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I need help with the BBEG for the campaign that I am running

Content of the article: "I need help with the BBEG for the campaign that I am running"

I am a first time, overambitious, DM who has decided to create a homebrew adventure. This adventure will take the party from level 1 to level 20, possibly even higher. Throughout the campaign, the players will be able to access various magical weapons, magical armor, and other magical items. Speaking with the former group DM, he informed me that players at the 20th level were basically Gods (multiclassing is allowed) and the party of 5 could more than likely take down a creature with a CR 30-40. My original BBEG was CR 24, however, after hearing that, I decided that I needed a revamp.

A little background about my campaign is that the area used to populated by dragons until a Red Dragon moved into a nearby volcano and began to kil and plunder the dragons around them. As the Red Dragon grew stronger and 'their' territory expanded, the Red Dragon found itself in a turf war with a Silver Dragon. The two dragons battled for days, with the Silver Dragon eventually being the victor, however sustaining enough damage that it presumably returned to its lair and died shortly after. While the Red Dragon was in power, they created a following with a group of Dragon elves, Dragonborn, Kobolds, and other draconic creatures. After the death of their leader, the dragon cultists scavenged the area for its remains and began to create a plan to resurrect them. The dragon cult started taking DNA from members and combining it with that of the Red Dragon in an attempt to create a Red Dragon Egg. Of course, there were many failed attempts with this, yet each time the genes got closer and closer to those of their former leader. One day, the dragon cult decided to use DNA from the trophies that were collected from the dragons in which the Red Dragon had slain. The cultists began to insert the genomes from Blue, White, Black, and Green chromatic dragons into the existing DNA of the Red Dragon. Again after many trials, the cultists finally created a 5-headed dragon hydra with the appearance (body, wings, and color) of the Red Dragon and the head shapes of the respective dragon for each head. I used https://www.dandwiki.com/wiki/Mythic_Monsters_(5e_Variant_Rule)) to help with the homebrew process, as well as the pre-created monsters Great Wyrm Red Dragon, Great Wyrm White Dragon, Great Wyrm Black Dragon, Great Wyrm Blue Dragon, and Great Wyrm Green Dragon. Each has insanely high stats, so I kept the HP and AC of the Red Dragon as it is the body for the Dragon Hydra, and then calculated 1/3 of the HP for the other 4 heads, based on those creatures specific HP in its full form. The idea is that if the party targets the heads one at a time, they are capable of killing a head. I also added the stats for each head based on what was capable with their appendage. The final CR of the Dragon Hydra is 45 with a total of 1965. I feel like this is way too OP for the party, and I'm just looking for advice from others. I will include the stats for the Dragon Hydra below.

Little side note; The Silver Dragon did not actually die from its injuries and has been living amongst a group of nearby elves (I read that they like to do this). The Silver Dragon has heard mumblings of the Dragon Elves trying to resurrect the Red Dragon and invited the adventuring party to this area (without them knowing) as she does not want to fight, and possibly die this time around. She will be following the party in various polymorphed forms to ensure their safety and there is even an encounter where she dispatches of a beast before the party comes across it in fear that the beast would have ruined her plans. I have had the idea of having the Silver Dragon accompany the party (as a polymorphed small beast) as they are venturing into the final battle, and if the party is beginning to lose very badly, it will polymorph and take the battle to the skies, giving the party the opportunity to heal and whatnot.

Name: Dragon Hydra

Size: Titanic (90ft x 90ft)

Species: Dragon

Alignment: Chaotic Evil

AC: 28

HP: 1965

– Body: 583

– Green Dragon Head: 193

– Black Dragon Head: 295

– Red Dragon Head: 287

– Blue Dragon Head: 316

– White Dragon Head: 291

Speed: 40 ft., climb 40 ft., fly 150ft.

