-boss monster fight. As such I'd love some insight and advice before this weekend's session.
Without getting too deep into the story, they are poised to fight a drow mage that has siphoned the power from a chromatic dragon. As such, I've mainly based the physical stats off a green dragon (figuring its clever nature made it a good choice for a sly, manipulative drow) and the mental stats off the drow mage.
Right now it feels really... busy. The spell-casting trait is the one I feel will be least likely to come into play, thought throwing out a nasty insect plague might come in handy. Please let me know if there are any major blunders, or even just things you feel would be better changed!
Party composition: 6 PC's, all 7th level (might include their 3rd level Ranger guide in the final fight)
Goliath Barbarian (Ancestral Guardian)
Human Bard (College of Valor)
Human Cleric (Tempest Domain)
Dragonborn Rogue (Thief Archetype)
Halfling Sorcerer (Wild Magic)
Human Wizard (UA Loremaster School)
- Trit
Drow-Dragon Hybrid
Huge dragon fey, neutral evil
Armor Class: 18 (natural armor)
Hit Points: 242 (21d12 + 105) (effective 302)
Speed: 40 ft., fly 60 ft., climb 40 ft.
STR: 20 (+5) DEX: 16 (+3) CON: 20 (+5)
INT: 13 (+1) WIS: 18 (+4) CHA: 18 (+4)
Saving Throws: Dex +7, Con: +9, Wix +8, Cha +8
Skills: Insight +7, Perception +7, Religion + 5, Stealth + 7
Damage Immunities: See Chromatic Adaptation for details.
Condition Immunities: See Chromatic Adaptation for details.
Senses: Darkvision 120 ft., passive Perception 17
Languages: Common, Elven, Undercommon
Challenge: CR 12 (8,400 xp)
Chromatic Adaptation: At the start of the hybrid's turn, roll a d6. The hybrid takes on aspects of a color of dragon, based on the result of the roll. The hybrid has these traits until the beginning of her next turn. Consult the following table:
[TABLE="width: 500"]
[TR]
[TD]d6 result[/TD]
[TD]Color(s)[/TD]
[TD]Resistances/Immunities[/TD]
[TD]Breath weapon[/TD]
[/TR]
[TR]
[TD]1[/TD]
[TD]Black or Copper[/TD]
[TD]Immunity: Acid[/TD]
[TD]Acid, 5 by 60 ft line. (Dex save)[/TD]
[/TR]
[TR]
[TD]2[/TD]
[TD]Blue or Bronze[/TD]
[TD]Immunity: Lightning[/TD]
[TD]Lightning, 5 by 60 ft line. (Dex save)[/TD]
[/TR]
[TR]
[TD]3[/TD]
[TD]Brass or Red[/TD]
[TD]Immunity: Fire[/TD]
[TD]Fire, 60 ft. cone (Dex save)[/TD]
[/TR]
[TR]
[TD]4[/TD]
[TD]Green[/TD]
[TD]Immunity: Poison, Poisoned condition[/TD]
[TD]Poison, 60 ft. cone (Con save)[/TD]
[/TR]
[TR]
[TD]5[/TD]
[TD]Silver or White[/TD]
[TD]Immunity: Cold [/TD]
[TD]Cold, 60 ft. cone (Con save)[/TD]
[/TR]
[TR]
[TD]6[/TD]
[TD]Chromatic[/TD]
[TD]Resistance: Bludgeoning, slashing and piercing from nonmagical weapons.[/TD]
[TD]None.[/TD]
[/TR]
[/TABLE]
Fey Ancestry: The hybrid has advantage on saving throws against being charmed, and magic can't put it to sleep.
Innate Spellcasting: The hybrid's innate spellcasting ability is Charisma (spells save DC 16). She can innately cast the following spells, requiring no materiel components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)
Legendary Resistance (3/day): If the hybrid fails a saving throw, it can choose to succeed instead.
