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Void Wraith Idea?
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<blockquote data-quote="NotAYakk" data-source="post: 7932984" data-attributes="member: 72555"><p>that could be strong.</p><p></p><p>all of this is fluff next to the immune to all spells up to 6th level.</p><p></p><p>while fuzzy, still worth calculating.</p><p></p><p>Immune to crit fishing. Strong.</p><p></p><p>What happens if thr sunlight is from a spell?</p><p></p><p>Ah, not cantrips.</p><p></p><p>when doimg monster <em>design</em> include prebuffs and sample 3 round attack routine for balancing purposes.</p><p></p><p></p><p>foresee is the advantage on everything spell and disadvantage on attacks on you, right?</p><p></p><p>lifedrain.</p><p>28*2+35=89 melee damage.</p><p></p><p>But I assume this isn't a melee monster.</p><p></p><p>28 DPR from bonus action attack.</p><p></p><p>Synaptic Static at 8th, 6th and 5th for 29d6 aoe is 100 *2/3=66 dpr. plus 28 is 104 dpr. Probably has better attack routines. Foresight makes it 120ish.</p><p></p><p>Complete immunity to every spell a PC fighting it casts is worth +75% HP. Crit immunity (null void), another quarter. Magic resistance is fluff. Immune to non magic weapons is fluff. Foresight is another 25-50 percent.</p><p></p><p>What is its "3 round attack sequence"? At least 100 DPR, +12 atk, 17 DC, 400 effective HP, 17 AC. Defensive CR is 20ish, offensive 19ish. So a CR 19ish monster.</p><p></p><p></p><p>Note that saying CR 19 doesn't mean "OMG TOO STRONG", I'm just saying you should build this with your eyes open. A level 9 party can often deal with CR 19 foes, especially if they are daily classes who are prepared and not ground down by previous encounters and are oversized in numbers.</p><p></p><p>The idea behind using CR is that you can learn how tough a problem your party can actually fight.</p><p></p><p>The attack routine I did above is a bit boring (static 3 times); a better attack routine might be a higher CR. Its self-immunity the spell lets it use it as both a PBAOE and an area attack, and 1d6 off attack rolls + disadvantage stacks in nasty ways. A level 9 PC with 20 strength and a +1 weapon and a +4 prof has +10 to hit against AC 17. If we assume the 1d6 lands on a 3, that means a 30% hit chance and 0.25% crit chance (which means the reaction to negate doesn't have to be saved for crits; this monster is already pretty crit-immune from disadvantage).</p><p></p><p>At 5 attacks per round (2*2 melee, 1 ranged cantrip) they'll take 1.5 hits. Subtracting 1 is an average of 0.5 hits (!), but a bit more because there will be many rounds the reaction is useless. So if enemies have static and you have foresight you should use the "immune to damage" on the first hit always.</p><p></p><p>Going with 0.6 hits from 5 attacks, this is a 0.6/5 = 0.15 hit chance, or the defences of someone with a virtual AC of 28 (!). This monster is nearly immune to level-appropriate attacks.</p><p></p><p>An interesting question is what it uses for concentration.</p><p></p><p>Stoneskin is useless. Life drain isn't worth the action. Void Strike is meh. Banishment I guess.</p><p></p><p>Oh wait. Glimpse of the void. Game breaking I win button; int saves aren't going to be solid enough by level 9, and it lasts 1 minute. The best you can hope for is the PCs have an abjurer and the abjurer doesn't get insane and gets good rolls on its dispel check.</p><p></p><p>Btw, for a 6th level spell, trap the soul one would be great.</p><p></p><p>So this wrath knows the PCs are coming (scrying, detect thoughts, etc). It pre-buffs with Foresight (8 hour duration) It can teleport-ambush them. It opens up with a Glimpse of the Void taking most or all of the PCs out. It then uses synaptic static on anyone still sane, and closes to melee range. The first attack that hits is nullified, and PCs have disadvanage, so it takes trivial damage from PC attacks. Non-attacks are ignored, so concentration is likely to hold.</p><p></p><p>Focusing on the still sane PCs, it tears them apart. Then it turns on the insane PCs and kills most of them before the minute is up. Maybe if they are lucky, one insane PC runs far enough away that it doesn't get killed.</p><p></p><p>If the PCs aren't ambushed, the creature follows similar tactics. It may have to burn a counterspell to counter PCs counterspells.