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Making Boss/Sub-Boss with CRs
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<blockquote data-quote="WhosDaDungeonMaster" data-source="post: 7539995"><p>Here is Gorth, the sub-boss:</p><p></p><p><strong>GORTH </strong>- Cultist Priest (Paladin 2/ Cleric 5 (War Domain))</p><p><em>Medium humanoid (human), Chaotic Evil</em></p><p>----</p><p><strong>Armor Class</strong>: 21 (Plate, Shield, Defensive Style)</p><p><strong>Hit Points</strong>: 48</p><p><strong>Speed</strong>: 20 ft.</p><p>----</p><p>Str: 13 Dex: 10 Con: 12 Int: 12 Wis: 14 Chr: 14</p><p>----</p><p>Saves: Wisdom +5, Charisma +4</p><p>Skills: Insight+5, Intimidation +5, Medicine +5, Perception +5, Religion +4</p><p>Langs: Common, Elven, Infernal, Orc</p><p>Feats: Savage Attacker, War Caster</p><p>Challenge: 3 (700 XP)</p><p>----</p><p><strong>Channel Divinity (1/Day)</strong>: Gorth can use his channel divinity to Turn Undead (Command Undead CR 1/2 or lower) or for his Guided Strike (grants +10 to attack roll, after roll but before outcome determined).</p><p><strong>War Priest</strong>: As a bonus action, Gorth can make a second attack as part of an attack action. This ability is limited to two uses before a Long rest.</p><p><strong>Lay On Hands</strong>: As an action, Gorth can heal up to 10 hit points of damage from a pool of healing power. This pool replenishes after a Long rest.</p><p><strong>Divine Smite</strong>: Gorth can expend a 1st-level spell slot to deal an additional 2d8 points of radiant damage. Each additional level of the spell slot increases the damage by +1d8.</p><p></p><p><strong>Spellcasting</strong>. Gorth is a 6th-level caster. Spell save is DC 13 and +5 to attack rolls with spells. Gorth has the following spells prepared:</p><p></p><p>Cantrips (at will): <em>Light, Resistance, Sacred Flame, Toll the Dead</em></p><p>1st Level (4 slots): <em>Command, Cure Wounds, Divine Favor, Healing Word, Inflict Wounds, Sanctuary, Shield of Faith, Thunderous Smite</em></p><p>2nd Level (3 slots): <em>Aid, Magic Weapon, Silence, Spiritual Weapon</em></p><p>3rd Level (3 slots): <em>Crusader's Mantle, Dispel Magic, Protection from Energy, Spirit Guardians</em></p><p>----</p><p>Actions:</p><p></p><p><strong>Mace (+1)</strong>. Melee Weapon Attack: +6 to hit, reach 5 ft. one target. Hit: 5 (1d6+1) bludgeoning damage.</p><p><strong>Savage Attacker</strong>. Once per turn, Gorth can re-roll damage for his mace and take either roll.</p><p></p><p></p><p>I think that is everything. The question is: is Gorth a CR 3???</p><p></p><p>I don't want the encounter to be deadly at all. With a couple acolytes, and maybe a couple fighter-types (CR 1s), would this made a Moderate to Hard encounter (leaning more towards Moderate I think).</p><p></p><p>If I missed anything or messed it up, <em>please</em> don't hesitate to bring it up! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="WhosDaDungeonMaster, post: 7539995"] Here is Gorth, the sub-boss: [B]GORTH [/B]- Cultist Priest (Paladin 2/ Cleric 5 (War Domain)) [I]Medium humanoid (human), Chaotic Evil[/I] ---- [B]Armor Class[/B]: 21 (Plate, Shield, Defensive Style) [B]Hit Points[/B]: 48 [B]Speed[/B]: 20 ft. ---- Str: 13 Dex: 10 Con: 12 Int: 12 Wis: 14 Chr: 14 ---- Saves: Wisdom +5, Charisma +4 Skills: Insight+5, Intimidation +5, Medicine +5, Perception +5, Religion +4 Langs: Common, Elven, Infernal, Orc Feats: Savage Attacker, War Caster Challenge: 3 (700 XP) ---- [B]Channel Divinity (1/Day)[/B]: Gorth can use his channel divinity to Turn Undead (Command Undead CR 1/2 or lower) or for his Guided Strike (grants +10 to attack roll, after roll but before outcome determined). [B]War Priest[/B]: As a bonus action, Gorth can make a second attack as part of an attack action. This ability is limited to two uses before a Long rest. [B]Lay On Hands[/B]: As an action, Gorth can heal up to 10 hit points of damage from a pool of healing power. This pool replenishes after a Long rest. [B]Divine Smite[/B]: Gorth can expend a 1st-level spell slot to deal an additional 2d8 points of radiant damage. Each additional level of the spell slot increases the damage by +1d8. [B]Spellcasting[/B]. Gorth is a 6th-level caster. Spell save is DC 13 and +5 to attack rolls with spells. Gorth has the following spells prepared: Cantrips (at will): [I]Light, Resistance, Sacred Flame, Toll the Dead[/I] 1st Level (4 slots): [I]Command, Cure Wounds, Divine Favor, Healing Word, Inflict Wounds, Sanctuary, Shield of Faith, Thunderous Smite[/I] 2nd Level (3 slots): [I]Aid, Magic Weapon, Silence, Spiritual Weapon[/I] 3rd Level (3 slots): [I]Crusader's Mantle, Dispel Magic, Protection from Energy, Spirit Guardians[/I] ---- Actions: [B]Mace (+1)[/B]. Melee Weapon Attack: +6 to hit, reach 5 ft. one target. Hit: 5 (1d6+1) bludgeoning damage. [B]Savage Attacker[/B]. Once per turn, Gorth can re-roll damage for his mace and take either roll. I think that is everything. The question is: is Gorth a CR 3??? I don't want the encounter to be deadly at all. With a couple acolytes, and maybe a couple fighter-types (CR 1s), would this made a Moderate to Hard encounter (leaning more towards Moderate I think). If I missed anything or messed it up, [I]please[/I] don't hesitate to bring it up! :) [/QUOTE]
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