Spellcasting: The hybrid is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save DC 16, +8 to hit with spell attacks). The hybrid has the following cleric spells prepared:
Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgy
1st level (4 slots): animal frienship, cure wounds, detect poison and disease, ray of sickness
2nd level (3 slots): lesser restoration, protection from poison, web
3rd level (3 slots): conjure animals (2 giant spiders), dispel magic
4th level (3 slots): divination, freedom of movement
5th level (2 slots): insect plague, mass cure wounds
Spiderclimb: The hybrid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Sensitivity: While in sunlight, the hybrid has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Web Walker: The hybrid ignores movement restrictions caused by webbing.
Actions
Multiattack: The hybrid makes three attacks: one with its bite and two with its claws. Alternatively it can attack with its bite and cast one spell.
Bite: Melee Weapon attack: +8 to hit, reach 10ft, one target.
Hit: 2d10 + 5 (16) piercing damage.
Claw: Melee Weapon attack: +8 to hit, reach 5ft., one target.
Hit: 2d6 + 5 (12) slashing damage.
Tail: Melee Weapon attack: +8 to hit, reach 15ft., one target.
Hit: 2d8 + 5 (14) bludgeoning damage.
Breath Weapon (Recharge 5-6): The dragon exhales a dangerous breath weapon. See Chromatic Adaptation for details concerning area shape, save required and damage type. Each creature in the area must make the listed save (DC 17) or take 38 (11d6) damage of the given damage type, or half as much damage on a successful save.
Legendary Actions
The hybrid 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. The hybrid rregains spent legendary actions at the start of its turn.
Decect: The hybrid makes a Wisdom (Perception) check.
Cast a Spell (Costs 1-3 actions): The hybrid expends a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that she has prepared. Doing so costs 1 legendary action per level of the spell.
Tail Attack: The hybrid makes a tail attack.
Wing Attack (Costs 2 actions): The hybrid beats its wings. Each creature within 10 feet of the hybrid must succeed a DC 18 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The hybrid can fly up to half its flying speed.
My players are reaching a big chapter-conclusion fight next session, and I've been building a special monster for the occasion. This is my first time building my own monsters in 5th Ed, and in many ways the first time running a big single-boss monster fight. As such I'd love some insight and advice before this weekend's session.
Without getting too deep into the story, they are poised to fight a drow mage that has siphoned the power from a chromatic dragon. As such, I've mainly based the physical stats off a green dragon (figuring its clever nature made it a good choice for a sly, manipulative drow) and the mental stats off the drow mage.
Right now it feels really... busy. The spell-casting trait is the one I feel will be least likely to come into play, thought throwing out a nasty insect plague might come in handy. Please let me know if there are any major blunders, or even just things you feel would be better changed!
Party composition: 6 PC's, all 7th level (might include their 3rd level Ranger guide in the final fight)
Goliath Barbarian (Ancestral Guardian)
Human Bard (College of Valor)
Human Cleric (Tempest Domain)
Dragonborn Rogue (Thief Archetype)
Halfling Sorcerer (Wild Magic)
Human Wizard (UA Loremaster School)
- Trit
Drow-Dragon Hybrid
Huge dragon fey, neutral evil
Armor Class: 18 (natural armor)
Hit Points: 242 (21d12 + 105) (effective 302)
Speed: 40 ft., fly 60 ft., climb 40 ft.
STR: 20 (+5) DEX: 16 (+3) CON: 20 (+5)
INT: 13 (+1) WIS: 18 (+4) CHA: 18 (+4)
Saving Throws: Dex +7, Con: +9, Wix +8, Cha +8
Skills: Insight +7, Perception +7, Religion + 5, Stealth + 7
Damage Immunities: See Chromatic Adaptation for details.
Condition Immunities: See Chromatic Adaptation for details.
