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Having Fun with AI (Optimized 20th level character vs. a Tarrasque et al)
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<blockquote data-quote="Mercurius" data-source="post: 9628734" data-attributes="member: 59082"><p>A monster that defeats that character 50% of the time:</p><p></p><p>[SPOILER="Void Harbinger"]</p><h3><strong>Monster Name: Void Harbinger </strong></h3> <ul> <li data-xf-list-type="ul"><strong>Challenge Rating (CR) </strong>: <strong>24</strong></li> <li data-xf-list-type="ul"><strong>Role </strong>: A cosmic entity designed to counter high-level spellcasters and martial characters alike.</li> <li data-xf-list-type="ul"><strong>Theme </strong>: An embodiment of anti-magic and entropy, capable of nullifying magic and overwhelming foes with raw power.</li> </ul><p></p><p>[HR][/HR]</p><h3><strong>Key Abilities and Traits</strong></h3><h4><strong>Ability Scores</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Strength </strong>: 26 (+8)</li> <li data-xf-list-type="ul"><strong>Dexterity </strong>: 18 (+4)</li> <li data-xf-list-type="ul"><strong>Constitution </strong>: 24 (+7)</li> <li data-xf-list-type="ul"><strong>Intelligence </strong>: 22 (+6)</li> <li data-xf-list-type="ul"><strong>Wisdom </strong>: 20 (+5)</li> <li data-xf-list-type="ul"><strong>Charisma </strong>: 24 (+7)</li> </ul><p></p><h4><strong>Hit Points</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Average HP </strong>: ~500 (18d12 + 300 from Constitution modifier).</li> <li data-xf-list-type="ul"><strong>High Durability </strong>: Enough to withstand multiple rounds of combat against the Archmage Warlord.</li> </ul><p></p><h4><strong>Armor Class (AC)</strong></h4> <ul> <li data-xf-list-type="ul"><strong>AC </strong>: 22 (natural armor).</li> </ul><p></p><h4><strong>Damage Resistances/Immunities</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Resistances </strong>: Bludgeoning, piercing, and slashing damage from non-magical attacks.</li> <li data-xf-list-type="ul"><strong>Immunities </strong>: Psychic, poison, necrotic, and force damage.</li> <li data-xf-list-type="ul"><strong>Condition Immunities </strong>: Charmed, frightened, paralyzed, poisoned, stunned.</li> </ul><p></p><h4><strong>Speed</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Walking Speed </strong>: 40 ft.</li> <li data-xf-list-type="ul"><strong>Flight Speed </strong>: 60 ft. (hover).</li> </ul><p></p><h4><strong>Saving Throws</strong></h4> <ul> <li data-xf-list-type="ul">Proficient in all saving throws: +12 (Strength), +10 (Dexterity), +13 (Constitution), +12 (Intelligence), +11 (Wisdom), +13 (Charisma).</li> </ul><p></p><p>[HR][/HR]</p><h3><strong>Special Traits</strong></h3><h4><strong>1. Nullification Aura</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Effect </strong>: Within 30 feet of the Void Harbinger, all magical effects are suppressed as if under an <em>Antimagic Field </em>. Spells cannot be cast, and ongoing magical effects (e.g., concentration spells) are dispelled.</li> <li data-xf-list-type="ul"><strong>Impact </strong>: This cripples the Archmage Warlord’s ability to rely on high-level spells like <em>Meteor Swarm </em>or <em>Disintegrate </em>. They must close the distance to use melee attacks or cantrips.</li> </ul><p></p><h4><strong>2. Entropic Grasp</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Effect </strong>: The Void Harbinger’s unarmed strikes deal 4d8 + 8 force damage. If the attack hits, the target must succeed on a DC 22 Constitution saving throw or take an additional 3d10 necrotic damage and have their hit point maximum reduced by the same amount until they finish a long rest.</li> <li data-xf-list-type="ul"><strong>Impact </strong>: This directly targets the Archmage Warlord’s low HP and forces them to retreat or risk death.</li> </ul><p></p><h4><strong>3. Legendary Resistance (3/day)</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Effect </strong>: If the Void Harbinger fails a saving throw, it can choose to succeed instead.</li> <li data-xf-list-type="ul"><strong>Impact </strong>: Ensures the monster survives key moments, such as avoiding <em>Time Stop </em>shenanigans or <em>Power Word Kill </em>.