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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: 9628744" data-attributes="member: 59082"><p>And another. I asked Qwen to design a party of five 20th characters, optimized to be as powerful as possible and balanced as a group. Here is the summary chart:</p><p></p><p>[SPOILER="Party Summary Chart"]</p><h3><span style="font-family: 'system-ui'"><span style="color: rgb(44, 44, 54)"><span style="font-size: 18px"><span style="color: inherit">Party Summary Chart</span></span></span></span></h3><h3><span style="font-family: 'system-ui'"><span style="color: rgb(44, 44, 54)"><span style="font-size: 18px"><span style="font-size: 16px"> <table style='width: 1547.78px'><tr><th><span style="color: inherit">Role</span></th><th><span style="color: inherit">Name</span></th><th><span style="color: inherit">Class/Subclass (Levels)</span></th><th><span style="color: inherit">Key Features</span></th><th><span style="color: inherit">Magic Items</span></th></tr><tr><td style='width: max-content'>Tank/Defender</td><td style='width: max-content'>"Ironwall" Tharok</td><td style='width: max-content'>Barbarian 16 / Fighter 4</td><td style='width: max-content'>High HP (~300), resistance to all damage except psychic, Action Surge, multiattack with greatsword.</td><td style='width: max-content'><em>Belt of Storm Giant Strength</em>,<em>Armor of Invulnerability</em>,<em>Defender Greatsword</em></td></tr><tr><td style='width: max-content'>Damage Dealer</td><td style='width: max-content'>"Stormblade" Kaelith</td><td style='width: max-content'>Paladin 10 / Sorcerer 10</td><td style='width: max-content'>Smite damage, AoE radiant spells, Draconic Resilience, Metamagic (Quickened Spell).</td><td style='width: max-content'><em>Holy Avenger Longsword</em>,<em>Cloak of Protection</em>,<em>Ring of Spell Storing</em></td></tr><tr><td style='width: max-content'>Healer/Support</td><td style='width: max-content'>"Serenity" Lirien</td><td style='width: max-content'>Cleric 10 / Druid 10</td><td style='width: max-content'>Mass healing, high AC (20+), Wild Shape into CR 6 beasts, Life Domain bonuses to healing spells.</td><td style='width: max-content'><em>Staff of Healing</em>,<em>Pearl of Power</em>,<em>Amulet of Health</em></td></tr><tr><td style='width: max-content'>Controller</td><td style='width: max-content'>"Arcanis" Veylora</td><td style='width: max-content'>Wizard 17 / Warlock 3</td><td style='width: max-content'>9th-level spells (<em>Meteor Swarm</em>,<em>Time Stop</em>), Eldritch Invocations, Mystic Arcanum.</td><td style='width: max-content'><em>Rod of the Pact Keeper +3</em>,<em>Robe of the Archmagi</em>,<em>Wand of Polymorph</em></td></tr><tr><td style='width: max-content'>Scout/Striker</td><td style='width: max-content'>"Shadowfang" Ryn</td><td style='width: max-content'>Rogue 10 / Monk 10</td><td style='width: max-content'>Sneak Attack (10d6), Assassinate (auto-crit on surprise rounds), Shadow Step, Stunning Strike.</td><td style='width: max-content'><em>Dagger of Venom</em>,<em>Boots of Speed</em>,<em>Cloak of Elvenkind</em></td></tr></table></h3> <h3></span></span></span></span></h3><p>[/SPOILER]</p><p></p><h3></h3><p>[SPOILER="Detailed Breakdown (though without all stats)"]</p><h3><strong>Detailed Breakdown</strong></h3><p>Each character’s magic items are chosen to complement their abilities and enhance their effectiveness in combat and non-combat scenarios.</p><p></p><p></p><h4><strong>1. Tank/Defender: "Ironwall" Tharok</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Class </strong>: Barbarian 16 / Fighter 4</li> <li data-xf-list-type="ul"><strong>Magic Items </strong>:<ul> <li data-xf-list-type="ul"><strong>Belt of Storm Giant Strength </strong>: Grants a Strength score of 29 (+9 modifier).</li> <li data-xf-list-type="ul"><strong>Armor of Invulnerability </strong>: Grants resistance to all damage except force.</li> <li data-xf-list-type="ul"><strong>Defender Greatsword </strong>: Can add +5 to AC as a bonus action, reducing incoming damage.</li> </ul></li> <li data-xf-list-type="ul"><strong>Role </strong>: Absorbs damage, protects allies, and deals consistent melee damage.</li> </ul><p></p><p>[HR][/HR]</p><h4><strong>2. Damage Dealer: "Stormblade" Kaelith</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Class </strong>: Paladin 10 / Sorcerer 10</li> <li data-xf-list-type="ul"><strong>Magic Items </strong>:<ul> <li data-xf-list-type="ul"><strong>Holy Avenger Longsword </strong>: Deals an extra 2d10 radiant damage to fiends and undead; grants +3 to attack rolls.</li> <li data-xf-list-type="ul"><strong>Cloak of Protection </strong>: Grants +1 to AC and saving throws.</li> <li data-xf-list-type="ul"><strong>Ring of Spell Storing </strong>: Stores up to 5 spell levels for quick use during combat.</li> </ul></li> <li data-xf-list-type="ul"><strong>Role </strong>: Deals massive burst damage with Smite and supports the party with buffs and healing.</li> </ul><p></p><p>[HR][/HR]</p><h4><strong>3. Healer/Support: "Serenity" Lirien</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Class </strong>: Cleric 10 / Druid 10</li> <li data-xf-list-type="ul"><strong>Magic Items </strong>:<ul> <li data-xf-list-type="ul"><strong>Staff of Healing </strong>: Allows casting of healing spells without expending spell slots.</li> <li data-xf-list-type="ul"><strong>Pearl of Power </strong>: Regains one expended spell slot (up to 3rd level) once per day.</li> <li data-xf-list-type="ul"><strong>Amulet of Health </strong>: Sets Constitution to 19, ensuring consistent hit points.</li> </ul></li> <li data-xf-list-type="ul"><strong>Role </strong>: Keeps the party alive with healing and provides battlefield control through Wild Shape.</li> </ul><p></p><p>[HR][/HR]</p><h4><strong>4. Controller: "Arcanis" Veylora</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Class </strong>: Wizard 17 / Warlock 3</li> <li data-xf-list-type="ul"><strong>Magic Items </strong>:<ul> <li data-xf-list-type="ul"><strong>Rod of the Pact Keeper +3 </strong>: Adds +3 to spell attack rolls and DCs.</li> <li data-xf-list-type="ul"><strong>Robe of the Archmagi </strong>: Grants +2 AC, advantage on saving throws against spells, and immunity to magic sleep/charm.</li> <li data-xf-list-type="ul"><strong>Wand of Polymorph </strong>: Casts <em>Polymorph </em>at will without expending spell slots.