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Need a BBEG to strike fear into my PCs
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<blockquote data-quote="Mengu" data-source="post: 5362038" data-attributes="member: 65726"><p>Here is the example for:</p><p></p><p>Level 7 solo controller, leader (1500)</p><p>Level 7 brute x2 (300x2=600)</p><p>Level 7 soldier x2 (300x2=600)</p><p></p><p>[sblock]</p><p><span style="color: Orange"><span style="font-size: 12px"><strong>Mercenary Boss - Level 7 Solo Controller, Leader</strong></span></span></p><p>medium natural humanoid - XP 1500</p><p>Initiative +6; Senses Perception +5</p><p>HP 320; Bloodied 160</p><p>AC 21; Fortitude 20, Reflex 18, Will 19</p><p>Speed 6</p><p>Action Points 2</p><p>Saving Throws +5</p><p></p><p>TRAITS</p><p><strong>:aura: Blood's courage * Aura 5</strong></p><p>While there is a bloodied ally within the aura, the mercenary boss gains a +2 bonus to attack rolls. Also, allies within the aura deal 2 extra damage while the mercenary boss is bloodied.</p><p><strong>Tough as Nails</strong></p><p>If the mercenary boss begins his turn dazed, stunned, or dominated, he makes a saving throw to end the effect (whether the effect allows a save or not). Even if the save fails, these effects end at the end of the mercenary boss's turn.</p><p></p><p>STANDARD ACTIONS</p><p><strong><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Flail (weapon) * At-Will</strong></p><p>+12 vs. AC; 2d6+8 damage and slide target 2 squares.</p><p><strong><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Javelin (weapon) * At-Will</strong></p><p>+12 vs. AC; 2d6+8 damage and target is slowed.</p><p><strong><img src="http://www.enworld.org/forum/images/smilies/br.gif" class="smilie" loading="lazy" alt=":branged:" title="Basic Ranged :branged:" data-shortname=":branged:" /> Javelin (weapon) * At-Will</strong></p><p>Ranged 10/20; +12 vs. AC; 2d6+8 damage.</p><p><strong><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> Flail (weapon) * At-Will</strong></p><p>Enemies in close burst 2; +12 vs AC; 2d6+4 damage and slide target 1 square.</p><p><strong>Two weapon attack (weapon) * At-Will</strong></p><p>The mercenary boss makes two melee basic attacks (one flail and one javelin).</p><p><strong><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> Tactical Javelin Throw (weapon) * Recharge <img src="http://www.enworld.org/forum/images/smilies/5.gif" class="smilie" loading="lazy" alt=":5:" title="Five :5:" data-shortname=":5:" /> <img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" /></strong></p><p>Ranged 10/20; +10 vs. Fort; 4d6+8 damage and target is dazed (save ends). </p><p>Miss: Half damage.</p><p>Effect: One ally within 5 squares of the mercenary boss may charge the target or make a melee basic attack against the target.</p><p><strong>Ordered Assault * Encounter</strong></p><p>All allies within 5 squares of the mercenary boss make a melee basic attack with a +2 bonus to the attack roll.</p><p></p><p>MINOR ACTIONS</p><p><strong>Keep on Fighting (Healing) * Encounter</strong></p><p>Two allies within 5 squares of the mercenary boss regain 20 hit points.</p><p></p><p>TRIGGERED ACTIONS</p><p><strong>Tripping Flail (weapon) * At-Will</strong></p><p>Trigger: An enemy enters a square adjacent to the mercenary boss</p><p>Attack (immediate reaction): Melee weapon, +12 vs AC</p><p>Hit: 2d6+8 damage and target is knocked prone.