</p><p></p><p>Basically, if this dude gets to act, and knows the PCs are coming, the PCs lose. The PCs if they manage to ambush it could possibly drop it before it got to act, on the other hand. 200 HP on AC 17 is something an optimizied level 9 party could pull off.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 7932984, member: 72555"] that could be strong. all of this is fluff next to the immune to all spells up to 6th level. while fuzzy, still worth calculating. Immune to crit fishing. Strong. What happens if thr sunlight is from a spell? Ah, not cantrips. when doimg monster [I]design[/I] include prebuffs and sample 3 round attack routine for balancing purposes. foresee is the advantage on everything spell and disadvantage on attacks on you, right? lifedrain. 28*2+35=89 melee damage. But I assume this isn't a melee monster. 28 DPR from bonus action attack. Synaptic Static at 8th, 6th and 5th for 29d6 aoe is 100 *2/3=66 dpr. plus 28 is 104 dpr. Probably has better attack routines. Foresight makes it 120ish. Complete immunity to every spell a PC fighting it casts is worth +75% HP. Crit immunity (null void), another quarter. Magic resistance is fluff. Immune to non magic weapons is fluff. Foresight is another 25-50 percent. What is its "3 round attack sequence"? At least 100 DPR, +12 atk, 17 DC, 400 effective HP, 17 AC. Defensive CR is 20ish, offensive 19ish. So a CR 19ish monster. Note that saying CR 19 doesn't mean "OMG TOO STRONG", I'm just saying you should build this with your eyes open. A level 9 party can often deal with CR 19 foes, especially if they are daily classes who are prepared and not ground down by previous encounters and are oversized in numbers. The idea behind using CR is that you can learn how tough a problem your party can actually fight. The attack routine I did above is a bit boring (static 3 times); a better attack routine might be a higher CR. Its self-immunity the spell lets it use it as both a PBAOE and an area attack, and 1d6 off attack rolls + disadvantage stacks in nasty ways. A level 9 PC with 20 strength and a +1 weapon and a +4 prof has +10 to hit against AC 17. If we assume the 1d6 lands on a 3, that means a 30% hit chance and 0.25% crit chance (which means the reaction to negate doesn't have to be saved for crits; this monster is already pretty crit-immune from disadvantage). At 5 attacks per round (2*2 melee, 1 ranged cantrip) they'll take 1.5 hits. Subtracting 1 is an average of 0.5 hits (!), but a bit more because there will be many rounds the reaction is useless. So if enemies have static and you have foresight you should use the "immune to damage" on the first hit always. Going with 0.6 hits from 5 attacks, this is a 0.6/5 = 0.15 hit chance, or the defences of someone with a virtual AC of 28 (!). This monster is nearly immune to level-appropriate attacks. An interesting question is what it uses for concentration. Stoneskin is useless. Life drain isn't worth the action. Void Strike is meh. Banishment I guess. Oh wait. Glimpse of the void. Game breaking I win button; int saves aren't going to be solid enough by level 9, and it lasts 1 minute. The best you can hope for is the PCs have an abjurer and the abjurer doesn't get insane and gets good rolls on its dispel check. Btw, for a 6th level spell, trap the soul one would be great. So this wrath knows the PCs are coming (scrying, detect thoughts, etc). It pre-buffs with Foresight (8 hour duration) It can teleport-ambush them. It opens up with a Glimpse of the Void taking most or all of the PCs out. It then uses synaptic static on anyone still sane, and closes to melee range. The first attack that hits is nullified, and PCs have disadvanage, so it takes trivial damage from PC attacks. Non-attacks are ignored, so concentration is likely to hold. Focusing on the still sane PCs, it tears them apart. Then it turns on the insane PCs and kills most of them before the minute is up. Maybe if they are lucky, one insane PC runs far enough away that it doesn't get killed. If the PCs aren't ambushed, the creature follows similar tactics. It may have to burn a counterspell to counter PCs counterspells. Basically, if this dude gets to act, and knows the PCs are coming, the PCs lose. The PCs if they manage to ambush it could possibly drop it before it got to act, on the other hand. 200 HP on AC 17 is something an optimizied level 9 party could pull off. [/QUOTE]
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