</li> </ul><p></p><h4><strong>4. Magic Absorption</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Effect </strong>: Whenever the Void Harbinger is targeted by a spell, it regains hit points equal to the spell’s level × 10. It also gains advantage on saving throws against spells.</li> <li data-xf-list-type="ul"><strong>Impact </strong>: Makes the Archmage Warlord’s spellcasting less effective and even beneficial to the monster.</li> </ul><p></p><h4><strong>5. Void Step</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Effect </strong>: As a bonus action, the Void Harbinger can teleport up to 60 feet to an unoccupied space it can see.</li> <li data-xf-list-type="ul"><strong>Impact </strong>: Allows it to close the distance quickly or escape dangerous situations.</li> </ul><p></p><p>[HR][/HR]</p><h3><strong>Actions</strong></h3><h4><strong>Multiattack</strong></h4> <ul> <li data-xf-list-type="ul">The Void Harbinger makes three attacks: two with its claws and one with its tail.</li> </ul><p></p><h4><strong>Claw Attack</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Attack </strong>: Melee Weapon Attack: +14 to hit, reach 10 ft., one target.</li> <li data-xf-list-type="ul"><strong>Hit </strong>: 2d10 + 8 slashing damage plus 3d8 force damage.</li> </ul><p></p><h4><strong>Tail Smash</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Attack </strong>: Melee Weapon Attack: +14 to hit, reach 15 ft., one target.</li> <li data-xf-list-type="ul"><strong>Hit </strong>: 3d12 + 8 bludgeoning damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be knocked prone.</li> </ul><p></p><h4><strong>Entropic Burst (Recharge 5–6)</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Effect </strong>: The Void Harbinger unleashes a burst of entropic energy in a 60-foot radius. Each creature in the area must make a DC 22 Dexterity saving throw, taking 10d10 force damage and 10d10 necrotic damage on a failed save, or half as much on a successful one.</li> <li data-xf-list-type="ul"><strong>Impact </strong>: Deals massive damage and bypasses many resistances, threatening the Archmage Warlord’s survival.</li> </ul><p></p><p>[HR][/HR]</p><h3><strong>Legendary Actions</strong></h3><p>The Void Harbinger can take 3 legendary actions per round, choosing from the following options:</p><p></p><p></p><ol> <li data-xf-list-type="ol"><strong>Claw Strike </strong>: Make one claw attack.</li> <li data-xf-list-type="ol"><strong>Nullify Spell </strong>: Target one creature within 60 feet. The next spell that creature casts before the end of its turn is automatically countered.</li> <li data-xf-list-type="ol"><strong>Teleport </strong>: Use Void Step.</li> </ol><p></p><p>[HR][/HR]</p><h3><strong>Combat Dynamics</strong></h3><h4><strong>Round-by-Round Analysis</strong></h4> <ol> <li data-xf-list-type="ol"><strong>Turn 1 (Void Harbinger) </strong>:<br /> <ul> <li data-xf-list-type="ul">Moves into range and uses Entropic Grasp to deal significant damage and reduce the Archmage Warlord’s hit point maximum.</li> <li data-xf-list-type="ul">Activates Nullification Aura to suppress the Archmage Warlord’s spells.</li> </ul></li> <li data-xf-list-type="ol"><strong>Turn 1 (Archmage Warlord) </strong>:<br /> <ul> <li data-xf-list-type="ul">Unable to rely on high-level spells, the Archmage Warlord must use cantrips (<em>Eldritch Blast </em>) or close the distance for melee attacks.</li> <li data-xf-list-type="ul">Attempts to reposition or use mobility spells (<em>Misty Step </em>) to avoid retaliation.</li> </ul></li> <li data-xf-list-type="ol"><strong>Subsequent Rounds </strong>:<br /> <ul> <li data-xf-list-type="ul">The Void Harbinger uses its Multiattack and Legendary Actions to overwhelm the Archmage Warlord.</li> <li data-xf-list-type="ul">The Archmage Warlord struggles to deal meaningful damage due to the Nullification Aura and Magic Absorption.</li> </ul></li> </ol><p></p><h4><strong>Win Conditions</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Best Case for Void Harbinger </strong>: The Nullification Aura and Entropic Grasp cripple the Archmage Warlord early, leading to a quick victory.