Goldfenix's recent activity

  1. Comment on How to make this a fun djinn fight for relatively new players? (Bryan: Stay out, I know you're out there) in ~games.tabletop

    Goldfenix
    Link Parent
    The druid player is my wife. She's very new to DnD and I do not think she'd think of this, but that is a very clever tactic!

    The druid player is my wife. She's very new to DnD and I do not think she'd think of this, but that is a very clever tactic!

  2. Comment on How to make this a fun djinn fight for relatively new players? (Bryan: Stay out, I know you're out there) in ~games.tabletop

    Goldfenix
    Link Parent
    Thank you for these ideas. I think those are all great ways to have the party fight creatively. I'd be happy to see them use any of these tactics! In case they start to really get stuck, I've...

    Thank you for these ideas. I think those are all great ways to have the party fight creatively. I'd be happy to see them use any of these tactics!

    In case they start to really get stuck, I've added a bonus action where the djinn snaps his fingers and uses the air to pull weapons out of their hands and towards the djinn. That'll get them moving in the right direction.

    1 vote
  3. Comment on How to make this a fun djinn fight for relatively new players? (Bryan: Stay out, I know you're out there) in ~games.tabletop

    Goldfenix
    Link Parent
    Party has a druid, bard, paladin, warrior, ranger. Thanks for mentioning how hide works here. I think I'll add a bonus action for him that allows him to hide, but give hints as to the location...

    Party has a druid, bard, paladin, warrior, ranger.

    Thanks for mentioning how hide works here. I think I'll add a bonus action for him that allows him to hide, but give hints as to the location when I describe the sand whipping around on the battlefield.

    I'd really like to see the party come up with something creative like tying ropes around their waists in order to both not fall off the roof and also prevent the djinn from moving easily through their ranks without being seen. I'd love for them to have an "aha!" moment where they figure out how to reliably find him and then commence to whollop him quickly as a team.

    2 votes
  4. How to make this a fun djinn fight for relatively new players? (Bryan: Stay out, I know you're out there)

    I'm working on a new boss fight for a 5-person level 8 party of fairly new people. I wanted to give them something completely different, so I figured a fight on a small 20x20 circular rooftop with...

    I'm working on a new boss fight for a 5-person level 8 party of fairly new people. I wanted to give them something completely different, so I figured a fight on a small 20x20 circular rooftop with a stealthy djinn might be fun. I'd love to hear thoughts on how to make this a good time. My main idea is to force the party to figure out creative ways to find the djinn, since they don't have any way to see invisible creatures in their normal set of abilities. Things like throwing sand in the air, or holding ropes between each other to detect the silent wind motion as he moves around. Stuff that is more flavorful than a normal straight fight.

    I'll also be throwing players off the roof, forcing them to make agility saves to grab hold of ropes that are on the edge of the building, then strength checks to pull themselves back up. Have some moderate injuries occur if they roll badly. What suggestions would you have for me to make this a fun fight?



    Izel, Guardian Djinn

    Large Elemental (Air), Lawful Neutral


    • Armor Class 17 (natural armor)
    • Hit Points 152 (16d10 + 64)
    • Speed 30 ft., fly 60 ft.

    STR DEX CON INT WIS CHA
    18 (+4) 22 (+6) 18 (+4) 16 (+3) 20 (+5) 18 (+4)

    • Saving Throws Dex +10, Con +8, Wis +9, Cha +8
    • Skills Insight +9, Perception +9, Stealth +10
    • Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
    • Condition Immunities charmed, exhaustion
    • Senses truesight 60 ft., passive Perception 19
    • Languages Auran, Common
    • Challenge 12 (8,400 XP)

    Elemental Demise. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.

    Innate Spellcasting. The djinni's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:



    At will:

    Mage Armor: You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

    Greater Invisibility: (Concentration) You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The target can attack or cast spells without becoming visible.


    3/day each:
    > Wind Wall: Requires concentration. You create a wall of strong wind on the ground at a point you can see within range. The wall is up to 50 feet long, 15 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 15 feet high, and 1 foot thick. It lasts for the duration, blocking arrows, smaller creatures, gases, and fog.
    > Lightning Bolt: You release a bolt of lightning that arcs toward a target you can see within range. A line of electricity 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw, taking 8d6 lightning damage on a failed save, or half as much damage on a successful one.

    Actions

    Multiattack. The djinni makes two scimitar attacks.

    Wind Blade. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 5 (1d10) lightning damage.

    Windforce Blade (Enhanced Multiattack). If Izel hits a target with both attacks during his Multiattack, the target is pushed 10 feet away from him.

    Whirlwind (1/Day). As an action, Izel transforms into a whirlwind for one turn, moving in a straight line up to 60 feet. Any creature in the path of the whirlwind must make a DC 16 Dexterity saving throw. On a failed save, the creature takes 18 (3d12) bludgeoning damage and is thrown 15 feet in a random direction and knocked prone. On a successful save, the creature takes half damage and is not thrown or knocked prone.

    Legendary Actions

    Izel can take legendary actions, choosing from the options below.