</p><p><strong>Frantic Order * Encounter</strong></p><p>Trigger: The mercenary boss is bloodied.</p><p>Effect: Ordered Assault recharges, and the mercenary boss uses it as a free action.</p><p></p><p>Skills Athletics +13, Insight +10, Intimidate +10</p><p>Str 20 (+8) Dex 17 (+6) Wis 14 (+5)</p><p>Con 16 (+6) Int 11 (+3) Cha 15 (+5)</p><p>Alignment Neutral; Languages Common, Giant</p><p>Equipment: hide armor, flail, 5 javelins.</p><p></p><p></p><p><span style="color: orange"><span style="font-size: 12px"><strong>Mercenary Boar Clan Warrior - Level 7 Brute</strong></span></span></p><p>medium natural humanoid - XP 300</p><p>Initiative +5; Senses Perception +6</p><p>HP 98; Bloodied 49</p><p>AC 19; Fortitude 21, Reflex 19, Will 17</p><p>Speed 6</p><p></p><p>TRAITS</p><p><strong>Boar's Charge</strong></p><p>The boar clan warrior deals 5 extra damage with charge attacks, pushes the target 2 squares and knocks the target prone.</p><p></p><p>STANDARD ACTIONS</p><p><strong><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Maul (weapon) * At-Will</strong></p><p>+12 vs. AC; 3d6+6 damage.</p><p><strong><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> Goring Attack * Encounter</strong></p><p>This power may be used as a charge attack; +12 vs. AC; 3d8+6 damage, ongoing 5 damage (save ends)</p><p></p><p>MINOR ACTIONS</p><p><strong><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> Head Butt * At-will (once per turn)</strong></p><p>+10 vs. Fortitude; 5 damage, target is pushed 1 square.</p><p></p><p>TRIGGERED ACTIONS</p><p><strong>Death Strike * Encounter</strong></p><p>Trigger: The boar clan warrior drops to 0 hit points.</p><p>Effect (No Action): The boar clan warrior makes a melee basic attack.</p><p></p><p>Skills Athletics +12, Endurance +12, Nature +11</p><p>Str 19 (+7) Dex 14 (+5) Wis 17 (+6)</p><p>Con 18 (+7) Int 10 (+3) Cha 8 (+2)</p><p>Alignment Neutral; Languages Common, Giant</p><p>Equipment: Hide armor, maul, boar tusk helmet</p><p></p><p></p><p><span style="color: orange"><span style="font-size: 12px"><strong>Mercenary Eldritch Knight - Level 7 Soldier</strong></span></span></p><p>medium natural humanoid - XP 300</p><p>Initiative +8; Senses Perception +5</p><p>HP 82; Bloodied 41</p><p>AC 23; Fortitude 20, Reflex 18, Will 19</p><p>Speed 6</p><p></p><p>TRAITS</p><p><strong>:aura: Protector * Aura 1</strong></p><p>Enemies who move out of the aura take 10 damage.</p><p></p><p>STANDARD ACTIONS</p><p><strong><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Longsword (weapon) * At-Will</strong></p><p>+12 vs. AC; 2d8+6 damage.</p><p><strong><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> Eldritch Attack (weapon) * At-Will</strong></p><p>+12 vs. AC; 2d8+6 damage, slide target 1 square, and shift 1 square.</p><p><strong><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> Binding attack (weapon) * Recharge <img src="http://www.enworld.org/forum/images/smilies/5.gif" class="smilie" loading="lazy" alt=":5:" title="Five :5:" data-shortname=":5:" /> <img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" /></strong></p><p>+12 vs. AC; 3d8+6 damage, target is immobilized until the end of the eldritch knight's next turn.