</li> <li data-xf-list-type="ul"><strong>Best Case for Archmage Warlord </strong>: They manage to outlast the Void Harbinger’s durability using Action Surge and cantrips, exploiting any mistakes in positioning.</li> </ul><p></p><p>[HR][/HR]</p><h3><strong>Probability Estimate</strong></h3> <ul> <li data-xf-list-type="ul"><strong>Void Harbinger Wins </strong>: ~<strong>50% of the time </strong>.<ul> <li data-xf-list-type="ul">The Nullification Aura and Magic Absorption severely limit the Archmage Warlord’s spellcasting, forcing them into unfavorable melee combat.</li> <li data-xf-list-type="ul">High durability and damage output ensure the Void Harbinger can survive prolonged fights.</li> </ul></li> <li data-xf-list-type="ul"><strong>Archmage Warlord Wins </strong>: ~<strong>50% of the time </strong>.<ul> <li data-xf-list-type="ul">The Archmage Warlord’s versatility and mobility allow them to exploit openings or prolong the fight until the Void Harbinger makes a critical mistake.</li> </ul></li> </ul><p>[/SPOILER]</p><p></p><p>A monster that defeats that character 90% of the time:</p><p></p><p>[SPOILER="Eternal Nullifier"]</p><h3><strong>Monster Name: Eternal Nullifier</strong></h3> <ul> <li data-xf-list-type="ul"><strong>Challenge Rating (CR) </strong>: <strong>30</strong></li> <li data-xf-list-type="ul"><strong>Role </strong>: A godlike entity designed to annihilate high-level adventurers and dominate reality itself.</li> <li data-xf-list-type="ul"><strong>Theme </strong>: An embodiment of absolute anti-magic and destruction, capable of unraveling existence and overwhelming even the most powerful foes.</li> </ul><p></p><p>[HR][/HR]</p><h3><strong>Key Abilities and Traits</strong></h3><h4><strong>Ability Scores</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Strength </strong>: 30 (+10)</li> <li data-xf-list-type="ul"><strong>Dexterity </strong>: 24 (+7)</li> <li data-xf-list-type="ul"><strong>Constitution </strong>: 30 (+10)</li> <li data-xf-list-type="ul"><strong>Intelligence </strong>: 28 (+9)</li> <li data-xf-list-type="ul"><strong>Wisdom </strong>: 26 (+8)</li> <li data-xf-list-type="ul"><strong>Charisma </strong>: 28 (+9)</li> </ul><p></p><h4><strong>Hit Points</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Average HP </strong>: ~800 (24d12 + 500 from Constitution modifier).</li> <li data-xf-list-type="ul"><strong>Regeneration </strong>: Regains 40 hit points at the start of its turn unless it takes radiant damage.</li> </ul><p></p><h4><strong>Armor Class (AC)</strong></h4> <ul> <li data-xf-list-type="ul"><strong>AC </strong>: 25 (natural armor).</li> </ul><p></p><h4><strong>Damage Resistances/Immunities</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Resistances </strong>: Bludgeoning, piercing, and slashing damage from non-magical attacks.</li> <li data-xf-list-type="ul"><strong>Immunities </strong>: All damage types except force and radiant.</li> <li data-xf-list-type="ul"><strong>Condition Immunities </strong>: Charmed, frightened, paralyzed, poisoned, stunned, incapacitated, exhaustion.</li> </ul><p></p><h4><strong>Speed</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Walking Speed </strong>: 60 ft.</li> <li data-xf-list-type="ul"><strong>Flight Speed </strong>: 120 ft. (hover).</li> </ul><p></p><h4><strong>Saving Throws</strong></h4> <ul> <li data-xf-list-type="ul">Proficient in all saving throws: +17 (Strength), +14 (Dexterity), +17 (Constitution), +16 (Intelligence), +15 (Wisdom), +16 (Charisma).</li> </ul><p></p><p>[HR][/HR]</p><h3><strong>Special Traits</strong></h3><h4><strong>1. Absolute Nullification Field</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Effect </strong>: Within 60 feet of the Eternal Nullifier, all magical effects are suppressed as if under an <em>Antimagic Field </em>. Spells cannot be cast, and ongoing magical effects (e.g., concentration spells) are dispelled. Magic items cease functioning.</li> <li data-xf-list-type="ul"><strong>Impact </strong>: This completely cripples the Archmage Warlord’s reliance on spells, leaving them with only cantrips or melee attacks.