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View Full Version : D&D 5e/Next Another Ungodly Powerful Monster



JNAProductions
2018-10-26, 10:43 PM
BEFORE YOU READ!

I'm going to be running this bad boy as a PbP boss fight! So get in on that BEFORE YOU READ if you're interested!

Link here (http://www.giantitp.com/forums/showthread.php?572339-To-Be-The-Strongest-In-The-Galaxy-5E-Boss-Fight&p=23466110#post23466110).

Galacta Knight
Small Humanoid (Titan), Lawful neutral
Armor Class 27 (Galactic Armor, Fated Shield, Defensive Fighting Style)
Hit Points 479 (33d8+330)
Speed 40', Fly 60'


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


30 (+10)
30 (+10)
30 (+10)
20 (+5)
20 (+5)
20 (+5)

Saving Throws Intelligence +11, Wisdom +11, Charisma +11
Skills Athletics +22, Acrobatics +16, Stealth +16, History +22, Religion +16, Insight +17, Perception +17, Medicine +11, Intimidation +11, Persuasion +17
Damage Immunities Bludgeoning, Piercing, and Slashing from non-magical weapons, Cold, Poison, one other (see Equipment)
Damage Resistances Necrotic, Fire, Force, Psychic, Radiant
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight 120', Darkvision 600', Truesight 10', Passive Perception 27
Languages Celestial, Old Common, Most Others
Challenge Damn High. Probably 28ish.

Conditional Reprisal Whenever Galacta Knight begins his turn afflicted by a condition, he may immediately make a save against it. (This is in addition to any other saves normally allowed. If no save is normally allowed, use an appropriate DC and type of save-usually the attacker's Spell DC.) If this save is successful, Galacta Knight immediately shakes off the condition and does the following, dependent on the condition:

Blinded-Letting out a blaze of radiance from his eyes, all creatures within 120' must make a DC 19 Constitution save or be blinded themselves until the start of Galacta Knight's next turn.
Deafened-Shouting a roar of challenge, Galacta Knight inflicts his pain on others. All creatures within 120' must make a DC 19 Constitution save or be deafened themselves until the start of Galacta Knight's next turn.
Paralyzed-Wings ablaze, Galacta Knight breaks through his bonds with explosive force. All creatures within 30' must make a DC 19 Dexterity saving throw or take 4d8 (18) force damage, or half on a successful save.
Petrified-Shattering through the stone, he pierces the heavens. All creatures in a line 60' directly in front of Galacta Knight are subject to a single Lance Of The Heavens attack-if it hits, it is automatically a critical hit.
Stunned-Galacta Knight's fierce power refuses to be held back. All creatures within 120' must make a DC 19 Charisma save or take 4d8 (18) psychic damage.

Equipment Galacta Knight is armed for a bear. He has the following pieces of equipment:

Lance Of The Heavens-This +3 Lance deals an additional 3d8 (14) radiant damage on a successful hit, included in the statblock below.. In addition, the wielder can attack up to 15' away, and suffers no disadvantage on attacks due to reach, including attacks made within 5'. Finally, it has 10 charges, recharging one each round it is in direct sunlight. One charge can be spent to cast Blindness (save DC 16) on someone hit by it, or three spent to cast Blindness normally. Charges may also be spent to heal the wielder-each charge spent as a bonus action restores 2d6 (7) HP, and any amount may be spent in a single action.
Galactic Armor-This +3 Adamantine Full Plate does not impose disadvantage on stealth rolls.
Fated Shield-This +3 Shield grants the wielder a single additional reaction each round.
Bow Of Stars-This +3 Longbow has a neat name, and fires arrows made of pure starlight. As such, it requires no ammo.

Master Of Fighting A master of all forms of combat, Galacta Knight has all core rulebook fighting styles.

Master Of Weapons Galacta Knight has the Sharpshooter, Great Weapon Master, Crossbow Expert, and Dual Wielder feats.

Grappler Extraordinaire Knowing how to use someone's size against them, Galacta Knight can grapple a target of any size.

Actions
Lance Of The Heavens Melee Weapon Attack: +19 to-hit, reach 15', one target. Hit: 1d12+15 (22) piercing damage and 3d8 (14) radiant damage. Miss: 2d8 (9) radiant damage.

Bow Of Stars Ranged Weapon Attack: +21 to-hit, range 150'/600', one target. Hit: 1d8+10 (15) piercing damage.

Heavenly Beam Melee Spell Attack: DC 19 Dexterity save, all targets in a 60' line. Failed Save: 6d8 (27) radiant damage. Successful Save: Half damage.

Coruscating Eye Beams Ranged Spell Attack: DC 19 Strength save, range 120', one creature. Failed Save: The target takes 4d8 (18) radiant damage and is restrained until they can make a DC 19 Strength check or Galacta Knight loses Concentration. Making this check replaces a single attack. Successful Save: Half damage, and not restrained.

Extra Attack 3 Galacta Knight makes four weapon attacks or other attack actions. He may replace any two with a spell attack.

Bonus Actions
Attack Galacta Knight makes one weapon attack or other attack action.

Ready Galacta Knight readies an action.

Quick Moves Galacta Knight uses the Dash or Disengage action.

Impossible Speed (Recharge 5-6) Galacta Knight uses the Dodge action.

Reactions
Parry Galacta Knight adds 6 to his AC against a single attack.

Riposte Galacta Knight makes a single weapon attack against someone who just missed him with an attack.

Legendary Actions
Galacta Knight gets five Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Galacta Knight regains spent Legendary Actions at the start of his turn.

Attack. Galacta Knight makes a single weapon attack.
Detect. Galacta Knight makes a Perception check.
Spell (Costs 2 Actions). Galacta Knight makes a spell attack.
Move Galacta Knight moves up half his speed.

OCR is simple. 8*22, for 176 DPR.OCR is 22, but he's got a whopping +19 to-hit, so up that bad boy by 4!

OCR is 26.

DCR is upped by 4 for AC, so let's see what HP I should assign him to make him CR 26...

446-490, or 33 hit dice.

Counting that he's got a few nasty tricks, good saves, and lots of resistances/immunties...

I'll drop him at CR 28.