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Making Boss/Sub-Boss with CRs
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<blockquote data-quote="WhosDaDungeonMaster" data-source="post: 7540268"><p><u>SUB-BOSS ENCOUNTER: Gorth, a Cultist Priest; 2 Cultist Acolytes and 2 Cultist Guards</u></p><p></p><p><strong>GORTH</strong> - Cultist Priest</p><p><em>Medium humanoid (human), Chaotic Evil</em></p><p>----</p><p><strong>Armor Class:</strong> 20 (Plate, Shield)</p><p><strong>Hit Points:</strong> 44 (8d8 + 8)</p><p><strong>Speed:</strong> 20 ft.</p><p>----</p><p>Str: 13 Dex: 10 Con: 13 Int: 12 Wis: 14 Chr: 14</p><p>----</p><p>Saves: Constitution +4, Wisdom +5, Charisma +5</p><p>Skills: Insight+5, Medicine +5, Perception +5, Persuasion+5, Religion +4</p><p>Languages: Common, Abyssal, Infernal, Orc</p><p>----</p><p><strong>Abyssal Glory.</strong> Gorth can expend a 1st-level spell slot to deal an additional 2d6 points of necrotic damage. Each additional level of the spell slot increases the damage by +1d6.</p><p></p><p><strong>Guided Strike (1/Day).</strong> Gorth can use his channel divinity to gain a +10 to his attack roll, applying the bonus even after the roll, but before the outcome of the attack is determined.</p><p></p><p><strong>War Caster.</strong> Gorth has advantage on Constitution saving throws to maintain concentration on spells when he takes damage.</p><p></p><p><strong>War Priest.</strong> Gorth can make a second melee attack as a bonus action when he makes a melee attack.</p><p></p><p><strong>Spellcasting.</strong> Gorth is a 5th-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, Inflict Wounds, Necrotic Bolt, Shield of Faith</em></p><p>2nd Level (3 slots): <em>Aid, Silence, Spiritual Weapon</em></p><p>3rd Level (2 slots): <em>Dispel Magic, Spirit Guardians</em></p><p>----</p><p>Actions:</p><p></p><p><strong>Mace.</strong> Melee Weapon Attack: +4 to hit, reach 5 ft. one target. Hit: 5 (1d6+1) bludgeoning damage.</p><p></p><p>--------------------------------------------------------------------------------------</p><p></p><p><strong>Cultist Acolyte</strong></p><p><em>Medium humanoid (human), Chaotic Evil</em></p><p>----</p><p><strong>Armor Class:</strong> 18 (Chain, Shield)</p><p><strong>Hit Points:</strong> 17 (3d8 + 3)</p><p><strong>Speed:</strong> 20 ft.</p><p>----</p><p>Str: 12 Dex: 10 Con: 12 Int: 10 Wis: 14 Chr: 12</p><p>----</p><p>Saves: Wisdom +4, Charisma +3</p><p>Skills: Medicine +4, Religion +2</p><p>Languages: Common, Abyssal</p><p>----</p><p><strong>Spellcasting.</strong> The Cultist Acolyte is a 1st-level caster. Spell save is DC 12 and +4 to attack rolls with spells. The Acolyte Cultist has the following spells prepared:</p><p></p><p>Cantrips (at will): <em>Light, Sacred Flame, Toll the Dead</em></p><p>1st Level (2 slots): <em>Divine Favor, Inflict Wounds, Necrotic Bolt, Shield of Faith</em></p><p>----</p><p>Actions:</p><p></p><p><strong>Mace.</strong> Melee Weapon Attack: +3 to hit, reach 5 ft. one target. Hit: 5 (1d6+1) bludgeoning damage.</p><p></p><p>--------------------------------------------------------------------------------------</p><p></p><p><strong>Cultist Guard</strong></p><p><em>Medium humanoid (human), Chaotic Evil</em></p><p>----</p><p><strong>Armor Class:</strong> 18 (Chain, Shield)</p><p><strong>Hit Points:</strong> 20 (3d8 + 6)</p><p><strong>Speed:</strong> 20 ft.</p><p>----</p><p>Str: 14 Dex: 10 Con: 14 Int: 10 Wis: 8 Chr: 8</p><p>----</p><p>Saves: Strength +4, Constitution +4</p><p>Skills: Intimidation +2</p><p>Languages: Common, Abyssal</p><p>----</p><p><strong>Second Wind (Recharges after a Short or Long Rest).</strong> As a bonus action, the Cultist Guard can regain 7 hit points.</p><p></p><p><strong>Savage Attacker.</strong> The Cultist Guard gains +1 to damage with melee attacks (inlcuded below).</p><p>----</p><p>Actions:</p><p></p><p><strong>Longsword.</strong> Melee Weapon Attack: +4 to hit, reach 5 ft. one target. Hit: 8 (1d8+3) slashing damage.</p><p></p><p></p><p></p><p>So, that's the sub-boss encounter. I am aiming for Gorth to be CR 4 and the Cultist Acolytes and Cultist Guards to be CR 1. It works okay if they are closer to CR 5 and CR 1/2 for the others, though.</p><p></p><p>If the CRs are way off, please offer feedback and thanks again.</p></blockquote><p></p>