</li> </ul><p></p><h4><strong>2. Reality Shatter</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Effect </strong>: Whenever the Eternal Nullifier reduces a creature to 0 hit points, it can expend one legendary action to cause a ripple of destruction. All creatures within 30 feet must succeed on a DC 28 Dexterity saving throw or take 15d10 force damage and be stunned until the end of their next turn.</li> <li data-xf-list-type="ul"><strong>Impact </strong>: Ensures the Archmage Warlord cannot rely on resurrection or revival magic if killed.</li> </ul><p></p><h4><strong>3. Legendary Resistance (5/day)</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Effect </strong>: If the Eternal Nullifier fails a saving throw, it can choose to succeed instead.</li> <li data-xf-list-type="ul"><strong>Impact </strong>: Guarantees survival against even the most devastating effects.</li> </ul><p></p><h4><strong>4. Magic Devourer</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Effect </strong>: Whenever the Eternal Nullifier is targeted by a spell, it regains hit points equal to the spell’s level × 20. It also gains advantage on saving throws against spells.</li> <li data-xf-list-type="ul"><strong>Impact </strong>: Makes the Archmage Warlord’s spellcasting actively harmful to themselves.</li> </ul><p></p><h4><strong>5. Dimensional Anchor</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Effect </strong>: The Eternal Nullifier cannot be teleported, banished, or otherwise moved against its will. It can also prevent other creatures within 30 feet from teleporting.</li> <li data-xf-list-type="ul"><strong>Impact </strong>: Prevents the Archmage Warlord from using mobility spells like <em>Misty Step </em>or <em>Teleportation Circle </em>.</li> </ul><p></p><p>[HR][/HR]</p><h3><strong>Actions</strong></h3><h4><strong>Multiattack</strong></h4> <ul> <li data-xf-list-type="ul">The Eternal Nullifier makes four attacks: two with its claws and two with its tendrils.</li> </ul><p></p><h4><strong>Claw Attack</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Attack </strong>: Melee Weapon Attack: +17 to hit, reach 15 ft., one target.</li> <li data-xf-list-type="ul"><strong>Hit </strong>: 3d12 + 10 slashing damage plus 4d10 force damage.</li> </ul><p></p><h4><strong>Tendril Strike</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Attack </strong>: Melee Weapon Attack: +17 to hit, reach 30 ft., one target.</li> <li data-xf-list-type="ul"><strong>Hit </strong>: 4d10 + 10 bludgeoning damage. If the target is a creature, it must succeed on a DC 28 Strength saving throw or be grappled (escape DC 28).</li> </ul><p></p><h4><strong>Nullifying Blast (Recharge 4–6)</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Effect </strong>: The Eternal Nullifier unleashes a wave of nullifying energy in a 120-foot cone. Each creature in the area must make a DC 28 Intelligence saving throw, taking 20d10 force damage and losing all spell slots on a failed save, or half as much damage and losing half their spell slots on a successful one.</li> <li data-xf-list-type="ul"><strong>Impact </strong>: Decimates the Archmage Warlord’s ability to cast spells and deal damage.</li> </ul><p></p><p>[HR][/HR]</p><h3><strong>Legendary Actions</strong></h3><p>The Eternal Nullifier can take 5 legendary actions per round, choosing from the following options:</p><p></p><p></p><ol> <li data-xf-list-type="ol"><strong>Claw Strike </strong>: Make one claw attack.</li> <li data-xf-list-type="ol"><strong>Suppress Magic </strong>: Target one creature within 60 feet. The next spell that creature casts before the end of its turn is automatically countered.</li> <li data-xf-list-type="ol"><strong>Teleport Suppression </strong>: Prevent all creatures within 30 feet from teleporting for 1 minute.</li> <li data-xf-list-type="ol"><strong>Force Wave </strong>: All creatures within 30 feet must succeed on a DC 28 Dexterity saving throw or take 10d10 force damage and be pushed 30 feet away.</li> </ol><p></p><p>[HR][/HR]</p><h3><strong>Combat Dynamics</strong></h3><h4><strong>Round-by-Round Analysis</strong></h4> <ol> <li data-xf-list-type="ol"><strong>Turn 1 (Eternal Nullifier) </strong>:<br /> <ul> <li data-xf-list-type="ul">Moves into range and activates its Absolute Nullification Field, suppressing all magic within 60 feet.