    Wind Push. After every enemy's turn, Izel rolls a D20; on a 13 or higher, he uses the wind to move that enemy if they are within 60 feet of him. The target must succeed on a DC 16 Strength saving throw or be pushed 15 feet away from Izel and knocked prone.

    Wind Buffet. Izel creates a small burst of intense wind around himself. Each creature within 10 feet of Izel must succeed on a DC 16 Dexterity saving throw or take 17 (3d10) bludgeoning damage and be pushed 10 feet away from him. Using Wind Buffet breaks Izel’s concentration and ends his turn.

    Lair Actions

    • At the start of each turn, roll a D20. On a 10 or higher, all creatures on the battlefield are pushed 5 feet in a random direction determined by a d8 roll. This unpredictable movement simulates the chaotic nature of the winds that Izel commands.
    23 votes
  5. Comment on Feedback on boss monster for tonight's DnD session in ~games.tabletop

    Goldfenix
    Link Parent
    Hmmm... making them a bit slower but unlimited range actually would be kinda interesting. Makes people run around all over the place! I like forcing player movement, so this has appeal.

    Hmmm... making them a bit slower but unlimited range actually would be kinda interesting. Makes people run around all over the place! I like forcing player movement, so this has appeal.

    4 votes
  6. Comment on Feedback on boss monster for tonight's DnD session in ~games.tabletop

    Goldfenix
    Link Parent
    That's part of the idea for the pool, actually! If somebody dies, they can resurrect in the pool and get a little bit of character story to add to their adventure. And since the boss will destroy...

    But yeah. This will be fun for them and you might even get to kill one or two adventurers if you’re lucky!

    That's part of the idea for the pool, actually! If somebody dies, they can resurrect in the pool and get a little bit of character story to add to their adventure. And since the boss will destroy the magic crystal (unless the players destroy it first) with it's death throws, the pool won't be relevant for anything long-term.

    3 votes
  7. Comment on Feedback on boss monster for tonight's DnD session in ~games.tabletop

    Goldfenix
    Link Parent
    The hands have a maximum distance from the main body, which I've set at 40ft. Each hand can move up to 30ft on it's turn, but can't ever be more than 40ft from the body. Sorry for the confusion on...

    The hands have a maximum distance from the main body, which I've set at 40ft. Each hand can move up to 30ft on it's turn, but can't ever be more than 40ft from the body. Sorry for the confusion on that!

    Still, I might indeed slow them down, and I like the idea of removing some of the healing amount. It's meant more as a threat and a note for the players anyway!

    2 votes
  8. Comment on Feedback on boss monster for tonight's DnD session in ~games.tabletop

    Goldfenix
    Link Parent
    Wonderful suggestion with splashing the party, I think that's great. And I also appreciate the advice on healing the boss, my motivation there was entirely that I didn't want the party to just run...

    Wonderful suggestion with splashing the party, I think that's great. And I also appreciate the advice on healing the boss, my motivation there was entirely that I didn't want the party to just run around outside the monster's rather slow speed hitting it with ranged attacks, I wanted to force them to get closer. I'll think about how to do that without making it feel bad.

    4 votes
  9. 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!

    20 votes
  10. Comment on Designing my first DnD boss fight with a giant mimic (5x lvl 5 characters) in ~games.tabletop

    Goldfenix
    Link Parent
    Regarding actions, I was going to have all tentacles take their turns with the mimic. This was a way to spread out the damage among all PCs and give everyone a target to wrestle with.

    Regarding actions, I was going to have all tentacles take their turns with the mimic. This was a way to spread out the damage among all PCs and give everyone a target to wrestle with.

    1 vote
  11. Designing my first DnD boss fight with a giant mimic (5x lvl 5 characters)

    Hello tabletop community, I am designing my first ever boss fight, meant to really challenge my players. I don't want to kill any of them off since we're all new and it feels weird to lose a...

    Hello tabletop community,

    I am designing my first ever boss fight, meant to really challenge my players. I don't want to kill any of them off since we're all new and it feels weird to lose a character, but I also want it to feel threatening. I could use some advice about how to execute this situation:

    Boss is a big mimic disguised as a blood fountain with 6 long tentacle arms, each of which will be it's own figure on the board that can be up to 3 tiles from the 3x3 mimic figure.

    Four of the tentacles have weapons that can deal 2d6 damage and have 30hp AC11 (roughly making it in line with a Brown Bear for threat and HP). They can grapple (squeeze the target) instead for 1d8 damage per turn, escapable on DC13 strength.

    Two of the tentacles have shield-like hard points that defend neighboring enemies by giving disadvantage on attack rolls against them. AC14 HP30. I couldn't find anything to base these on for an encounter designer app.

    Main body has low movement (10ft), and has 200hp AC19, and loses 20hp per tentacle lost. It has a bite attack +6 to hit 2d8. It also floods blood through sections of the room, forcing player movement and dealing 2d8 poison damage. I based it on a Roper for difficulty and attacks.

    I think this combination creature would provide a very interesting and movement focused fight, but I'm very new to DM'ing and I'm afraid of accidentally killing the players.