[QUOTE="WhosDaDungeonMaster, post: 7540268"] [U]SUB-BOSS ENCOUNTER: Gorth, a Cultist Priest; 2 Cultist Acolytes and 2 Cultist Guards[/U] [B]GORTH[/B] - Cultist Priest [I]Medium humanoid (human), Chaotic Evil[/I] ---- [B]Armor Class:[/B] 20 (Plate, Shield) [B]Hit Points:[/B] 44 (8d8 + 8) [B]Speed:[/B] 20 ft. ---- Str: 13 Dex: 10 Con: 13 Int: 12 Wis: 14 Chr: 14 ---- Saves: Constitution +4, Wisdom +5, Charisma +5 Skills: Insight+5, Medicine +5, Perception +5, Persuasion+5, Religion +4 Languages: Common, Abyssal, Infernal, Orc ---- [B]Abyssal Glory.[/B] Gorth can expend a 1st-level spell slot to deal an additional 2d6 points of necrotic damage. Each additional level of the spell slot increases the damage by +1d6. [B]Guided Strike (1/Day).[/B] Gorth can use his channel divinity to gain a +10 to his attack roll, applying the bonus even after the roll, but before the outcome of the attack is determined. [B]War Caster.[/B] Gorth has advantage on Constitution saving throws to maintain concentration on spells when he takes damage. [B]War Priest.[/B] Gorth can make a second melee attack as a bonus action when he makes a melee attack. [B]Spellcasting.[/B] Gorth is a 5th-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, Inflict Wounds, Necrotic Bolt, Shield of Faith[/I] 2nd Level (3 slots): [I]Aid, Silence, Spiritual Weapon[/I] 3rd Level (2 slots): [I]Dispel Magic, Spirit Guardians[/I] ---- Actions: [B]Mace.[/B] Melee Weapon Attack: +4 to hit, reach 5 ft. one target. Hit: 5 (1d6+1) bludgeoning damage. -------------------------------------------------------------------------------------- [B]Cultist Acolyte[/B] [I]Medium humanoid (human), Chaotic Evil[/I] ---- [B]Armor Class:[/B] 18 (Chain, Shield) [B]Hit Points:[/B] 17 (3d8 + 3) [B]Speed:[/B] 20 ft. ---- Str: 12 Dex: 10 Con: 12 Int: 10 Wis: 14 Chr: 12 ---- Saves: Wisdom +4, Charisma +3 Skills: Medicine +4, Religion +2 Languages: Common, Abyssal ---- [B]Spellcasting.[/B] The Cultist Acolyte is a 1st-level caster. Spell save is DC 12 and +4 to attack rolls with spells. The Acolyte Cultist has the following spells prepared: Cantrips (at will): [I]Light, Sacred Flame, Toll the Dead[/I] 1st Level (2 slots): [I]Divine Favor, Inflict Wounds, Necrotic Bolt, Shield of Faith[/I] ---- Actions: [B]Mace.[/B] Melee Weapon Attack: +3 to hit, reach 5 ft. one target. Hit: 5 (1d6+1) bludgeoning damage. -------------------------------------------------------------------------------------- [B]Cultist Guard[/B] [I]Medium humanoid (human), Chaotic Evil[/I] ---- [B]Armor Class:[/B] 18 (Chain, Shield) [B]Hit Points:[/B] 20 (3d8 + 6) [B]Speed:[/B] 20 ft. ---- Str: 14 Dex: 10 Con: 14 Int: 10 Wis: 8 Chr: 8 ---- Saves: Strength +4, Constitution +4 Skills: Intimidation +2 Languages: Common, Abyssal ---- [B]Second Wind (Recharges after a Short or Long Rest).[/B] As a bonus action, the Cultist Guard can regain 7 hit points. [B]Savage Attacker.[/B] The Cultist Guard gains +1 to damage with melee attacks (inlcuded below). ---- Actions: [B]Longsword.[/B] Melee Weapon Attack: +4 to hit, reach 5 ft. one target. Hit: 8 (1d8+3) slashing damage. So, that's the sub-boss encounter. I am aiming for Gorth to be CR 4 and the Cultist Acolytes and Cultist Guards to be CR 1. It works okay if they are closer to CR 5 and CR 1/2 for the others, though. If the CRs are way off, please offer feedback and thanks again. [/QUOTE]
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