</li> </ul></li> <li data-xf-list-type="ul"><strong>Role </strong>: Controls the battlefield with AoE spells, debuffs, and utility magic.</li> </ul><p></p><p>[HR][/HR]</p><h4><strong>5. Scout/Striker: "Shadowfang" Ryn</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Class </strong>: Rogue 10 / Monk 10</li> <li data-xf-list-type="ul"><strong>Magic Items </strong>:<ul> <li data-xf-list-type="ul"><strong>Dagger of Venom </strong>: Deals an extra 2d10 poison damage on a failed save.</li> <li data-xf-list-type="ul"><strong>Boots of Speed </strong>: Doubles movement speed for 10 minutes once per day.</li> <li data-xf-list-type="ul"><strong>Cloak of Elvenkind </strong>: Grants advantage on Dexterity (Stealth) checks and makes the wearer harder to detect.</li> </ul></li> <li data-xf-list-type="ul"><strong>Role </strong>: Eliminates priority targets quickly, scouts ahead, and disables enemies with status effects.</li> </ul><p></p><p>[/SPOILER]</p><p></p><p>I then asked the same questions as above.</p><p></p><p>First, a monster that the party defeats 80-90% of the time (so equivalent to a Tarrasque vs. one optimized character, but for a party of five optimized characters)</p><p></p><p>[SPOILER="Abyssal Ravager"]</p><h3><strong>Monster Name: Abyssal Ravager </strong></h3> <ul> <li data-xf-list-type="ul"><strong>Challenge Rating (CR) </strong>: <strong>25</strong></li> <li data-xf-list-type="ul"><strong>Role </strong>: A towering demon lord designed to challenge high-level adventurers without being insurmountable.</li> <li data-xf-list-type="ul"><strong>Theme </strong>: A manifestation of chaos and destruction from the Abyss, capable of devastating entire battlefields but lacking the raw power of godlike entities like the Void Sovereign.</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>: 28 (+9)</li> <li data-xf-list-type="ul"><strong>Dexterity </strong>: 18 (+4)</li> <li data-xf-list-type="ul"><strong>Constitution </strong>: 26 (+8)</li> <li data-xf-list-type="ul"><strong>Intelligence </strong>: 16 (+3)</li> <li data-xf-list-type="ul"><strong>Wisdom </strong>: 18 (+4)</li> <li data-xf-list-type="ul"><strong>Charisma </strong>: 22 (+6)</li> </ul><p></p><h4><strong>Hit Points</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Average HP </strong>: ~600 (20d12 + 300 from Constitution modifier).</li> <li data-xf-list-type="ul"><strong>Regeneration </strong>: Regains 30 hit points at the start of its turn unless it takes radiant or cold damage.</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>: Fire, poison, psychic.</li> <li data-xf-list-type="ul"><strong>Condition Immunities </strong>: Charmed, frightened, poisoned.</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>: 90 ft. (hover).</li> </ul><p></p><p>[HR][/HR]</p><h3><strong>Special Traits</strong></h3><h4><strong>1. Abyssal Corruption</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Effect </strong>: The Ravager emits an aura of corruption in a 30-foot radius. At the start of each of its turns, all creatures in the aura take 5d10 necrotic damage and must succeed on a DC 25 Constitution saving throw or suffer one level of exhaustion.</li> <li data-xf-list-type="ul"><strong>Impact </strong>: Forces the party to either stay out of range or endure significant attrition.</li> </ul><p></p><h4><strong>2. Legendary Resistance (3/day)</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Effect </strong>: If the Abyssal Ravager fails a saving throw, it can choose to succeed instead.</li> <li data-xf-list-type="ul"><strong>Impact </strong>: Ensures survival against key effects but is limited in uses.</li> </ul><p></p><h4><strong>3. Magic Resistance</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Effect </strong>: The Ravager has advantage on saving throws against spells and other magical effects.</li> <li data-xf-list-type="ul"><strong>Impact </strong>: Makes it harder for spellcasters to incapacitate or banish it.</li> </ul><p></p><h4><strong>4. Multiattack Vulnerability</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Effect </strong>: The Ravager cannot use legendary actions or reactions during a round in which it uses Multiattack.</li> <li data-xf-list-type="ul"><strong>Impact </strong>: Limits its offensive output and makes it easier for the party to focus fire.</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 Abyssal Ravager 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: +17 to hit, reach 15 ft., one target.</li> <li data-xf-list-type="ul"><strong>Hit </strong>: 3d10 + 9 slashing damage plus 2d8 necrotic damage.</li> </ul><p></p><h4><strong>Tail Smash</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Attack </strong>: Melee Weapon Attack: +17 to hit, reach 20 ft., one target.</li> <li data-xf-list-type="ul"><strong>Hit </strong>: 4d12 + 9 bludgeoning damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be knocked prone.</li> </ul><p></p><h4><strong>Hellfire Breath (Recharge 5–6)</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Effect </strong>: The Ravager exhales a cone of hellfire in a 60-foot cone. Each creature in the area must make a DC 25 Dexterity saving throw, taking 20d6 fire damage and 10d6 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 AoE damage but requires recharge, giving the party time to recover.</li> </ul><p></p><p>[HR][/HR]</p><h3><strong>Legendary Actions</strong></h3><p>The Abyssal Ravager 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>Teleport </strong>: Teleport up to 90 feet to an unoccupied space it can see.</li> <li data-xf-list-type="ol"><strong>Force Wave </strong>: All creatures within 30 feet must succeed on a DC 25 Dexterity saving throw or take 5d10 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 (Abyssal Ravager) </strong>:<ul> <li data-xf-list-type="ul">Uses Hellfire Breath to deal massive AoE damage, forcing the party to spread out.</li> <li data-xf-list-type="ul">Moves into melee range and uses Multiattack to target key party members (e.g., the healer or controller).</li> </ul></li> <li data-xf-list-type="ol"><strong>Turn 1 (Party) </strong>:<ul> <li data-xf-list-type="ul">High-damage dealers like Kaelith and Ryn focus on dealing burst damage to reduce the Ravager’s HP quickly.