Evil Basement Lair (Dynamic) Part 1/3

I figured I would publish something since my game has been on hiatus for a long while. and is finaly back in session This time I added some GM Notes partially for myself but also maybe to communicate some ideas I had when designing this battle/map. Maybe it will get your brain juices flowing? In any case for your own game, make a copy of these maps, go to the GM Notes group and delete my notes, as you don't want your players to read notes meant for you!

Here's the tea: Deep in the bowels of Verduran Forest after a long and arduous crawl through the Bitter Manor, the party finds themselves in the basement "throne room" of the evil daemon who has been plaguing nearby Hope's Hallow. 



And for an additional bonus, this is the statblock I used for my 'solo boss' session. Mind you I have 6 players at level 7 decked out with magic items, and weary from fighting their way through the manor. And with the Death Cry ability, I knocked all my players down at the end. At least Anobaith was dead and everyone was able to stabilize. In my game at least, each character says a memory before each death saving throw; it adds drama.



Hit Points: 200hp, AC 18, Fly 45, Walk 30

Str 20, Dex 24, Con 18, Int 22, Wis 18, Cha 24

Immunities: Fire, Psychic, Non-Magical Piercing, Bludgeoning and Slashing

Resistances: Cold, Lighting, Thunder, Acid, Poison, Necrotic, Piercing, Bludgeoning and Slashing

Vulnerabilities: Radiant

Saving Throws: Wis+8, Cha+11

Skills: Athletics+3, Deception+11, History +10, Insight+5, Persyasuib+11, Stealth+11

Condition Immunities: charmed

Senses: darkvision 60 ft., passive Perception 15 LanguagesAbyssal, Common, telepathy 60 ft.



Shapechanger- Anobaith can use her action to polymorph into a Small or Medium humanoid, or back into her true form. Without wings, Anobaith loses her flying speed. Other than her size and speed, her statistics are the same in each form. Any equipment she is wearing or carrying isn’t transformed. Anobaith reverts to her true form if she dies.

Slippery- Anobaith does not provoke attacks of opportunity due to leaving a creature's threatened range.

Death Cry- Upon death, an ear piercing cry emanates from Anobaith. All conscious creatures within 30ft make a CON Save 16, on a failure take 12d6 psychic damage and become deafened. On a success take half as much. (GM's Note: This will down all your players, it did in my game at least. This is an epic fight, its deserving of some reverence. Plus if a character does stay standing, they are the hero who stabilizes everyone, great for roleplay!)



3 Legendary Resistances

3 Legendary Actions

---Flail Multi-attack: Anobaith can use her legendary action to take the Flail Multi-attack action.

--- Summon Lesser Daemon: Provided the conditions are met, Anobaith can Summon Lesser Daemons to her aid. Summons are based off and MCDM Minion Rules. All Crits count as 3 Hits, Hits >25hp count as 2 Hits, >50hp count as 3 Hits, Hits carry over to other Minions

-------> 75%/150hp Remining, 8 Minions, 1 Hit. AC10, 2d10 slashing

-------> 30%/60hp Remaining, 4 Minions, 3 Hits. AC14, 4d10 bludgeoning

---Uncanny Movement: For 1 turn Anobaith gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving her hands free. Upon using this legendary action Anobaith can take an extra round of movement (30ft), not including flight.



Action:

Flail- Melee Weapon Attack:+10, Reach 10 ft., one target. Hit: 14 (2d6 + 7) Bludgeoning damage

Multi-attack- Anobaith can make 3 Flail Melee Weapon attacks on her turn.

Spells:

1st: Command

2nd: Detect Thoughts, Suggestion, Misty Step, Spider Climb

3rd: Tongues, Slow, Blink, Fireball

4th: Dimension Door



Lair Actions: Just pick an appropriate one for the situation, but dont repeat them. Give everyone with high saves a chance to be cool.

STR- You hear a loud clap and the ground shakes violently, causing tremors throughout the lair. Each creature within 20ft of the rear wall of the lair must make a DC 16 Strength saving throw. On a failure, they are knocked prone and take 2d6 bludgeoning damage. On a success, they are only knocked prone.

DEX- Whirling debris and sharp objects fill the air in a 15ft radius originating from Anobaith. Each creature in the AOE must make a DC 16 Dexterity saving throw. On a failure, they take 3d6 slashing damage and are pushed 10 feet away from the point. On a success, they take half damage and are not pushed.

CON- The air in the lair becomes thick and oppressive. Each creature within the lair must make a DC 16 Constitution saving throw. On a failure, they are affected by the slow spell until the end of their next turn. On a success, they are unaffected.

INT- Arcane energies swirl chaotically, disrupting spellcasting. Each creature within the lair must make a DC 16 Intelligence saving throw. On a failure, they cannot cast spells or use spell-like abilities until the end of their next turn. On a success, they are unaffected.

WIS- Blood begins to seep from the walls. Each creature that can see the walls must make a DC 16 Wisdom saving throw. On a failure, they perceive the environment as hazardous or confusing, suffering disadvantage on attack rolls and ability checks until the end of their next turn. On a success, they are unaffected.

CHA- The lair is filled with a commanding, almost overwhelming presence. Each creature within the lair must make a DC 16 Charisma saving throw. On a failure, they are charmed by the lair’s presence and must use their action to make a melee attack against a creature of the lair’s choice. On a success, they are unaffected.

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Created by: Emily! 10 months ago
Last edit: 8 months ago
Aspect ratio: 3:4
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