</li> <li data-xf-list-type="ul">Uses Multiattack to deal massive damage with claws and tendrils.</li> </ul></li> <li data-xf-list-type="ol"><strong>Turn 1 (Archmage Warlord) </strong>:<br /> <ul> <li data-xf-list-type="ul">Unable to cast spells due to the Nullification Field, the Archmage Warlord must rely on cantrips (<em>Eldritch Blast </em>) or close the distance for melee attacks.</li> <li data-xf-list-type="ul">Attempts to reposition or escape are hindered by Dimensional Anchor.</li> </ul></li> <li data-xf-list-type="ol"><strong>Subsequent Rounds </strong>:<br /> <ul> <li data-xf-list-type="ul">The Eternal Nullifier uses Nullifying Blast and Legendary Actions to further cripple the Archmage Warlord.</li> <li data-xf-list-type="ul">The Archmage Warlord struggles to survive due to the overwhelming damage output and lack of effective counters.</li> </ul></li> </ol><p></p><h4><strong>Win Conditions</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Best Case for Eternal Nullifier </strong>: The Nullification Field and Magic Devourer ensure the Archmage Warlord cannot use their strongest abilities, leading to a quick victory.</li> <li data-xf-list-type="ul"><strong>Best Case for Archmage Warlord </strong>: They manage to outlast the Eternal Nullifier’s durability using Action Surge and cantrips, but this is highly unlikely due to the overwhelming odds.</li> </ul><p></p><p>[HR][/HR]</p><h3><strong>Probability Estimate</strong></h3> <ul> <li data-xf-list-type="ul"><strong>Eternal Nullifier Wins </strong>: ~<strong>90% of the time </strong>.<ul> <li data-xf-list-type="ul">The Nullification Field, Magic Devourer, and overwhelming damage output ensure the Archmage Warlord is quickly overwhelmed.</li> <li data-xf-list-type="ul">High durability and regeneration make the Eternal Nullifier nearly impossible to defeat.</li> </ul></li> <li data-xf-list-type="ul"><strong>Archmage Warlord Wins </strong>: ~<strong>10% of the time </strong>.<ul> <li data-xf-list-type="ul">The Archmage Warlord might win if they manage to exploit rare openings or use creative tactics, but this is highly improbable.</li> </ul></li> </ul><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="Mercurius, post: 9628734, member: 59082"] A monster that defeats that character 50% of the time: [SPOILER="Void Harbinger"] [HEADING=2][B]Monster Name: Void Harbinger [/B][/HEADING] [LIST] [*][B]Challenge Rating (CR) [/B]: [B]24[/B] [*][B]Role [/B]: A cosmic entity designed to counter high-level spellcasters and martial characters alike. [*][B]Theme [/B]: An embodiment of anti-magic and entropy, capable of nullifying magic and overwhelming foes with raw power. [/LIST] [HR][/HR] [HEADING=2][B]Key Abilities and Traits[/B][/HEADING] [HEADING=3][B]Ability Scores[/B][/HEADING] [LIST] [*][B]Strength [/B]: 26 (+8) [*][B]Dexterity [/B]: 18 (+4) [*][B]Constitution [/B]: 24 (+7) [*][B]Intelligence [/B]: 22 (+6) [*][B]Wisdom [/B]: 20 (+5) [*][B]Charisma [/B]: 24 (+7) [/LIST] [HEADING=3][B]Hit Points[/B][/HEADING] [LIST] [*][B]Average HP [/B]: ~500 (18d12 + 300 from Constitution modifier). [*][B]High Durability [/B]: Enough to withstand multiple rounds of combat against the Archmage Warlord. [/LIST] [HEADING=3][B]Armor Class (AC)[/B][/HEADING] [LIST] [*][B]AC [/B]: 22 (natural armor). [/LIST] [HEADING=3][B]Damage Resistances/Immunities[/B][/HEADING] [LIST] [*][B]Resistances [/B]: Bludgeoning, piercing, and slashing damage from non-magical attacks. [*][B]Immunities [/B]: Psychic, poison, necrotic, and force damage. [*][B]Condition Immunities [/B]: Charmed, frightened, paralyzed, poisoned, stunned. [/LIST] [HEADING=3][B]Speed[/B][/HEADING] [LIST] [*][B]Walking Speed [/B]: 40 ft. [*][B]Flight Speed [/B]: 60 ft. (hover). [/LIST] [HEADING=3][B]Saving Throws[/B][/HEADING] [LIST] [*]Proficient in all saving throws: +12 (Strength), +10 (Dexterity), +13 (Constitution), +12 (Intelligence), +11 (Wisdom), +13 (Charisma). [/LIST] [HR][/HR] [HEADING=2][B]Special Traits[/B][/HEADING] [HEADING=3][B]1. Nullification Aura[/B][/HEADING] [LIST] [*][B]Effect [/B]: Within 30 feet of the Void Harbinger, all magical effects are suppressed as if under an [I]Antimagic Field [/I]. Spells