    My questions are: (1) How do I avoid accidentally killing everyone? (2) Is this fight too hard for a newbie group of 5 new players? (3) Any other cool ideas I didn't think of?

    9 votes
  12. DnD 5e - Looking for advice on Haunted House monster difficulty for a level 5 party

    Hello Tildes community, I am soon going to DM my second ever mini-session for a small group of fairly new players. I'd like to send the group into a haunted tavern that has an unusually...

    Hello Tildes community,

    I am soon going to DM my second ever mini-session for a small group of fairly new players. I'd like to send the group into a haunted tavern that has an unusually intelligent mimic in the basement that has been eating tourists that pass through, leaving behind undead creatures throughout the basement.

    My primary goal with this is to help the players (most pretty new) understand how to conserve their magic instead of firing it all off in each battle, so I wanted to prevent them from long resting. I figure I could magically lock them inside when they arrive, and then let them learn that if they should rest, previously killed undead creatures (like Minotaur Skeleton or zombies) resurrect after about an hour.

    I am looking for two pieces of advice. First, I'd like to know good creatures to put into the dungeon that would provide a challenge, but not be too devastating. I looked at Wraith, for example, but a Wraith could easily one-shot any of the casters in the group and instantly kill them, which isn't fun. What should I be using instead? Remember that each individual fight doesn't need to be too hard, I just want the group to start feeling the strain of resources getting exhausted.

    Secondly, the primary DM (who I am running a single session for) has said I can level up the party to 6 during the dungeon. Does this essentially heal the whole party and refresh their spell slots, ala most RPG games? I'm a bit confused how this part would work, tbh.

    Thanks for your help, and big thanks to everyone who answered my last question about a Kobold Brewery. It was a blast, and the party loved it, particularly some of the traps that y'all came up with. By the time the party escaped, the entire brewery was on fire, which was amazing.

    Appreciate your help!

    8 votes
  13. Comment on What sort of traps would Kobolds set up around a brewery? (new DM) in ~games.tabletop

    Goldfenix
    Link Parent
    Using your pit trap idea, it's a great concept. I'm trying to think of how to prevent the druid from just flying back out of the pit if she falls in. Maybe the pit is so stinky she has to make a...

    Using your pit trap idea, it's a great concept. I'm trying to think of how to prevent the druid from just flying back out of the pit if she falls in. Maybe the pit is so stinky she has to make a concentration check in order to transform?

    1 vote
  14. Comment on What sort of traps would Kobolds set up around a brewery? (new DM) in ~games.tabletop

    Goldfenix
    Link Parent
    Love the weak floorboard ideas, and I have a ton of beer barrels around the facility, perhaps some being "tippy" might make for interesting rolls that the party has to accomplish!

    Love the weak floorboard ideas, and I have a ton of beer barrels around the facility, perhaps some being "tippy" might make for interesting rolls that the party has to accomplish!

    3 votes
  15. Comment on What sort of traps would Kobolds set up around a brewery? (new DM) in ~games.tabletop

    Goldfenix
    Link Parent
    I love the broken things idea. I actually have two drunken dragon hatchlings living up in the rafters, so having pratfall traps that end in a roll to potentially wake up a dragon sounds like...

    I love the broken things idea. I actually have two drunken dragon hatchlings living up in the rafters, so having pratfall traps that end in a roll to potentially wake up a dragon sounds like enormous fun.

    3 votes
  16. What sort of traps would Kobolds set up around a brewery? (new DM)

    I recently got some superb advice here on making a fun brewery adventure, and I had a few more questions for the more experienced DMs out there. To reiterate, I am DMing a group of lvl 3...

    I recently got some superb advice here on making a fun brewery adventure, and I had a few more questions for the more experienced DMs out there. To reiterate, I am DMing a group of lvl 3 characters for only 1-2 sessions so I can learn the ropes, and I would like to include some fun traps they need to look out for. I'd love to also make sure that everyone gets a chance to contribute, and not just have the rogue (our most experienced player) do all the detection and disarming.

    What sort of things would be fun to set up so that players would all need to watch their step, but could also contribute a bit?

    Party has a bard, ranger, druid, and rogue.

    23 votes
  17. First experience as a DM, I'd like to take a party of level 3 characters to a quick journey to Sigil. What sort of creatures might work at a brewery within the City of Doors?

    I've been participating in my first DnD sessions with a friend, and I'm greatly enjoying it. I've asked permission to DM a single session to get my feet wet, and one place I've always loved (since...

    I've been participating in my first DnD sessions with a friend, and I'm greatly enjoying it. I've asked permission to DM a single session to get my feet wet, and one place I've always loved (since Planescape Torment) is Sigil. I'd love to have my party wind up there as they sleep, then have them try to learn how to get back home.

    I thought it might be fun to have a heist of sorts where they need to get into a brewery to steal some items. I'd like to have some creatures working there that they could fight (if thievery goes wrong), but also some bigger creatures they might be able to avoid in the narrow hallways.

    What might be some good options? I've looked at goblins with an ogre moving barrels around, or perhaps some Kua-Toa creatures.

    20 votes