STR: 30 (+10) DEX: 12 (+1) CON: 30 (+10) INT: 24 (+7) WIS: 22 (+6) CHA: 30 (+10)

Description:

The Dragon Hydra is the product of genetic modification that the Dragon Elves have been experimenting with the past few years. The Dragon elves combined the strongest 4 genomes from the Blue, Green, Black, and White chromatic dragons onto the existing Red Dragon genome. This resulted in a five-headed dragon hydra with the color, body shape, and attributes of a red dragon. The Red Dragon’s body sprouted 4 new heads, each red in color, yet shaped as the dragon’s head to which the genome belonged.

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Red Dragon Head / Red Dragon Hydra Body

Saving Throws: Dex +11, Con +21, Wis +17, Cha +21

Skills: Perception +28, Stealth +11

Damage Resistances: Bludgeoning, piercing, and slashing damage from magical attacks.

Damage Immunities: Fire; bludgeoning, piercing, and slashing damage from nonmagical attacks

Condition Immunities: Charmed, frightened, paralyzed, stunned

Senses: Blindsight 120 ft., darkvision 240ft., passive Perception 38

Languages: Common, Draconic

Challenge: 45 (820,000 XP)

Fire Absorption: Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

Magic Resistance: The dragon has advantage on saving throws against spells and other magical effects

Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead.

Siege Monster: The dragon deals double damage to objects and structures.

Actions:

Multiattack: The dragon can use its Frightful Presence. It then makes five attacks: one with its bite and four with its claws.

Bite: Melee Weapon Attack: +21 to hit, reach 15ft., one target. Hit: 26 (3d10 + 10) piercing damage plus 28 (8d6) fire damage.

Claw: Melee Weapon Attack: +21 to hit, reach 10ft., one target. Hit: 20 (3d6 + 10) slashing damage

Tail: Melee Weapon Attack: +21 to hit, reach 20ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage

Frightful Presence: Each creature of the dragon’s choice that is within 240 feet of the dragon and aware of it must succeed on a DC 29 Wisdom saving throw or become frightened for 1 minute. A creature that is frightened is also paralyzed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Legendary Actions:

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

Detect: The dragon makes a Wisdom (Perception) check.

Tail Attack: The dragon makes a tail attack

Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 20 feet of the dragon must succeed on a DC 29 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Fire Breath (Costs 3 Actions): The dragon exhales fire in a 150-foot cone. Each creature in that cone must make a DC 29 Dexterity saving throw, taking 140 (40d6) fire damage on a failed save, or half as much damage on a successful one.

Blue Dragon Head:

Saving Throws: Dex +11, Con +20, Int +16, Wis +15, Cha +18

Skills: Perception +25, Stealth +11, History +16, Intimidation +18

Damage Resistances: Cold; bludgeoning, piercing, and slashing damage from magical attacks.

Damage Immunities: Lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical attacks

Condition Immunities: Charmed, frightened, paralyzed, stunned

Senses: Blindsight 120 ft., darkvision 240ft., passive Perception 36

Lightning Absorption: Whenever the dragon is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

Magic Resistance: The dragon has advantage on saving throws against spells and other magical effects

Mythic Lightning: The incredible power of this creature’s lightning is more powerful than the strongest enchantments. Characters who are normally immune to lightning damage instead are treated as if they are resistant to lightning damage caused by this dragon and characters who are resistant to lightning damage instead treat it as if they were not. Characters who are not resistant to lightning damage are treated as if they were vulnerable to it.

Legendary Resistance (5/Day): If the dragon fails a saving throw, it can choose to succeed instead.

Spell Immunity: The dragon is immune to all spells of 3rd level or lower.

Siege Monster: The dragon deals double damage to objects and structures.

Actions:

Bite: Melee Weapon Attack: +2o to hit, reach 15ft., one target. Hit: 32 (4d10 + 10) piercing damage plus 13 (2d12) lightning damage + DC 20 Strength saving throw or be swallowed. At the tart of each turn, all swallowed characters suffer 23 (5d8) bludgeoning, 14 (3d8) acid, and 14 (3d8) lightning damage.