</li> <li data-xf-list-type="ul">Tharok tanks melee hits while Lirien heals and buffs the party.</li> <li data-xf-list-type="ul">Veylora uses crowd control spells (<em>Wall of Force </em>, <em>Polymorph </em>) to limit the Ravager’s movement.</li> </ul></li> <li data-xf-list-type="ol"><strong>Subsequent Rounds </strong>:<ul> <li data-xf-list-type="ul">The Ravager alternates between using Multiattack and legendary actions to pressure the party.</li> <li data-xf-list-type="ul">The party exploits its vulnerability to radiant and cold damage, focusing fire with Smite damage, Sneak Attacks, and AoE spells.</li> </ul></li> </ol><p></p><h4><strong>Win Conditions</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Best Case for Party </strong>: The party focuses fire and exploits vulnerabilities (e.g., radiant damage) to whittle down the Ravager’s HP before its regeneration or Hellfire Breath becomes overwhelming.</li> <li data-xf-list-type="ul"><strong>Best Case for Ravager </strong>: The party struggles to spread out during Hellfire Breath or fails to heal through the Abyssal Corruption aura.</li> </ul><p></p><p>[HR][/HR]</p><h3><strong>Probability Estimate</strong></h3> <ul> <li data-xf-list-type="ul"><strong>Party Wins </strong>: ~<strong>80–90% of the time </strong>.<ul> <li data-xf-list-type="ul">The Ravager’s vulnerabilities to radiant and cold damage, combined with its limited legendary resistances, make it beatable with proper strategy.</li> </ul></li> <li data-xf-list-type="ul"><strong>Ravager Wins </strong>: ~<strong>10–20% of the time </strong>.<ul> <li data-xf-list-type="ul">The Ravager might win if the party fails to adapt to its AoE damage or exhaustion mechanic.</li> </ul></li> </ul><p>[/SPOILER]</p><p></p><p>Secondly, a monster that the party deffats 50% of the time.</p><p></p><p>[SPOILER="Eternal Warden"]</p><h3><strong>Monster Name: Eternal Warden </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 timeless guardian designed to test the limits of high-level adventurers.</li> <li data-xf-list-type="ul"><strong>Theme </strong>: A construct imbued with ancient magic, tasked with protecting a sacred realm from intruders. Its combination of brute force, magical resistance, and tactical abilities makes it a formidable opponent.</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>: 28 (+9)</li> <li data-xf-list-type="ul"><strong>Dexterity </strong>: 16 (+3)</li> <li data-xf-list-type="ul"><strong>Constitution </strong>: 26 (+8)</li> <li data-xf-list-type="ul"><strong>Intelligence </strong>: 20 (+5)</li> <li data-xf-list-type="ul"><strong>Wisdom </strong>: 22 (+6)</li> <li data-xf-list-type="ul"><strong>Charisma </strong>: 18 (+4)</li> </ul><p></p><h4><strong>Hit Points</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Average HP </strong>: ~800 (24d12 + 400 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>: Poison, necrotic, psychic.</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>: 70 ft.</li> <li data-xf-list-type="ul"><strong>Flight Speed </strong>: 90 ft. (hover).</li> </ul><p></p><p>[HR][/HR]</p><h3><strong>Special Traits</strong></h3><h4><strong>1. Arcane Ward</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Effect </strong>: The Eternal Warden has a magical barrier that absorbs up to 100 points of damage. The barrier regenerates 20 points at the start of its turn.</li> <li data-xf-list-type="ul"><strong>Impact </strong>: Protects it from burst damage and forces the party to sustain pressure over multiple rounds.</li> </ul><p></p><h4><strong>2. Legendary Resistance (4/day)</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Effect </strong>: If the Eternal Warden fails a saving throw, it can choose to succeed instead.</li> <li data-xf-list-type="ul"><strong>Impact </strong>: Ensures survival against key effects but is limited in uses.</li> </ul><p></p><h4><strong>3. Magic Resistance</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Effect </strong>: The Warden has advantage on saving throws against spells and other magical effects.</li> <li data-xf-list-type="ul"><strong>Impact </strong>: Makes it harder for spellcasters to incapacitate or banish it.</li> </ul><p></p><h4><strong>4. Nullification Pulse (Recharge 5–6)</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Effect </strong>: The Warden emits a pulse of anti-magic in a 60-foot radius. All magical effects within the area are suppressed for 1 minute as if under an <em>Antimagic Field </em>. Creatures within the area must succeed on a DC 28 Intelligence saving throw or lose one spell slot of their highest available level.</li> <li data-xf-list-type="ul"><strong>Impact </strong>: Temporarily cripples spellcasters and disrupts ongoing magical effects like concentration spells.</li> </ul><p></p><h4><strong>5. Multiattack Vulnerability</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Effect </strong>: The Warden cannot use legendary actions during a round in which it uses Multiattack.</li> <li data-xf-list-type="ul"><strong>Impact </strong>: Limits its offensive output and makes it easier for the party to focus fire.</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 Warden makes three attacks: two with its fists and one with its energy beam.</li> </ul><p></p><h4><strong>Fist Strike</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Attack </strong>: Melee Weapon Attack: +17 to hit, reach 10 ft., one target.</li> <li data-xf-list-type="ul"><strong>Hit </strong>: 3d10 + 9 bludgeoning damage plus 2d8 radiant damage.</li> </ul><p></p><h4><strong>Energy Beam</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Attack </strong>: Ranged Spell Attack: +15 to hit, range 120 ft., one target.</li> <li data-xf-list-type="ul"><strong>Hit </strong>: 6d10 radiant damage. If the target is reduced to 0 hit points by this attack, it is disintegrated.</li> </ul><p></p><h4><strong>Temporal Stasis (Recharge 6)</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Effect </strong>: The Warden targets one creature within 60 feet. The target must succeed on a DC 28 Wisdom saving throw or be incapacitated and immune to all damage until the start of the Warden’s next turn.</li> <li data-xf-list-type="ul"><strong>Impact </strong>: Removes a key party member from combat temporarily, forcing the others to compensate.