Senses: Darkvision 120 ft., passive Perception 17
Languages: Common, Elven, Undercommon
Challenge: CR 12 (8,400 xp)
Chromatic Adaptation: At the start of the hybrid's turn, roll a d6. The hybrid takes on aspects of a color of dragon, based on the result of the roll. The hybrid has these traits until the beginning of her next turn. Consult the following table:
[TABLE="width: 500"]
[TR]
[TD]d6 result[/TD]
[TD]Color(s)[/TD]
[TD]Resistances/Immunities[/TD]
[TD]Breath weapon[/TD]
[/TR]
[TR]
[TD]1[/TD]
[TD]Black or Copper[/TD]
[TD]Immunity: Acid[/TD]
[TD]Acid, 5 by 60 ft line. (Dex save)[/TD]
[/TR]
[TR]
[TD]2[/TD]
[TD]Blue or Bronze[/TD]
[TD]Immunity: Lightning[/TD]
[TD]Lightning, 5 by 60 ft line. (Dex save)[/TD]
[/TR]
[TR]
[TD]3[/TD]
[TD]Brass or Red[/TD]
[TD]Immunity: Fire[/TD]
[TD]Fire, 60 ft. cone (Dex save)[/TD]
[/TR]
[TR]
[TD]4[/TD]
[TD]Green[/TD]
[TD]Immunity: Poison, Poisoned condition[/TD]
[TD]Poison, 60 ft. cone (Con save)[/TD]
[/TR]
[TR]
[TD]5[/TD]
[TD]Silver or White[/TD]
[TD]Immunity: Cold [/TD]
[TD]Cold, 60 ft. cone (Con save)[/TD]
[/TR]
[TR]
[TD]6[/TD]
[TD]Chromatic[/TD]
[TD]Resistance: Bludgeoning, slashing and piercing from nonmagical weapons.[/TD]
[TD]None.[/TD]
[/TR]
[/TABLE]
Fey Ancestry: The hybrid has advantage on saving throws against being charmed, and magic can't put it to sleep.
Innate Spellcasting: The hybrid's innate spellcasting ability is Charisma (spells save DC 16). She can innately cast the following spells, requiring no materiel components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)
Legendary Resistance (3/day): If the hybrid fails a saving throw, it can choose to succeed instead.
Spellcasting: The hybrid is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save DC 16, +8 to hit with spell attacks). The hybrid has the following cleric spells prepared:
Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgy
1st level (4 slots): animal frienship, cure wounds, detect poison and disease, ray of sickness
2nd level (3 slots): lesser restoration, protection from poison, web
3rd level (3 slots): conjure animals (2 giant spiders), dispel magic
4th level (3 slots): divination, freedom of movement
5th level (2 slots): insect plague, mass cure wounds
Spiderclimb: The hybrid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Sensitivity: While in sunlight, the hybrid has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Web Walker: The hybrid ignores movement restrictions caused by webbing.
Actions
Multiattack: The hybrid makes three attacks: one with its bite and two with its claws. Alternatively it can attack with its bite and cast one spell.
Bite: Melee Weapon attack: +8 to hit, reach 10ft, one target.
Hit: 2d10 + 5 (16) piercing damage.
Claw: Melee Weapon attack: +8 to hit, reach 5ft., one target.
Hit: 2d6 + 5 (12) slashing damage.
Tail: Melee Weapon attack: +8 to hit, reach 15ft., one target.
Hit: 2d8 + 5 (14) bludgeoning damage.
Breath Weapon (Recharge 5-6): The dragon exhales a dangerous breath weapon. See Chromatic Adaptation for details concerning area shape, save required and damage type. Each creature in the area must make the listed save (DC 17) or take 38 (11d6) damage of the given damage type, or half as much damage on a successful save.
Legendary Actions
The hybrid 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. The hybrid rregains spent legendary actions at the start of its turn.
Decect: The hybrid makes a Wisdom (Perception) check.
Cast a Spell (Costs 1-3 actions): The hybrid expends a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that she has prepared. Doing so costs 1 legendary action per level of the spell.
Tail Attack: The hybrid makes a tail attack.
Wing Attack (Costs 2 actions): The hybrid beats its wings. Each creature within 10 feet of the hybrid must succeed a DC 18 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The hybrid can fly up to half its flying speed.
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