Reactions:

3rd Level Counterspell: The dragon can use this reaction five times a day.

Legendary Actions:

The dragon can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

Detect: The dragon makes a Wisdom (Perception) check.

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Lightning Breath (Costs 3 Actions): The dragon exhales lightning in a 180-foot line that is 15 feet wide. Each creature in that line must make a DC 28 Dexterity saving throw, taking 110 (20d10) lightning damage on a failed save, or half as much damage on a successful one.

Great Roar (1/Day, Costs 2 Actions): Deal 30 (12d4) thunder damage to all enemies within 600 feet and all enemies who are frightened of you become incapacitated for 1d4 rounds.

Green Dragon Head:

Saving Throws: Dex +11, Con +19, Wis +16, Cha +17

Skills: Deception +17, Insight +16, Investigation +17, Perception +26, Persuasion +17, Stealth +11

Damage Resistances: Bludgeoning, piercing, and slashing damage from magical attacks.

Damage Immunities: Poison; bludgeoning, piercing, and slashing damage from nonmagical attacks

Condition Immunities: Charmed, frightened, paralyzed, poisoned, stunned

Senses: Blindsight 120 ft., darkvision 240ft., passive Perception 36

Poison Absorption: Whenever the dragon is subjected to poison damage, it takes no damage and instead regains a number of hit points equal to the poison damage dealt.

Magic Resistance: The dragon has advantage on saving throws against spells and other magical effects

Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead.

Siege Monster: The dragon deals double damage to objects and structures.

Actions:

Bite: Melee Weapon Attack: +20 to hit, reach 15ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 17 (5d6) poison damage.

Legendary Actions:

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

Detect: The dragon makes a Wisdom (Perception) check.

Poison Breath (Costs 3 Actions): The dragon exhales poison in a 150-foot cone. Each creature in that cone must make a DC 27 Constitution saving throw, taking 98 (28d6) poison damage on a failed save, or half as much damage on a successful one.

Black Dragon Head:

Saving Throws: Dex +11, Con +18, Wis +13, Cha +16

Skills: Perception +22, Stealth +11

Damage Resistances: Bludgeoning, piercing, and slashing damage from magical attacks.

Damage Immunities: Acid, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks

Condition Immunities: Charmed, frightened, paralyzed, stunned

Senses: Blindsight 120 ft., darkvision 240ft., passive Perception 32

Amphibious: The dragon can breathe air and water.

Acid Absorption: Whenever the dragon is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.

Acid Blood: The dragon’s blood is not red, but a vibrant yellow-green and it is just as toxic and their saliva. Whenever the dragon suffers slashing or piercing damage from a melee attack, if the attacker is within 5 feet of the dragon, they suffer 14 (3d8) acid damage. The dragon is immune to the Contagion spell and to all effects that would cause disease.

Dissolving Acid: When a character wearing nonmagical armor suffers damage from the dragon’s acid breath, their armor is destroyed. When a character wielding a nonmagical weapon suffers damage from the dragons Acid Blood, their weapon is destroyed.

Magic Resistance: The dragon has advantage on saving throws against spells and other magical effects

Massive Jaws: The dragon has huge, strong jaws like a massive crocodile. It deals +20 piercing damage with successful bite attacks.

Mythic Acid: The incredible power of this creature’s acid is more powerful than the strongest enchantments. Characters who are normally immune to acid damage instead are treated as if they are resistant to acid damage caused by this dragon and characters who are resistant to acid damage instead treat it as if they were not. Characters who are not resistant to acid damage are treated as if they were vulnerable to it.

Legendary Resistance (5/Day): If the dragon fails a saving throw, it can choose to succeed instead.

Siege Monster: The dragon deals double damage to objects and structures.