</li> </ul><p></p><p>[HR][/HR]</p><h3><strong>Legendary Actions</strong></h3><p>The Eternal Warden can take 4 legendary actions per round, choosing from the following options:</p><p></p><p></p><ol> <li data-xf-list-type="ol"><strong>Fist Strike </strong>: Make one fist attack.</li> <li data-xf-list-type="ol"><strong>Teleport </strong>: Teleport up to 90 feet to an unoccupied space it can see.</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 5d10 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 Warden) </strong>:<ul> <li data-xf-list-type="ul">Uses Nullification Pulse to suppress magic and drain spell slots, crippling the party’s casters.</li> <li data-xf-list-type="ul">Moves into melee range and uses Multiattack to deal significant damage.</li> </ul></li> <li data-xf-list-type="ol"><strong>Turn 1 (Party) </strong>:<ul> <li data-xf-list-type="ul">High-damage dealers like Kaelith and Ryn focus on dealing burst damage to reduce the Warden’s HP quickly.</li> <li data-xf-list-type="ul">Tharok tanks melee hits while Lirien heals and buffs the party.</li> <li data-xf-list-type="ul">Veylora uses crowd control spells (<em>Counterspell </em>, <em>Wall of Force </em>) to limit the Warden’s movement.</li> </ul></li> <li data-xf-list-type="ol"><strong>Subsequent Rounds </strong>:<ul> <li data-xf-list-type="ul">The Warden alternates between using Multiattack and legendary actions to pressure the party.</li> <li data-xf-list-type="ul">The party exploits its vulnerability to radiant damage and focuses fire to overwhelm its regeneration.</li> </ul></li> </ol><p></p><h4><strong>Win Conditions</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Best Case for Party </strong>: The party coordinates effectively, focusing fire and exploiting vulnerabilities (e.g., radiant damage) to whittle down the Warden’s HP before its regeneration or Nullification Pulse becomes overwhelming.</li> <li data-xf-list-type="ul"><strong>Best Case for Warden </strong>: The party struggles to adapt to its Nullification Pulse or fails to heal through sustained damage.</li> </ul><p></p><p>[HR][/HR]</p><h3><strong>Probability Estimate</strong></h3> <ul> <li data-xf-list-type="ul"><strong>Party Wins </strong>: ~<strong>50% of the time </strong>.<ul> <li data-xf-list-type="ul">The Warden’s vulnerabilities to radiant damage and limited Nullification Pulse make it beatable with proper strategy.</li> </ul></li> <li data-xf-list-type="ul"><strong>Warden Wins </strong>: ~<strong>50% of the time </strong>.<ul> <li data-xf-list-type="ul">The Warden might win if the party fails to adapt to its Nullification Pulse or loses key members to Temporal Stasis.</li> </ul></li> </ul><p>[/SPOILER]</p><p></p><p>Finally, a monster that the party defeats only 10-20% of the time.</p><p></p><p>[SPOILER="Void Sovereign"]</p><h3><strong>Monster Name: Void Sovereign</strong></h3> <ul> <li data-xf-list-type="ul"><strong>Challenge Rating (CR) </strong>: <strong>35</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 cosmic entropy, 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>: 26 (+8)</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>: ~1,000 (24d20 + 600 from Constitution modifier).</li> <li data-xf-list-type="ul"><strong>Regeneration </strong>: Regains 50 hit points at the start of its turn unless it takes radiant or force damage.</li> </ul><p></p><h4><strong>Armor Class (AC)</strong></h4> <ul> <li data-xf-list-type="ul"><strong>AC </strong>: 28 (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>: 80 ft.</li> <li data-xf-list-type="ul"><strong>Flight Speed </strong>: 120 ft. (hover).</li> <li data-xf-list-type="ul"><strong>Teleportation </strong>: Can teleport up to 120 feet as a bonus action.</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 120 feet of the Void Sovereign, 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 cripples the party’s reliance on spells, magic items, and class features like Wild Shape or Divine Smite.</li> </ul><p></p><h4><strong>2. Reality Fracture</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Effect </strong>: Whenever the Void Sovereign reduces a creature to 0 hit points, it can expend one legendary action to cause a ripple of destruction. All creatures within 60 feet must succeed on a DC 30 Dexterity saving throw or take 20d10 force damage and be stunned until the end of their next turn.</li> <li data-xf-list-type="ul"><strong>Impact </strong>: Ensures the party 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 Void Sovereign 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 Void Sovereign 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 party’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 Void Sovereign cannot be teleported, banished, or otherwise moved against its will. It can also prevent other creatures within 60 feet from teleporting.</li> <li data-xf-list-type="ul"><strong>Impact </strong>: Prevents the party from using mobility spells like <em>Misty Step </em>or <em>Teleportation Circle </em>.</li> </ul><p></p><h4><strong>6. Healing Suppression</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Effect </strong>: Any healing received by creatures within 60 feet of the Void Sovereign is halved. Additionally, abilities like <em>Regenerate </em>or <em>Wish </em>cannot restore hit points.</li> <li data-xf-list-type="ul"><strong>Impact </strong>: Reduces the effectiveness of the healer’s role in the party.</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 Sovereign 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: +18 to hit, reach 20 ft., one target.</li> <li data-xf-list-type="ul"><strong>Hit </strong>: 4d12 + 10 slashing damage plus 6d10 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: +18 to hit, reach 30 ft., one target.</li> <li data-xf-list-type="ul"><strong>Hit </strong>: 6d10 + 10 bludgeoning damage. If the target is a creature, it must succeed on a DC 30 Strength saving throw or be grappled (escape DC 30).</li> </ul><p></p><h4><strong>Nullifying Blast (Recharge 4–6)</strong></h4> <ul> <li data-xf-list-type="ul"><strong>Effect </strong>: The Void Sovereign unleashes a wave of nullifying energy in a 120-foot cone. Each creature in the area must make a DC 30 Intelligence saving throw, taking 30d10 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 party’s ability to cast spells and deal damage.