Feedback on boss monster for tonight's DnD session
Hello tabletop peeps! I have completed a monster design for my first ever boss creature, and I wanted to get some quick feedback. This is all based on a previous post where I got ideas from y'all,...
Hello tabletop peeps! I have completed a monster design for my first ever boss creature, and I wanted to get some quick feedback. This is all based on a previous post where I got ideas from y'all, here: https://tildes.net/~games.tabletop/1cjn/designing_my_first_dnd_boss_fight_with_a_giant_mimic_5x_lvl_5_characters
Players are a group of 5 lvl 5 characters, fairly magic heavy and lower hp overall.
The boss creature is a mimic that appears to be a large stone fountain with blood in it. If a PC touches it or stabs it, then they (or their weapon) will be grappled for the start of combat. At that point, the mimic will sprout 6 tentacles that each can travel up to 40ft from the main body and wield a weapon. All tentacles will operate on the same turn as the main body.
Healing Pool in the boss room
The boss room is a large room with a pool in it where blood is mixed with water that has flowed over a magic crystal to produce a healing solution. The idea is that the PCs will figure out that they can either heal themselves by dipping into the pool, prevent the boss from getting close to the pool, or that they can break the magic crystal to prevent the boss from healing. Several of the boss abilities reference this pool.
Mimic main body:
STR 16 (+3)
DEX 10 (+0)
CON 20 (+5)
INT 16 (+3)
WIS 12 (+1)
CHA 8 (-1)
HP 200
Main body loses 20hp if a tentacle dies
Armor Class: 13
Speed: 15 ft
Proficiency Bonus: 2
Damage Resistances: None
Immunities: Poison, Acid, Sleep, Charm
Abilities
Harden: Cannot take other actions, harden body to stone and increase AC to 18, as well as resistance to bludgeoning, piercing, slashing, cold, fire
Spew Blood: Begin charging up blood, PCs can see mouth direction. At the beginning of next turn, spew acidic blood in a 180 degree arc for 30 ft. Deals 3d6 acid damage, half damage on DEX 14 save. Mimic main body cannot do anything on its next turn as it recovers.
Chomp: +5 to hit. 1d12+3 piercing damage
Charge: If no arms are left, it will spew blood from the back and charge at a target. Increase speed to 45ft, and deal (+5 to hit) 4d6+3 bludgeoning damage to a target. Dex15 save for half damage.
Sword Tentacle (x3)
HP 20
Armor Class 13
Speed 30 ft
Damage Resistances: None
Damage Immunities: Poison, Acid
Abilities
Harden: Cannot take other actions, harden body to stone and increase AC to 18, as well as resistance to bludgeoning, piercing, slashing, cold, fire
Heal: If the healing pool is nearby, soak arm in the pool to heal it fully, and heal the main body for 15hp. Alternatively, resurrect a different defeated tentacle instead of healing self or the main body.
Slice: +5 to hit. 1d8+3 slashing damage
Shield Tentacle (x1)
HP 20
Armor Class 13
Speed 30 ft
Damage Resistances: None
Damage Immunities: Poison, Acid
Abilities
Harden: Cannot take other actions, harden body to stone and increase AC to 18, as well as resistance to bludgeoning, piercing, slashing, cold, fire
Heal: If the healing pool is nearby, soak arm in the pool to heal it fully, and heal the main body for 15hp. Alternatively, resurrect a different defeated tentacle instead of healing self or the main body.
Shield Bash: +5 to hit. 1d4 + 3 bludgeoning damage
Defend: As a reaction, give disadvantage to an attack when an ally 5ft away is attacked
Crossbow Tentacle (x1)
HP 20
Armor Class 13
Speed 30 ft
Damage Resistances: None
Damage Immunities: Poison, Acid
Abilities
Harden: Cannot take other actions, harden body to stone and increase AC to 18, as well as resistance to bludgeoning, piercing, slashing, cold, fire
Heal: If the healing pool is nearby, soak arm in the pool to heal it fully, and heal the main body for 15hp. Alternatively, resurrect a different defeated tentacle instead of healing self or the main body.
Heavy Crossbow shot: +2 to hit. 1d10 piercing damage
Handy Tentacle (x1)
HP 20
Armor Class 13
Speed 30 ft
Damage Resistances: None
Damage Immunities: Poison, Acid
Abilities
Harden: Cannot take other actions, harden body to stone and increase AC to 18, as well as resistance to bludgeoning, piercing, slashing, cold, fire. Cannot harden when grappling a PC.
Heal: If the healing pool is nearby, soak arm in the pool to heal it fully, and heal the main body for 15hp. Alternatively, resurrect a different defeated tentacle instead of healing self or the main body.
Grapple: +5 to hit. Grab a target, they can avoid it with a DC16 strength saving throw. If the target is successfully grappled, they can escape with a DC14 strength save at the start of their turn.
Squeeze: If a target is grappled, squeeze them for 1d6+3 bludgeoning damage.
Throw juice: If the healing pool is within range, scoop up a handful of purple juice and throw it at a skeleton to resurrect it.
Potential Adds
There are two skeletons in the room that can be resurrected by the Handy Tentacle with it's "throw juice" ability, should the fight is too easy for the PCs or they are hanging back too far. These adds are Boneknights from page 6 on this link: https://www.gmbinder.com/share/-Mv5UKsPhrHkBqSf9vo1
Conclusion and Questions
Is this a fun boss? I aim to have the tentacles each fighting a different person, so I don't think I'll wipe the party out too quickly, but I know of the mystical "action economy" and I might be overdoing things.
Also, how do I rate the CR of such a creature? And how much gold should a party earn for such a fight? Thanks for helping out a new DM!