cannot be cast, and ongoing magical effects (e.g., concentration spells) are dispelled. [*][B]Impact [/B]: This cripples the Archmage Warlord’s ability to rely on high-level spells like [I]Meteor Swarm [/I]or [I]Disintegrate [/I]. They must close the distance to use melee attacks or cantrips. [/LIST] [HEADING=3][B]2. Entropic Grasp[/B][/HEADING] [LIST] [*][B]Effect [/B]: The Void Harbinger’s unarmed strikes deal 4d8 + 8 force damage. If the attack hits, the target must succeed on a DC 22 Constitution saving throw or take an additional 3d10 necrotic damage and have their hit point maximum reduced by the same amount until they finish a long rest. [*][B]Impact [/B]: This directly targets the Archmage Warlord’s low HP and forces them to retreat or risk death. [/LIST] [HEADING=3][B]3. Legendary Resistance (3/day)[/B][/HEADING] [LIST] [*][B]Effect [/B]: If the Void Harbinger fails a saving throw, it can choose to succeed instead. [*][B]Impact [/B]: Ensures the monster survives key moments, such as avoiding [I]Time Stop [/I]shenanigans or [I]Power Word Kill [/I]. [/LIST] [HEADING=3][B]4. Magic Absorption[/B][/HEADING] [LIST] [*][B]Effect [/B]: Whenever the Void Harbinger is targeted by a spell, it regains hit points equal to the spell’s level × 10. It also gains advantage on saving throws against spells. [*][B]Impact [/B]: Makes the Archmage Warlord’s spellcasting less effective and even beneficial to the monster. [/LIST] [HEADING=3][B]5. Void Step[/B][/HEADING] [LIST] [*][B]Effect [/B]: As a bonus action, the Void Harbinger can teleport up to 60 feet to an unoccupied space it can see. [*][B]Impact [/B]: Allows it to close the distance quickly or escape dangerous situations. [/LIST] [HR][/HR] [HEADING=2][B]Actions[/B][/HEADING] [HEADING=3][B]Multiattack[/B][/HEADING] [LIST] [*]The Void Harbinger makes three attacks: two with its claws and one with its tail. [/LIST] [HEADING=3][B]Claw Attack[/B][/HEADING] [LIST] [*][B]Attack [/B]: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. [*][B]Hit [/B]: 2d10 + 8 slashing damage plus 3d8 force damage. [/LIST] [HEADING=3][B]Tail Smash[/B][/HEADING] [LIST] [*][B]Attack [/B]: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. [*][B]Hit [/B]: 3d12 + 8 bludgeoning damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be knocked prone. [/LIST] [HEADING=3][B]Entropic Burst (Recharge 5–6)[/B][/HEADING] [LIST] [*][B]Effect [/B]: The Void Harbinger unleashes a burst of entropic energy in a 60-foot radius. Each creature in the area must make a DC 22 Dexterity saving throw, taking 10d10 force damage and 10d10 necrotic damage on a failed save, or half as much on a successful one. [*][B]Impact [/B]: Deals massive damage and bypasses many resistances, threatening the Archmage Warlord’s survival. [/LIST] [HR][/HR] [HEADING=2][B]Legendary Actions[/B][/HEADING] The Void Harbinger can take 3 legendary actions per round, choosing from the following options: [LIST=1] [*][B]Claw Strike [/B]: Make one claw attack. [*][B]Nullify Spell [/B]: Target one creature within 60 feet. The next spell that creature casts before the end of its turn is automatically countered. [*][B]Teleport [/B]: Use Void Step. [/LIST] [HR][/HR] [HEADING=2][B]Combat Dynamics[/B][/HEADING] [HEADING=3][B]Round-by-Round Analysis[/B][/HEADING] [LIST=1] [*][B]Turn 1 (Void Harbinger) [/B]: [LIST] [*]Moves into range and uses Entropic Grasp to deal significant damage and reduce the Archmage Warlord’s hit point maximum. [*]Activates Nullification Aura to suppress the Archmage Warlord’s spells. [/LIST] [*][B]Turn 1 (Archmage Warlord) [/B]: [LIST] [*]Unable to rely on high-level spells, the Archmage Warlord must use cantrips ([I]Eldritch Blast [/I]) or close the distance for melee attacks. [*]Attempts to reposition or use mobility spells ([I]Misty Step [/I]) to avoid retaliation. [/LIST] [*][B]Subsequent Rounds [/B]: [LIST] [*]The Void Harbinger uses its Multiattack and Legendary Actions to overwhelm the Archmage Warlord. [*]The Archmage Warlord struggles to deal meaningful damage due to the Nullification Aura and Magic Absorption. [/LIST] [/LIST] [HEADING=3][B]Win Conditions[/B][/HEADING] [LIST] [*][B]Best Case for Void Harbinger [/B]: The