</li> </ul><p></p><p>[HR][/HR]</p><h3><strong>Legendary Actions</strong></h3><p>The Void Sovereign 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 60 feet from teleporting for 1 minute.</li> <li data-xf-list-type="ol"><strong>Force Wave </strong>: All creatures within 60 feet must succeed on a DC 30 Dexterity saving throw or take 15d10 force damage and be pushed 60 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 (Void Sovereign) </strong>:<ul> <li data-xf-list-type="ul">Moves into range and activates its Absolute Nullification Field, suppressing all magic within 120 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 (Party) </strong>:<ul> <li data-xf-list-type="ul">Unable to cast spells due to the Nullification Field, the party must rely on physical attacks or cantrips.</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>:<ul> <li data-xf-list-type="ul">The Void Sovereign uses Nullifying Blast and Legendary Actions to further cripple the party.</li> <li data-xf-list-type="ul">The party 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 Void Sovereign </strong>: The Nullification Field, Magic Devourer, and overwhelming damage output ensure the party is quickly overwhelmed.</li> <li data-xf-list-type="ul"><strong>Best Case for Party </strong>: They manage to outlast the Void Sovereign’s durability using creative tactics, but this is highly improbable.</li> </ul><p></p><p>[HR][/HR]</p><h3><strong>Probability Estimate</strong></h3> <ul> <li data-xf-list-type="ul"><strong>Void Sovereign Wins </strong>: ~<strong>80–90% of the time </strong>.<ul> <li data-xf-list-type="ul">The Nullification Field, Magic Devourer, and overwhelming damage output ensure the party is quickly overwhelmed.</li> </ul></li> <li data-xf-list-type="ul"><strong>Party Wins </strong>: ~<strong>10–20% of the time </strong>.<ul> <li data-xf-list-type="ul">The party might win if they manage to exploit rare openings or use creative tactics, but this is highly unlikely.</li> </ul></li> </ul><p></p><p>[/SPOILER]</p><p></p><p>Anyhow, just a bit of fun with AI! I tend to be a person who veers towards paranoia and "ludditism"--at least when it comes to advanced digital tech--but this is kind of cool, and very useful if you're running high level campaigns (not to mention any campaign).</p></blockquote><p></p>
[QUOTE="Mercurius, post: 9628744, member: 59082"] And another. I asked Qwen to design a party of five 20th characters, optimized to be as powerful as possible and balanced as a group. Here is the summary chart: [SPOILER="Party Summary Chart"] [HEADING=2][FONT=system-ui][COLOR=rgb(44, 44, 54)][SIZE=5][COLOR=inherit]Party Summary Chart[/COLOR][/SIZE][/COLOR][/FONT][/HEADING] [HEADING=2][FONT=system-ui][COLOR=rgb(44, 44, 54)][SIZE=5][SIZE=16px][TABLE width="1547.78px"] [TR] [th][COLOR=inherit]Role[/COLOR][/th][th][COLOR=inherit]Name[/COLOR][/th][th][COLOR=inherit]Class/Subclass (Levels)[/COLOR][/th][th][COLOR=inherit]Key Features[/COLOR][/th][th][COLOR=inherit]Magic Items[/COLOR][/th] [/TR] [TR] [td width="max-content"]Tank/Defender[/td][td width="max-content"]"Ironwall" Tharok[/td][td width="max-content"]Barbarian 16 / Fighter 4[/td][td width="max-content"]High HP (~300), resistance to all damage except psychic, Action Surge, multiattack with greatsword.[/td][td width="max-content"][I]Belt of Storm Giant Strength[/I],[I]Armor of Invulnerability[/I],[I]Defender Greatsword[/I][/td] [/TR] [TR] [td width="max-content"]Damage Dealer[/td][td width="max-content"]"Stormblade" Kaelith[/td][td width="max-content"]Paladin 10 / Sorcerer 10[/td][td width="max-content"]Smite damage, AoE radiant spells, Draconic Resilience, Metamagic (Quickened Spell).[/td][td width="max-content"][I]Holy Avenger Longsword[/I],[I]Cloak of Protection[/I],[I]Ring of Spell Storing[/I][/td] [/TR] [TR] [td width="max-content"]Healer/Support[/td][td width="max-content"]"Serenity" Lirien[/td][td width="max-content"]Cleric 10 / Druid 10[/td][td width="max-content"]Mass healing, high AC (20+), Wild Shape into CR 6 beasts, Life Domain bonuses to healing spells.[/td][td width="max-content"][I]Staff of Healing[/I],[I]Pearl of Power[/I],[I]Amulet of Health[/I][/td] [/TR] [TR] [td width="max-content"]Controller[/td][td width="max-content"]"Arcanis" Veylora[/td][td width="max-content"]Wizard 17 / Warlock 3[/td][td width="max-content"]9th-level spells ([I]Meteor Swarm[/I],[I]Time Stop[/I]), Eldritch Invocations, Mystic Arcanum.[/td][td width="max-content"][I]Rod of the Pact Keeper +3[/I],[I]Robe of the Archmagi[/I],[I]Wand of Polymorph[/I][/td] [/TR] [TR] [td width="max-content"]Scout/Striker[/td][td width="max-content"]"Shadowfang" Ryn[/td][td width="max-content"]Rogue 10 / Monk 10[/td][td width="max-content"]Sneak Attack (10d6), Assassinate (auto-crit on surprise rounds), Shadow Step, Stunning Strike.[/td][td width="max-content"][I]Dagger of Venom[/I],[I]Boots of Speed[/I],[I]Cloak of Elvenkind[/I][/td] [/TR] [/TABLE][/SIZE][/SIZE][/COLOR][/FONT][/HEADING] [/SPOILER] [HEADING=2][/HEADING] [SPOILER="Detailed Breakdown (though without all stats)"] [HEADING=2][B]Detailed Breakdown[/B][/HEADING] Each character’s magic items are chosen to complement their abilities and enhance their effectiveness in combat and non-combat scenarios. [HEADING=3][B]1. Tank/Defender: "Ironwall" Tharok[/B][/HEADING] [LIST] [*][B]Class [/B]: Barbarian 16 / Fighter 4 [*][B]Magic Items [/B]: [LIST] [*][B]Belt of Storm Giant Strength [/B]: Grants a Strength score of 29 (+9 modifier). [*][B]Armor of Invulnerability [/B]: Grants resistance to all damage except force. [*][B]Defender Greatsword [/B]: Can add +5 to AC as a bonus action, reducing incoming damage. [/LIST] [*][B]Role [/B]: Absorbs damage, protects allies, and deals consistent melee damage. [/LIST] [HR][/HR] [HEADING=3][B]2. Damage Dealer: "Stormblade" Kaelith[/B][/HEADING] [LIST] [*][B]Class [/B]: Paladin 10 / Sorcerer 10 [*][B]Magic Items [/B]: [LIST] [*][B]Holy Avenger Longsword [/B]: Deals an extra 2d10 radiant damage to fiends and undead; grants +3 to attack rolls. [*][B]Cloak of Protection [/B]: Grants +1 to AC and saving throws. [*][B]Ring of Spell Storing [/B]: Stores up to 5 spell levels for quick use during combat. [/LIST] [*][B]Role [/B]: Deals massive burst damage with Smite and supports the party with buffs and healing. [/LIST] [HR][/HR] [HEADING=3][B]3. Healer/Support: "Serenity" Lirien[/B][/HEADING] [LIST] [*][B]Class [/B]: Cleric 10 / Druid 10 [*][B]Magic Items [/B]: [LIST] [*][B]Staff of Healing [/B]: Allows casting of healing spells without expending spell slots. [*][B]Pearl of Power [/B]: Regains one expended spell slot (up to 3rd level) once per day. [*][B]Amulet of Health [/B]: Sets Constitution to 19, ensuring consistent hit points. [/LIST] [*][B]Role [/B]: Keeps the party alive with healing and provides battlefield control through Wild Shape. [/LIST] [HR][/HR] [HEADING=3][B]4. Controller: "Arcanis" Veylora[/B][/HEADING] [LIST] [*][B]Class [/B]: Wizard 17 / Warlock 3 [*][B]Magic Items [/B]: [LIST] [*][B]Rod of the Pact Keeper +3 [/B]: Adds +3 to spell attack rolls and DCs. [*][B]Robe of the Archmagi [/B]: Grants +2 AC, advantage on saving throws against spells, and immunity to magic sleep/charm. [*][B]Wand of Polymorph [/B]: Casts [I]Polymorph [/I]at will without expending spell slots. [/LIST] [*][B]Role [/B]: Controls the battlefield with AoE spells, debuffs, and utility magic. [/LIST] [HR][/HR] [HEADING=3][B]5. Scout/Striker: "Shadowfang" Ryn[/B][/HEADING] [LIST] [*][B]Class [/B]: Rogue 10 / Monk 10 [*][B]Magic Items [/B]: [LIST] [*][B]Dagger of Venom [/B]: Deals an extra 2d10 poison damage on a failed save. [*][B]Boots of Speed [/B]: Doubles movement speed for 10 minutes once per day. [*][B]Cloak of Elvenkind [/B]: Grants advantage on Dexterity (Stealth) checks and makes the wearer harder to detect. [/LIST] [*][B]Role [/B]: Eliminates priority targets quickly, scouts ahead, and disables enemies with status effects. [/LIST] [/SPOILER] I then asked the same questions as above. First, a monster that the party defeats 80-90% of the time (so equivalent to a Tarrasque vs. one optimized character, but for a party of five optimized characters) [SPOILER="Abyssal Ravager"] [HEADING=2][B]Monster Name: Abyssal Ravager [/B][/HEADING] [LIST] [*][B]Challenge Rating (CR) [/B]: [B]25[/B] [*][B]Role [/B]: A towering demon lord designed to challenge high-level adventurers without being insurmountable. [*][B]Theme [/B]: A manifestation of chaos and destruction from the Abyss, capable of devastating entire battlefields but lacking the raw power of godlike entities like the Void Sovereign. [/LIST] [HR][/HR] [HEADING=2][B]Key Abilities and Traits[/B][/HEADING] [HEADING=3][B]Ability Scores[/B][/HEADING] [LIST] [*][B]Strength [/B]: 28 (+9) [*][B]Dexterity [/B]: 18 (+4) [*][B]Constitution [/B]: 26 (+8) [*][B]Intelligence [/B]: 16 (+3) [*][B]Wisdom [/B]: 18 (+4) [*][B]Charisma [/B]: 22 (+6) [/LIST] [HEADING=3][B]Hit Points[/B][/HEADING] [LIST] [*][B]Average HP [/B]: ~600 (20d12 + 300 from Constitution modifier). [*][B]Regeneration [/B]: Regains 30 hit points at the start of its turn unless it takes radiant or cold damage. [/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]: Fire, poison, psychic. [*][B]Condition Immunities [/B]: Charmed, frightened, poisoned. [/LIST] [HEADING=3][B]Speed[/B][/HEADING] [LIST] [*][B]Walking Speed [/B]: 60 ft. [*][B]Flight Speed [/B]: 90 ft. (hover). [/LIST] [HR][/HR] [HEADING=2][B]Special Traits[/B][/HEADING] [HEADING=3][B]1. Abyssal Corruption[/B][/HEADING] [LIST] [*][B]Effect [/B]: The Ravager emits an aura of corruption in a 30-foot radius. At the start of each of its turns, all creatures in the aura take 5d10 necrotic damage and must succeed on a DC 25 Constitution saving throw or suffer one level of exhaustion. [*][B]Impact [/B]: Forces the party to either stay out of range or endure significant attrition. [/LIST] [HEADING=3][B]2. Legendary Resistance (3/day)[/B][/HEADING] [LIST] [*][B]Effect [/B]: If the Abyssal Ravager fails a saving throw, it can choose to succeed instead. [*][B]Impact [/B]: Ensures survival against key effects but is limited in uses. [/LIST] [HEADING=3][B]3. Magic Resistance[/B][/HEADING] [LIST] [*][B]Effect [/B]: The Ravager has advantage on saving throws against spells and other magical effects. [*][B]Impact [/B]: Makes it harder for spellcasters to incapacitate or banish it. [/LIST] [HEADING=3][B]4. Multiattack Vulnerability[/B][/HEADING] [LIST] [*][B]Effect [/B]: The Ravager cannot use legendary actions or reactions during a round in which it uses Multiattack. [*][B]Impact [/B]: Limits its offensive output and makes it easier for the party to focus fire. [/LIST] [HR][/HR] [HEADING=2][B]Actions[/B][/HEADING] [HEADING=3][B]Multiattack[/B][/HEADING] [LIST] [*]The Abyssal Ravager 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: +17 to hit, reach 15 ft., one target. [*][B]Hit [/B]: 3d10 + 9 slashing damage plus 2d8 necrotic damage. [/LIST] [HEADING=3][B]Tail Smash[/B][/HEADING] [LIST] [*][B]Attack [/B]: Melee Weapon Attack: +17 to hit, reach 20 ft., one target. [*][B]Hit [/B]: 4d12 + 9 bludgeoning damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be knocked prone. [/LIST] [HEADING=3][B]Hellfire Breath (Recharge 5–6)[/B][/HEADING] [LIST] [*][B]Effect [/B]: The Ravager exhales a cone of hellfire in a 60-foot cone. Each creature in the area must make a DC 25 Dexterity saving throw, taking 20d6 fire damage and 10d6 necrotic damage on a failed save, or half as much on a successful one. [*][B]Impact [/B]: Deals massive AoE damage but requires recharge, giving the party time to recover. [/LIST] [HR][/HR] [HEADING=2][B]Legendary Actions[/B][/HEADING] The Abyssal Ravager can take 3 legendary actions per round, choosing from the following options: [LIST=1] [*][B]Claw Strike [/B]: Make one claw attack. [*][B]Teleport [/B]: Teleport up to 90 feet to an unoccupied space it can see. [*][B]Force Wave [/B]: All creatures within 30 feet must succeed on a DC 25 Dexterity saving throw or take 5d10 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 (Abyssal Ravager) [/B]: [LIST] [*]Uses Hellfire Breath to deal massive AoE damage, forcing the party to spread out. [*]Moves into melee range and uses Multiattack to target key party members (e.g., the healer or controller). [/LIST] [*][B]Turn 1 (Party) [/B]: [LIST] [*]High-damage dealers like Kaelith and Ryn focus on dealing burst damage to reduce the Ravager’s HP quickly. [*]Tharok tanks melee hits while Lirien heals and buffs the party. [*]Veylora uses crowd control spells ([I]Wall of Force [/I], [I]Polymorph [/I]) to limit the Ravager’s movement. [/LIST] [*][B]Subsequent Rounds [/B]: [LIST] [*]The Ravager alternates between using Multiattack and