| Jesikah Morning's Dew |
I love creating monsters. While I realize it's as much art as science, it's still fun to tinker. This is meant to be something of a boss battle for a group of level 2 PCs (they'll be level 2 by the time they face him), and he is paired with a Skeletal Horse (level 2).
I went sort of basic here. The idea is a capable fighter (a town guard NPC) is killed by a powerful undead sorcerer and reanimated as a death knight that faces down the returning PCs. He's meant to be fairly straightforward: good at fighting, especially up close, and has a frosty aura that he can use against them.
He can also channel a cone of freezing cold through his sword and weaken his enemies. It's meant to be something he can do as an option more than once in the fight, though I might make it more limited-use but higher damage.
How does it look? Does this seem too much, or like it might work well for a tough encounter for a level 2 party?
Death Knight
Level 5
Unique • Lawful Evil • Medium • Undead
Perception +12; darkvision
Languages • Common
Skills • Athletics +13, Intimidation +16
Str +5 • Dex +4 • Con +4 • Int +2 • Wis +4 • Cha +2
Items • +1 longsword
________________
AC 22 • Fort +15 • Ref +9 • Will +7
HP 80/80 • Negative healing; Immunities cold, death, disease, paralyzed, poison, unconscious; Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5; Weaknesses positive 5
Frost Shroud (aura, cold) • 5 feet • Living creatures coming within the aura make basic Fortitude save or take -10 status penalty to Speed for 1 round
Reactive Abilities • Attack of Opportunity, Shield Block
________________
Speed 25
Melee ♦ +16 (versatile P) • Damage 2d6+6 slashing
Longbow ♦ +14, Deadly d10, volley 30 ft. • Damage 1d8 P
Frost Slash ♦♦ • Cone 20 feet (basic Reflex save) • Damage 2d8 cold plus enfeebled 1 (on failure)
| Castilliano |
Just off the cuff w/o checking GMG charts, the longsword should use d8s, so 2d8+4 if you want equivalent average damage. (or maybe 1d8+5 + 1d6 cold (or negative).
And the longbow's doing too little damage, needs a boost, especially since the lower attack bonus already represents a big hit.
How long does the Enfeebled condition last on Frost Slash?
And it has Immunity & Resistance 5 Cold.
| Jesikah Morning's Dew |
Thank you for the input!
Just off the cuff w/o checking GMG charts, the longsword should use d8s, so 2d8+4 if you want equivalent average damage. (or maybe 1d8+5 + 1d6 cold (or negative).
I think I just went with the general damage expression listed in the GMG, ignoring what a longsword normally does. I can change that. I actually like the 1d8+5 + 1d6 cold for some flavor and variety.
And the longbow's doing too little damage, needs a boost, especially since the lower attack bonus already represents a big hit.
Okay! I can do that. I don't think he'll use it much since the skeletal horse has great mobility, and this is low-level, the first real "boss" of the game. But the PCs could always take out the mount.
How long does the Enfeebled condition last on Frost Slash?
Good question! What seems fair? A few rounds? Until they make another save at the start of their turn?
And it has Immunity & Resistance 5 Cold.
Ack, I thought I caught and fixed that. Thanks.
| breithauptclan |
Castilliano wrote:How long does the Enfeebled condition last on Frost Slash?Good question! What seems fair? A few rounds? Until they make another save at the start of their turn?
Ray of Enfeeblement has the condition last for 1 minute. That is for a level 1 spell though. For something that can be done indefinitely during a battle, that may be too much.
Most of the monsters that I am finding that apply enfeebled do it through an affliction - so it would last until the affliction is removed.
There is also a Champion's Glimpse of Redemption that gives enfeebled 2 until the end of that enemy's next turn.
I would recommend 1 round (removed at the end of that affected character's next turn). Maybe 2 rounds on a crit, or increase to enfeebled 2 for 1 round.