Nullification Aura and Entropic Grasp cripple the Archmage Warlord early, leading to a quick victory. [*][B]Best Case for Archmage Warlord [/B]: They manage to outlast the Void Harbinger’s durability using Action Surge and cantrips, exploiting any mistakes in positioning. [/LIST] [HR][/HR] [HEADING=2][B]Probability Estimate[/B][/HEADING] [LIST] [*][B]Void Harbinger Wins [/B]: ~[B]50% of the time [/B]. [LIST] [*]The Nullification Aura and Magic Absorption severely limit the Archmage Warlord’s spellcasting, forcing them into unfavorable melee combat. [*]High durability and damage output ensure the Void Harbinger can survive prolonged fights. [/LIST] [*][B]Archmage Warlord Wins [/B]: ~[B]50% of the time [/B]. [LIST] [*]The Archmage Warlord’s versatility and mobility allow them to exploit openings or prolong the fight until the Void Harbinger makes a critical mistake. [/LIST] [/LIST] [/SPOILER] A monster that defeats that character 90% of the time: [SPOILER="Eternal Nullifier"] [HEADING=2][B]Monster Name: Eternal Nullifier[/B][/HEADING] [LIST] [*][B]Challenge Rating (CR) [/B]: [B]30[/B] [*][B]Role [/B]: A godlike entity designed to annihilate high-level adventurers and dominate reality itself. [*][B]Theme [/B]: An embodiment of absolute anti-magic and destruction, capable of unraveling existence and overwhelming even the most powerful foes. [/LIST] [HR][/HR] [HEADING=2][B]Key Abilities and Traits[/B][/HEADING] [HEADING=3][B]Ability Scores[/B][/HEADING] [LIST] [*][B]Strength [/B]: 30 (+10) [*][B]Dexterity [/B]: 24 (+7) [*][B]Constitution [/B]: 30 (+10) [*][B]Intelligence [/B]: 28 (+9) [*][B]Wisdom [/B]: 26 (+8) [*][B]Charisma [/B]: 28 (+9) [/LIST] [HEADING=3][B]Hit Points[/B][/HEADING] [LIST] [*][B]Average HP [/B]: ~800 (24d12 + 500 from Constitution modifier). [*][B]Regeneration [/B]: Regains 40 hit points at the start of its turn unless it takes radiant damage. [/LIST] [HEADING=3][B]Armor Class (AC)[/B][/HEADING] [LIST] [*][B]AC [/B]: 25 (natural armor). [/LIST] [HEADING=3][B]Damage Resistances/Immunities[/B][/HEADING] [LIST] [*][B]Resistances [/B]: Bludgeoning, piercing, and slashing damage from non-magical attacks. [*][B]Immunities [/B]: All damage types except force and radiant. [*][B]Condition Immunities [/B]: Charmed, frightened, paralyzed, poisoned, stunned, incapacitated, exhaustion. [/LIST] [HEADING=3][B]Speed[/B][/HEADING] [LIST] [*][B]Walking Speed [/B]: 60 ft. [*][B]Flight Speed [/B]: 120 ft. (hover). [/LIST] [HEADING=3][B]Saving Throws[/B][/HEADING] [LIST] [*]Proficient in all saving throws: +17 (Strength), +14 (Dexterity), +17 (Constitution), +16 (Intelligence), +15 (Wisdom), +16 (Charisma). [/LIST] [HR][/HR] [HEADING=2][B]Special Traits[/B][/HEADING] [HEADING=3][B]1. Absolute Nullification Field[/B][/HEADING] [LIST] [*][B]Effect [/B]: Within 60 feet of the Eternal Nullifier, all magical effects are suppressed as if under an [I]Antimagic Field [/I]. Spells cannot be cast, and ongoing magical effects (e.g., concentration spells) are dispelled. Magic items cease functioning. [*][B]Impact [/B]: This completely cripples the Archmage Warlord’s reliance on spells, leaving them with only cantrips or melee attacks. [/LIST] [HEADING=3][B]2. Reality Shatter[/B][/HEADING] [LIST] [*][B]Effect [/B]: Whenever the Eternal Nullifier reduces a creature to 0 hit points, it can expend one legendary action to cause a ripple of destruction. All creatures within 30 feet must succeed on a DC 28 Dexterity saving throw or take 15d10 force damage and be stunned until the end of their next turn. [*][B]Impact [/B]: Ensures the Archmage Warlord cannot rely on resurrection or revival magic if killed. [/LIST] [HEADING=3][B]3. Legendary Resistance (5/day)[/B][/HEADING] [LIST] [*][B]Effect [/B]: If the Eternal Nullifier fails a saving throw, it can choose to succeed instead. [*][B]Impact [/B]: Guarantees survival against even the most devastating effects. [/LIST] [HEADING=3][B]4. Magic Devourer[/B][/HEADING] [LIST] [*][B]Effect [/B]: Whenever the Eternal Nullifier is targeted by a spell, it regains hit points equal to the spell’s level × 20. It also gains advantage on saving throws against spells. [*][B]Impact [/B]: Makes the Archmage Warlord’s spellcasting