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Help Me balance a fight vs BBEG
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<blockquote data-quote="Ancalagon" data-source="post: 7413489" data-attributes="member: 23"><p>Hello</p><p></p><p>So the end of a big adventure (Gates of Firestorm Peak, ie SPOILERS!) looms near. I need some advice on how to balance this fight, esp on the <strong>number of mooks</strong>.</p><p></p><p>THE HEROES:</p><p>All level 6. Paladin (oath of the ancient), Cleric (knowledge), Warlock (great old one, Tome), Monk (open hand). </p><p>NPC Allies: 2 that are semi ineffective, but will help sometimes (esp if things are going bad) by say giving a healing potion or putting oil on a troll (DM controled).</p><p></p><p>THE BATTLEFIELD:</p><p>A large, vaguely cross-shaped room with a few stone pillars and a magical gate (very dangerous) in the middle.</p><p></p><p></p><p>BBEG: High level warlock (10-11). Will start fight with Evard's black tentacle then use magical item (the Eye of the Kraken) to dominate on PCs (I will allow a save each round). If this doesn't work will try EB. Can dimension door out, drink strong healing potion, dimension door back in. He will ask the party warlock to turn and help him as they have the same Patron (I expect the player </p><p></p><p>BBEG's lieutenant: Level 6 wizard (probably conjurer). His main contribution to the battle is his wand of lightning. He can also use dispel magic, vampiric touch and melf's acid arrow. Has shield, Misty step memorized too. </p><p></p><p>There is a strong chance for smart play here by the party's cleric, as they have a wand of negation which would shut down both the dominating item and the wand of lightning. </p><p></p><p></p><p>The mooks. As per the module, there is a total of 12 mooks. </p><p></p><p>ELITE DUERGARS: (in the module, 5) </p><p>SAVES: Adv vs spells, charm, paralyzed, poison, illusions</p><p>+2 brawn, +0 others</p><p>Speed: 30 when enlarged, 25 otherwise</p><p>HP 30</p><p>AC: 16</p><p>+4 to hit, 2d4+6 REACH 20</p><p></p><p>These are like the regular Duergar, except their enlarge makes them very big and give them huge reach with their pole arms. They will try to act as a defensive screen . If possible, they will shove the PCs into the Gate (this is very ouchy)</p><p></p><p></p><p>TROLL MUTANTS (In the module: 3) </p><p>They are weaker than normal trolls (regeneration 3/round, less HP) but have 3 arms.</p><p>AC: 14</p><p>hp: 35</p><p>OFFENSE</p><p>Melee Attack: +6 to hit, 1d4+3 3X (3 arms), bite 1d8+3</p><p></p><p></p><p>MYCONIDS (in the module: 2)</p><p>As per PHB, standard adult. Will attempt their pacifying spore</p><p></p><p></p><p>Brood gibberlings (In the module: 2) </p><p>AC: 12</p><p>hp: 30 </p><p>OFFENSE</p><p>Speed: 30 ft., burrow 5 ft.</p><p>Melee Attack—Bite: +4 to hit, reach 5 ft., one target. Hit: 1d4+4 ) piercing damage, and the target must make a DC 12 Constitution saving throw or be afflicted by gibberslugs.</p><p>Ranged Attack—Gibberslug Spit: +4 to hit, range 30 ft. one target. Hit: 5 (1d6 + 2) acid damage, and the target must make a DC 12 Constitution saving throw or be afflicted by gibberslugs.</p><p></p><p>Gibberslugs: A creature afflicted with gibberslugs has one round in which fire can be applied to the place where the slug burrowed, killing the slug. If the slug is not removed, the creature takes 2 (1d4) damage at the end of its turn each round until it is reduced 0 hit points at which point the slug reaches its brain. A lesser restoration spell kills a gibberslug, as does eating darkscape mushroom. Paladin's cure disease also will cleanse a gibberslug. A creature reduced to 0 hit points by a gibberslug drops into a nightmarish coma for 1d20 + 4 hours during which it undergoes a horrific transformation into a gibberling. It can only be awakened from its catatonic state with remove curse or greater restoration, at which point the creature is "stable" at.</p></blockquote><p></p>
[QUOTE="Ancalagon, post: 7413489, member: 23"] Hello So the end of a big adventure (Gates of Firestorm Peak, ie SPOILERS!) looms near. I need some advice on how to balance this fight, esp on the [B]number of mooks[/B]. THE HEROES: All level 6. Paladin (oath of the ancient), Cleric (knowledge), Warlock (great old one, Tome), Monk (open hand). NPC Allies: 2 that are semi ineffective, but will help sometimes (esp if things are going bad) by say giving a healing potion or putting oil on a troll (DM controled). THE BATTLEFIELD: A large, vaguely cross-shaped room with a few stone pillars and a magical gate (very dangerous) in the middle. BBEG: High level warlock (10-11). Will start fight with Evard's black tentacle then use magical item (the Eye of the Kraken) to dominate on PCs (I will allow a save each round). If this doesn't work will try EB. Can dimension door out, drink strong healing potion, dimension door back in. He will ask the party warlock to turn and help him as they have the same Patron (I expect the player BBEG's lieutenant: Level 6 wizard (probably conjurer). His main contribution to the battle is his wand of lightning. He can also use dispel magic, vampiric touch and melf's acid arrow. Has shield, Misty step memorized too. There is a strong chance for smart play here by the party's cleric, as they have a wand of negation which would shut down both the dominating item and the wand of lightning. The mooks. As per the module, there is a total of 12 mooks. ELITE DUERGARS: (in the module, 5) SAVES: Adv vs spells, charm, paralyzed, poison, illusions +2 brawn, +0 others Speed: 30 when enlarged, 25 otherwise HP 30 AC: 16 +4 to hit, 2d4+6 REACH 20 These are like the regular Duergar, except their enlarge makes them very big and give them huge reach with their pole arms. They will try to act as a defensive screen . If possible, they will shove the PCs into the Gate (this is very ouchy) TROLL MUTANTS (In the module: 3) They are weaker than normal trolls (regeneration 3/round, less HP) but have 3 arms. AC: 14 hp: 35 OFFENSE Melee Attack: +6 to hit, 1d4+3 3X (3 arms), bite 1d8+3 MYCONIDS (in the module: 2) As per PHB, standard adult. Will attempt their pacifying spore Brood gibberlings (In the module: 2) AC: 12 hp: 30 OFFENSE Speed: 30 ft., burrow 5 ft. Melee Attack—Bite: +4 to hit, reach 5 ft., one target. Hit: 1d4+4 ) piercing damage, and the target must make a DC 12 Constitution saving throw or be afflicted by gibberslugs. Ranged Attack—Gibberslug Spit: +4 to hit, range 30 ft. one target. Hit: 5 (1d6 + 2) acid damage, and the target must make a DC 12 Constitution saving throw or be afflicted by gibberslugs. Gibberslugs: A creature afflicted with gibberslugs has one round in which fire can be applied to the place where the slug burrowed, killing the slug. If the slug is not removed, the creature takes 2 (1d4) damage at the end of its turn each round until it is reduced 0 hit points at which point the slug reaches its brain. A lesser restoration spell kills a gibberslug, as does eating darkscape mushroom. Paladin's cure disease also will cleanse a gibberslug. A creature reduced to 0 hit points by a gibberslug drops into a nightmarish coma for 1d20 + 4 hours during which it undergoes a horrific transformation into a gibberling. It can only be awakened from its catatonic state with remove curse or greater restoration, at which point the creature is "stable" at. [/QUOTE]
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