legendary actions to pressure the party. [*]The party exploits its vulnerability to radiant and cold damage, focusing fire with Smite damage, Sneak Attacks, and AoE spells. [/LIST] [/LIST] [HEADING=3][B]Win Conditions[/B][/HEADING] [LIST] [*][B]Best Case for Party [/B]: The party focuses fire and exploits vulnerabilities (e.g., radiant damage) to whittle down the Ravager’s HP before its regeneration or Hellfire Breath becomes overwhelming. [*][B]Best Case for Ravager [/B]: The party struggles to spread out during Hellfire Breath or fails to heal through the Abyssal Corruption aura. [/LIST] [HR][/HR] [HEADING=2][B]Probability Estimate[/B][/HEADING] [LIST] [*][B]Party Wins [/B]: ~[B]80–90% of the time [/B]. [LIST] [*]The Ravager’s vulnerabilities to radiant and cold damage, combined with its limited legendary resistances, make it beatable with proper strategy. [/LIST] [*][B]Ravager Wins [/B]: ~[B]10–20% of the time [/B]. [LIST] [*]The Ravager might win if the party fails to adapt to its AoE damage or exhaustion mechanic. [/LIST] [/LIST] [/SPOILER] Secondly, a monster that the party deffats 50% of the time. [SPOILER="Eternal Warden"] [HEADING=2][B]Monster Name: Eternal Warden [/B][/HEADING] [LIST] [*][B]Challenge Rating (CR) [/B]: [B]30[/B] [*][B]Role [/B]: A timeless guardian designed to test the limits of high-level adventurers. [*][B]Theme [/B]: A construct imbued with ancient magic, tasked with protecting a sacred realm from intruders. Its combination of brute force, magical resistance, and tactical abilities makes it a formidable opponent. [/LIST] [HR][/HR] [HEADING=2][B]Key Abilities and Traits[/B][/HEADING] [HEADING=3][B]Ability Scores[/B][/HEADING] [LIST] [*][B]Strength [/B]: 28 (+9) [*][B]Dexterity [/B]: 16 (+3) [*][B]Constitution [/B]: 26 (+8) [*][B]Intelligence [/B]: 20 (+5) [*][B]Wisdom [/B]: 22 (+6) [*][B]Charisma [/B]: 18 (+4) [/LIST] [HEADING=3][B]Hit Points[/B][/HEADING] [LIST] [*][B]Average HP [/B]: ~800 (24d12 + 400 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]: Poison, necrotic, psychic. [*][B]Condition Immunities [/B]: Charmed, frightened, paralyzed, poisoned, stunned. [/LIST] [HEADING=3][B]Speed[/B][/HEADING] [LIST] [*][B]Walking Speed [/B]: 70 ft. [*][B]Flight Speed [/B]: 90 ft. (hover). [/LIST] [HR][/HR] [HEADING=2][B]Special Traits[/B][/HEADING] [HEADING=3][B]1. Arcane Ward[/B][/HEADING] [LIST] [*][B]Effect [/B]: The Eternal Warden has a magical barrier that absorbs up to 100 points of damage. The barrier regenerates 20 points at the start of its turn. [*][B]Impact [/B]: Protects it from burst damage and forces the party to sustain pressure over multiple rounds. [/LIST] [HEADING=3][B]2. Legendary Resistance (4/day)[/B][/HEADING] [LIST] [*][B]Effect [/B]: If the Eternal Warden fails a saving throw, it can choose to succeed instead. [*][B]Impact [/B]: Ensures survival against key effects but is limited in uses. [/LIST] [HEADING=3][B]3. Magic Resistance[/B][/HEADING] [LIST] [*][B]Effect [/B]: The Warden has advantage on saving throws against spells and other magical effects. [*][B]Impact [/B]: Makes it harder for spellcasters to incapacitate or banish it. [/LIST] [HEADING=3][B]4. Nullification Pulse (Recharge 5–6)[/B][/HEADING] [LIST] [*][B]Effect [/B]: The Warden emits a pulse of anti-magic in a 60-foot radius. All magical effects within the area are suppressed for 1 minute as if under an [I]Antimagic Field [/I]. Creatures within the area must succeed on a DC 28 Intelligence saving throw or lose one spell slot of their highest available level. [*][B]Impact [/B]: Temporarily cripples spellcasters and disrupts ongoing magical effects like concentration spells. [/LIST] [HEADING=3][B]5. Multiattack Vulnerability[/B][/HEADING] [LIST] [*][B]Effect [/B]: The Warden cannot use legendary actions during a round in which it uses Multiattack. [*][B]Impact [/B]: Limits its offensive output and makes it easier for the party to focus fire. [/LIST] [HR][/HR] [HEADING=2][B]Actions[/B][/HEADING] [HEADING=3][B]Multiattack[/B][/HEADING] [LIST] [*]The Eternal Warden makes three attacks: two with its fists and one with its energy beam. [/LIST] [HEADING=3][B]Fist Strike[/B][/HEADING] [LIST] [*][B]Attack [/B]: Melee Weapon Attack: +17 to hit, reach 10 ft., one target. [*][B]Hit [/B]: 3d10 + 9 bludgeoning damage plus 2d8 radiant damage. [/LIST] [HEADING=3][B]Energy Beam[/B][/HEADING] [LIST] [*][B]Attack [/B]: Ranged Spell Attack: +15 to hit, range 120 ft., one target. [*][B]Hit [/B]: 6d10 radiant damage. If the target is reduced to 0 hit points by this attack, it is disintegrated. [/LIST] [HEADING=3][B]Temporal Stasis (Recharge 6)[/B][/HEADING] [LIST] [*][B]Effect [/B]: The Warden targets one creature within 60 feet. The target must succeed on a DC 28 Wisdom saving throw or be incapacitated and immune to all damage until the start of the Warden’s next turn. [*][B]Impact [/B]: Removes a key party member from combat temporarily, forcing the others to compensate. [/LIST] [HR][/HR] [HEADING=2][B]Legendary Actions[/B][/HEADING] The Eternal Warden can take 4 legendary actions per round, choosing from the following options: [LIST=1] [*][B]Fist Strike [/B]: Make one fist attack. [*][B]Teleport [/B]: Teleport up to 90 feet to an unoccupied space it can see. [*][B]Force Wave [/B]: All creatures within 30 feet must succeed on a DC 28 Dexterity saving throw or take 5d10 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 Warden) [/B]: [LIST] [*]Uses Nullification Pulse to suppress magic and drain spell slots, crippling the party’s casters. [*]Moves into melee range and uses Multiattack to deal significant damage. [/LIST] [*][B]Turn 1 (Party) [/B]: [LIST] [*]High-damage dealers like Kaelith and Ryn focus on dealing burst damage to reduce the Warden’s HP quickly. [*]Tharok tanks melee hits while Lirien heals and buffs the party. [*]Veylora uses crowd control spells ([I]Counterspell [/I], [I]Wall of Force [/I]) to limit the Warden’s movement. [/LIST] [*][B]Subsequent Rounds [/B]: [LIST] [*]The Warden alternates between using Multiattack and legendary actions to pressure the party. [*]The party exploits its vulnerability to radiant damage and focuses fire to overwhelm its regeneration. [/LIST] [/LIST] [HEADING=3][B]Win Conditions[/B][/HEADING] [LIST] [*][B]Best Case for Party [/B]: The party coordinates effectively, focusing fire and