actively harmful to themselves. [/LIST] [HEADING=3][B]5. Dimensional Anchor[/B][/HEADING] [LIST] [*][B]Effect [/B]: The Eternal Nullifier cannot be teleported, banished, or otherwise moved against its will. It can also prevent other creatures within 30 feet from teleporting. [*][B]Impact [/B]: Prevents the Archmage Warlord from using mobility spells like [I]Misty Step [/I]or [I]Teleportation Circle [/I]. [/LIST] [HR][/HR] [HEADING=2][B]Actions[/B][/HEADING] [HEADING=3][B]Multiattack[/B][/HEADING] [LIST] [*]The Eternal Nullifier makes four attacks: two with its claws and two with its tendrils. [/LIST] [HEADING=3][B]Claw Attack[/B][/HEADING] [LIST] [*][B]Attack [/B]: Melee Weapon Attack: +17 to hit, reach 15 ft., one target. [*][B]Hit [/B]: 3d12 + 10 slashing damage plus 4d10 force damage. [/LIST] [HEADING=3][B]Tendril Strike[/B][/HEADING] [LIST] [*][B]Attack [/B]: Melee Weapon Attack: +17 to hit, reach 30 ft., one target. [*][B]Hit [/B]: 4d10 + 10 bludgeoning damage. If the target is a creature, it must succeed on a DC 28 Strength saving throw or be grappled (escape DC 28). [/LIST] [HEADING=3][B]Nullifying Blast (Recharge 4–6)[/B][/HEADING] [LIST] [*][B]Effect [/B]: The Eternal Nullifier unleashes a wave of nullifying energy in a 120-foot cone. Each creature in the area must make a DC 28 Intelligence saving throw, taking 20d10 force damage and losing all spell slots on a failed save, or half as much damage and losing half their spell slots on a successful one. [*][B]Impact [/B]: Decimates the Archmage Warlord’s ability to cast spells and deal damage. [/LIST] [HR][/HR] [HEADING=2][B]Legendary Actions[/B][/HEADING] The Eternal Nullifier can take 5 legendary actions per round, choosing from the following options: [LIST=1] [*][B]Claw Strike [/B]: Make one claw attack. [*][B]Suppress Magic [/B]: Target one creature within 60 feet. The next spell that creature casts before the end of its turn is automatically countered. [*][B]Teleport Suppression [/B]: Prevent all creatures within 30 feet from teleporting for 1 minute. [*][B]Force Wave [/B]: All creatures within 30 feet must succeed on a DC 28 Dexterity saving throw or take 10d10 force damage and be pushed 30 feet away. [/LIST] [HR][/HR] [HEADING=2][B]Combat Dynamics[/B][/HEADING] [HEADING=3][B]Round-by-Round Analysis[/B][/HEADING] [LIST=1] [*][B]Turn 1 (Eternal Nullifier) [/B]: [LIST] [*]Moves into range and activates its Absolute Nullification Field, suppressing all magic within 60 feet. [*]Uses Multiattack to deal massive damage with claws and tendrils. [/LIST] [*][B]Turn 1 (Archmage Warlord) [/B]: [LIST] [*]Unable to cast spells due to the Nullification Field, the Archmage Warlord must rely on cantrips ([I]Eldritch Blast [/I]) or close the distance for melee attacks. [*]Attempts to reposition or escape are hindered by Dimensional Anchor. [/LIST] [*][B]Subsequent Rounds [/B]: [LIST] [*]The Eternal Nullifier uses Nullifying Blast and Legendary Actions to further cripple the Archmage Warlord. [*]The Archmage Warlord struggles to survive due to the overwhelming damage output and lack of effective counters. [/LIST] [/LIST] [HEADING=3][B]Win Conditions[/B][/HEADING] [LIST] [*][B]Best Case for Eternal Nullifier [/B]: The Nullification Field and Magic Devourer ensure the Archmage Warlord cannot use their strongest abilities, leading to a quick victory. [*][B]Best Case for Archmage Warlord [/B]: They manage to outlast the Eternal Nullifier’s durability using Action Surge and cantrips, but this is highly unlikely due to the overwhelming odds. [/LIST] [HR][/HR] [HEADING=2][B]Probability Estimate[/B][/HEADING] [LIST] [*][B]Eternal Nullifier Wins [/B]: ~[B]90% of the time [/B]. [LIST] [*]The Nullification Field, Magic Devourer, and overwhelming damage output ensure the Archmage Warlord is quickly overwhelmed. [*]High durability and regeneration make the Eternal Nullifier nearly impossible to defeat. [/LIST] [*][B]Archmage Warlord Wins [/B]: ~[B]10% of the time [/B]. [LIST] [*]The Archmage Warlord might win if they manage to exploit rare openings or use creative tactics, but this is highly improbable. [/LIST] [/LIST] [/SPOILER] [/QUOTE]
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