</p><p><strong><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> Eldritch Grasp (psychic) * Encounter</strong></p><p>Ranged 10; +10 vs. Reflex; 3d8+6 psychic damage, target is slowed and dazed (save ends both). Miss: 5 psychic damage, target is slowed (save ends)</p><p></p><p>MINOR ACTIONS</p><p><strong>Eldritch Mark * At-Will</strong></p><p>One target within two squares of the eldritch knight is marked by him. The eldritch knight can only have one target marked at a time.</p><p></p><p>TRIGGERED ACTIONS</p><p><strong>Eldritch Retribution (psychic) * At-Will</strong></p><p>Trigger: An enemy marked by the eldritch knight hits with an attack that does not include the eldritch knight.</p><p>Effect (immediate reaction): the marked target takes 3d10 psychic damage.</p><p><strong>Shadow touched * Encounter</strong></p><p>Trigger: When hit.</p><p>Effect (immediate interrupt): the eldritch knight becomes insubstantial until the end of its next turn.</p><p></p><p>Skills Arcana +13, Endurance +12</p><p>Str 14 (+5) Dex 17 (+6) Wis 15 (+5)</p><p>Con 18 (+7) Int 20 (+8) Cha 8 (+2)</p><p>Alignment Neutral; Languages Common, Draconic</p><p>Equipment: leather armor, longsword</p><p>[/sblock]</p><p></p><p>It might need some tweaking here and there, but hopefully most of it is clear.</p></blockquote><p></p>
[QUOTE="Mengu, post: 5362038, member: 65726"] Here is the example for: Level 7 solo controller, leader (1500) Level 7 brute x2 (300x2=600) Level 7 soldier x2 (300x2=600) [sblock] [COLOR="Orange"][SIZE="3"][b]Mercenary Boss - Level 7 Solo Controller, Leader[/b][/SIZE][/COLOR] medium natural humanoid - XP 1500 Initiative +6; Senses Perception +5 HP 320; Bloodied 160 AC 21; Fortitude 20, Reflex 18, Will 19 Speed 6 Action Points 2 Saving Throws +5 TRAITS [B]:aura: Blood's courage * Aura 5[/B] While there is a bloodied ally within the aura, the mercenary boss gains a +2 bonus to attack rolls. Also, allies within the aura deal 2 extra damage while the mercenary boss is bloodied. [B]Tough as Nails[/B] If the mercenary boss begins his turn dazed, stunned, or dominated, he makes a saving throw to end the effect (whether the effect allows a save or not). Even if the save fails, these effects end at the end of the mercenary boss's turn. STANDARD ACTIONS [B]:bmelee: Flail (weapon) * At-Will[/B] +12 vs. AC; 2d6+8 damage and slide target 2 squares. [B]:bmelee: Javelin (weapon) * At-Will[/B] +12 vs. AC; 2d6+8 damage and target is slowed. [B]:branged: Javelin (weapon) * At-Will[/B] Ranged 10/20; +12 vs. AC; 2d6+8 damage. [B]:close: Flail (weapon) * At-Will[/B] Enemies in close burst 2; +12 vs AC; 2d6+4 damage and slide target 1 square. [B]Two weapon attack (weapon) * At-Will[/B] The mercenary boss makes two melee basic attacks (one flail and one javelin). [B]:ranged: Tactical Javelin Throw (weapon) * Recharge :5: :6:[/B] Ranged 10/20; +10 vs. Fort; 4d6+8 damage and target is dazed (save ends). Miss: Half damage. Effect: One ally within 5 squares of the mercenary boss may charge the target or make a melee basic attack against the target. [B]Ordered Assault * Encounter[/B] All allies within 5 squares of the mercenary boss make a melee basic attack with a +2 bonus to the attack roll. MINOR ACTIONS [B]Keep on Fighting (Healing) * Encounter[/B] Two allies within 5 squares of the mercenary boss regain 20 hit points. TRIGGERED ACTIONS [B]Tripping Flail (weapon) * At-Will[/B] Trigger: An enemy enters a square adjacent to the mercenary boss Attack (immediate reaction): Melee weapon, +12 vs AC Hit: 2d6+8 damage and target is knocked prone. [B]Frantic Order * Encounter[/B] Trigger: The mercenary boss is bloodied. Effect: Ordered Assault recharges, and the mercenary boss uses it as a free action. Skills Athletics +13, Insight +10, Intimidate +10 Str 20 (+8) Dex 17 (+6) Wis 14 (+5) Con 16 (+6) Int 11 (+3) Cha 15 (+5) Alignment Neutral; Languages Common, Giant Equipment: hide armor, flail, 5 javelins. [COLOR="orange"][SIZE="3"][b]Mercenary Boar Clan Warrior - Level 7 Brute[/b][/SIZE][/COLOR] medium natural humanoid - XP 300 Initiative +5; Senses Perception +6 HP 98; Bloodied 49 AC 19; Fortitude 21, Reflex 19, Will 17 Speed 6 TRAITS [B]Boar's Charge[/B] The boar clan warrior deals 5 extra damage with charge attacks, pushes the target 2 squares and knocks the target prone. STANDARD ACTIONS [B]:bmelee: Maul (weapon) * At-Will[/B] +12 vs. AC; 3d6+6 damage. [B]:melee: Goring Attack * Encounter[/B] This power may be used as a charge attack; +12 vs. AC; 3d8+6 damage, ongoing 5 damage (save ends) MINOR ACTIONS [B]:melee: Head Butt * At-will (once per turn)[/B] +10 vs. Fortitude; 5 damage, target is pushed 1 square. TRIGGERED ACTIONS [B]Death Strike * Encounter[/B] Trigger: The boar clan warrior drops to 0 hit points. Effect (No Action): The boar clan warrior makes a melee basic attack. Skills Athletics +12, Endurance +12, Nature +11 Str 19 (+7) Dex 14 (+5) Wis 17 (+6) Con 18 (+7) Int 10 (+3) Cha 8 (+2) Alignment Neutral; Languages Common, Giant Equipment: Hide armor, maul, boar tusk helmet [COLOR="orange"][SIZE="3"][b]Mercenary Eldritch Knight - Level 7 Soldier[/b][/SIZE][/COLOR] medium natural humanoid - XP 300 Initiative +8; Senses Perception +5 HP 82; Bloodied 41 AC 23; Fortitude 20, Reflex 18, Will 19 Speed 6 TRAITS [B]:aura: Protector * Aura 1[/B] Enemies who move out of the aura take 10 damage. STANDARD ACTIONS [B]:bmelee: Longsword (weapon) * At-Will[/B] +12 vs. AC; 2d8+6 damage. [B]:melee: Eldritch Attack (weapon) * At-Will[/B] +12 vs. AC; 2d8+6 damage, slide target 1 square, and shift 1 square. [B]:melee: Binding attack (weapon) * Recharge :5: :6:[/B] +12 vs. AC; 3d8+6 damage, target is immobilized until the end of the eldritch knight's next turn. [B]:ranged: Eldritch Grasp (psychic) * Encounter[/B] Ranged 10; +10 vs. Reflex; 3d8+6 psychic damage, target is slowed and dazed (save ends both). Miss: 5 psychic damage, target is slowed (save ends) MINOR ACTIONS [B]Eldritch Mark * At-Will[/B] One target within two squares of the eldritch knight is marked by him. The eldritch knight can only have one target marked at a time. TRIGGERED ACTIONS [B]Eldritch Retribution (psychic) * At-Will[/B] Trigger: An enemy marked by the eldritch knight hits with an attack that does not include the eldritch knight. Effect (immediate reaction): the marked target takes 3d10 psychic damage. [B]Shadow touched * Encounter[/B] Trigger: When hit. Effect (immediate interrupt): the eldritch knight becomes insubstantial until the end of its next turn. Skills Arcana +13, Endurance +12 Str 14 (+5) Dex 17 (+6) Wis 15 (+5) Con 18 (+7) Int 20 (+8) Cha 8 (+2) Alignment Neutral; Languages Common, Draconic Equipment: leather armor, longsword [/sblock] It might need some tweaking here and there, but hopefully most of it is clear. [/QUOTE]
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