Stone Dissolve: When the dragon uses its breath weapon on a stone structure, it can make a DC 20 Constitution check. On a success, the structure dissolves away and turns into a bubbling pool of acid which releases toxic fumes into the air, dealing 18 (5d6) poison damage and 32 (7d8) acid damage to all characters who enter it and to all characters who begin their turn in it. On a failure, the structure suffers 180 (20d8x2) acid damage. If the structure is destroyed by this, it will collapse into rubble.

Actions:

Bite: Melee Weapon Attack: +19 to hit, reach 15ft., one target. Hit: 52 (4d10 + 30) piercing damage plus 13 (2d12) acid damage and DC 20 Strength saving throw or be swallowed. At the start of each turn, all swallowed characters suffer 23 (5d8) bludgeoning damage plus 32 (7d8) acid damage and are considered restrained and asphyxiating. It requires 70 internal damage in a single round for the dragon to make a Constitution save versus DC 25. On a failure, it vomits up all swallowed characters, releasing them and dealing half its normal acid breath damage to all characters in a 100-foot line, with a successful DC 26 Dexterity saving throw negating all damage. If a character is reduced to 0 hit points while swallowed by the dragon, their body is dissolved.

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Reactions:

Bite: Melee Weapon Attack: +19 to hit, reach 15ft., one target. Hit: 52 (4d10 + 30) piercing damage plus 13 (2d12) acid damage and DC 20 Strength saving throw or be swallowed. At the start of each turn, all swallowed characters suffer 23 (5d8) bludgeoning damage plus 32 (7d8) acid damage and are considered restrained and asphyxiating. It requires 70 internal damage in a single round for the dragon to make a Constitution save versus DC 25. On a failure, it vomits up all swallowed characters, releasing them and dealing half its normal acid breath damage to all characters in a 100-foot line, with a successful DC 26 Dexterity saving throw negating all damage. If a character is reduced to 0 hit points while swallowed by the dragon, their body is dissolved.

Legendary Actions:

The dragon can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

Caustic Gaze (1/Day, Costs 2 Actions): The dragon chooses a character within 60 feet. That character loses 2d6 Constitution points. If this would lower a character to 0 Constitution, their blood turns to acid for the next minute and if they are not immune to acid, they fall dead. Otherwise, they become incapacitated for 1d4 rounds.

Detect: The dragon makes a Wisdom (Perception) check.

Acid Breath (Costs 3 Actions): The dragon exhales acid in a 150-foot line that is 15 feet wide. Each creature in that cone must make a DC 26 Dexterity saving throw, taking 90 (20d8) acid damage on a failed save, or half as much damage on a successful one.

White Dragon Head:

Saving Throws: Dex +9, Con +19, Wis +12, Cha +13

Skills: Perception +21, Intimidation +22, Survival +21

Damage Resistances: Bludgeoning, piercing, and slashing damage from magical attacks.

Damage Immunities: Cold; bludgeoning, piercing, and slashing damage from nonmagical attacks

Condition Immunities: Charmed, frightened, paralyzed, stunned

Senses: Blindsight 120 ft., darkvision 240ft., passive Perception 31

Cold Absorption: Whenever the dragon is subjected to cold damage, it takes no damage and instead regains a number of hit points equal to the cold damage dealt.

Magic Resistance: The dragon has advantage on saving throws against spells and other magical effects

Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead.

Siege Monster: The dragon deals double damage to objects and structures.

Actions:

Bite: Melee Weapon Attack: +21 to hit, reach 15ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 13 (2d12) cold damage.

Legendary Actions:

The dragon can take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

Detect: The dragon makes a Wisdom (Perception) check.

Cold Breath (Costs 3 Actions): The dragon exhales an icy blast in a 150-foot cone. Each creature in that cone must make a DC 27 Dexterity saving throw, taking 108 (24d8) cold damage on a failed save, or half as much damage on a successful one.

Thank you for taking the time to read this, I know it is quite lengthy. I am open to any advice that fellow DM's have for me.

Source: reddit.com

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