exploiting vulnerabilities (e.g., radiant damage) to whittle down the Warden’s HP before its regeneration or Nullification Pulse becomes overwhelming. [*][B]Best Case for Warden [/B]: The party struggles to adapt to its Nullification Pulse or fails to heal through sustained damage. [/LIST] [HR][/HR] [HEADING=2][B]Probability Estimate[/B][/HEADING] [LIST] [*][B]Party Wins [/B]: ~[B]50% of the time [/B]. [LIST] [*]The Warden’s vulnerabilities to radiant damage and limited Nullification Pulse make it beatable with proper strategy. [/LIST] [*][B]Warden Wins [/B]: ~[B]50% of the time [/B]. [LIST] [*]The Warden might win if the party fails to adapt to its Nullification Pulse or loses key members to Temporal Stasis. [/LIST] [/LIST] [/SPOILER] Finally, a monster that the party defeats only 10-20% of the time. [SPOILER="Void Sovereign"] [HEADING=2][B]Monster Name: Void Sovereign[/B][/HEADING] [LIST] [*][B]Challenge Rating (CR) [/B]: [B]35[/B] [*][B]Role [/B]: A godlike entity designed to annihilate high-level adventurers and dominate reality itself. [*][B]Theme [/B]: An embodiment of cosmic entropy, 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]: 26 (+8) [*][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]: ~1,000 (24d20 + 600 from Constitution modifier). [*][B]Regeneration [/B]: Regains 50 hit points at the start of its turn unless it takes radiant or force damage. [/LIST] [HEADING=3][B]Armor Class (AC)[/B][/HEADING] [LIST] [*][B]AC [/B]: 28 (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]: 80 ft. [*][B]Flight Speed [/B]: 120 ft. (hover). [*][B]Teleportation [/B]: Can teleport up to 120 feet as a bonus action. [/LIST] [HR][/HR] [HEADING=2][B]Special Traits[/B][/HEADING] [HEADING=3][B]1. Absolute Nullification Field[/B][/HEADING] [LIST] [*][B]Effect [/B]: Within 120 feet of the Void Sovereign, 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 cripples the party’s reliance on spells, magic items, and class features like Wild Shape or Divine Smite. [/LIST] [HEADING=3][B]2. Reality Fracture[/B][/HEADING] [LIST] [*][B]Effect [/B]: Whenever the Void Sovereign reduces a creature to 0 hit points, it can expend one legendary action to cause a ripple of destruction. All creatures within 60 feet must succeed on a DC 30 Dexterity saving throw or take 20d10 force damage and be stunned until the end of their next turn. [*][B]Impact [/B]: Ensures the party 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 Void Sovereign 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 Void Sovereign 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 party’s spellcasting actively harmful to themselves. [/LIST] [HEADING=3][B]5. Dimensional Anchor[/B][/HEADING] [LIST] [*][B]Effect [/B]: The Void Sovereign cannot be teleported, banished, or otherwise moved against its will. It can also prevent other creatures within 60 feet from teleporting. [*][B]Impact [/B]: Prevents the party from using mobility spells like [I]Misty Step [/I]or [I]Teleportation Circle [/I]. [/LIST] [HEADING=3][B]6. Healing Suppression[/B][/HEADING] [LIST] [*][B]Effect [/B]: Any healing received by creatures within 60 feet of the Void Sovereign is halved. Additionally, abilities like [I]Regenerate [/I]or [I]Wish [/I]cannot restore hit points. [*][B]Impact [/B]: Reduces the effectiveness of the healer’s role in the party. [/LIST] [HR][/HR] [HEADING=2][B]Actions[/B][/HEADING] [HEADING=3][B]Multiattack[/B][/HEADING] [LIST] [*]The Void Sovereign 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: +18 to hit, reach 20 ft., one target. [*][B]Hit [/B]: 4d12 + 10 slashing damage plus 6d10 force damage. [/LIST] [HEADING=3][B]Tendril Strike[/B][/HEADING] [LIST] [*][B]Attack [/B]: Melee Weapon Attack: +18 to hit, reach 30 ft., one target. [*][B]Hit [/B]: 6d10 + 10 bludgeoning damage. If the target is a creature, it must succeed on a DC 30 Strength saving throw or be grappled (escape DC 30). [/LIST] [HEADING=3][B]Nullifying Blast (Recharge 4–6)[/B][/HEADING] [LIST] [*][B]Effect [/B]: The Void Sovereign unleashes a wave of nullifying energy in a 120-foot cone. Each creature in the area must make a DC 30 Intelligence saving throw, taking 30d10 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 party’s ability to cast spells and deal damage. [/LIST] [HR][/HR] [HEADING=2][B]Legendary Actions[/B][/HEADING] The Void Sovereign 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 60 feet from teleporting for 1 minute. [*][B]Force Wave [/B]: All creatures within 60 feet must succeed on a DC 30 Dexterity saving throw or take 15d10 force damage and be pushed 60 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 (Void Sovereign) [/B]: [LIST] [*]Moves into range and activates its Absolute Nullification Field, suppressing all magic within 120 feet. [*]Uses Multiattack to deal massive damage with claws and tendrils. [/LIST] [*][B]Turn 1 (Party) [/B]: [LIST] [*]Unable to cast spells due to the Nullification Field, the party must rely on physical attacks or cantrips. [*]Attempts to reposition or escape are hindered by Dimensional Anchor. [/LIST] [*][B]Subsequent Rounds [/B]: [LIST] [*]The Void Sovereign uses Nullifying Blast and Legendary Actions to further cripple the party. [*]The party 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 Void Sovereign [/B]: The Nullification Field, Magic Devourer, and overwhelming damage output ensure the party is quickly overwhelmed. [*][B]Best Case for Party [/B]: They manage to outlast the Void Sovereign’s durability using creative tactics, but this is highly improbable. [/LIST] [HR][/HR] [HEADING=2][B]Probability Estimate[/B][/HEADING] [LIST] [*][B]Void Sovereign Wins [/B]: ~[B]80–90% of the time [/B]. [LIST] [*]The Nullification Field, Magic Devourer, and overwhelming damage output ensure the party is quickly overwhelmed. [/LIST] [*][B]Party Wins [/B]: ~[B]10–20% of the time [/B]. [LIST] [*]The party might win if they manage to exploit rare openings or use creative tactics, but this is highly unlikely. [/LIST] [/LIST] [/SPOILER] Anyhow, just a bit of fun with AI! I tend to be a person who veers towards paranoia and "ludditism"--at least when it comes to advanced digital tech--but this is kind of cool, and very useful if you're running high level campaigns (not to mention any campaign). [/QUOTE]
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