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Traitorous Chancellor
A BOSS FIGHT FOR HIGH LEVEL PCs
\pagebreak # Enemy Stats Welcome traveler from an antique land. Please sit and listen to what we have seen. The unheard of monsters, who slither and bite. Listen to the wondrous items and and artifacts we have found, their mysteries yet to be unlocked. Of the vexing vocations and surprising skills we have seen. ### Boss Fight This boss fight comes with high level, high damage attackers, a strong support unit, and a main central antagonist! The fight is set up for 2 assassins, 1 bishop, and Daithan, but it can be edited to make it stronger or easier! AI: On the first turn, the assassins will use fatal precision, the bishop(s) use multihaste, and Daithan will use Vacant Orb twice. The bishop will then use Midnight Beacon. When any two allies (including self) are under 80 hp, the Bishop uses Multiheal. When Daithan falls to 100 hp, he will use Tranquil Chime when possible. Optional: If Daithan is to survive until another day, when Daithan falls to 0 hp and has already used Tranquil Chime, he will teleport away from the fight, leaving behind Grandiose Cape and/or Tranquil Chime. **Try it!** ___ > ## Midnight Assassin >Enemy assassin, neutral evil* > ___ > - **Armor Class** 16 (leather armour) > - **Hit Points** 143 (22d8 + 44) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|20 (+5)|14 (+2)|15 (+2)|12 (+1)|12 (+1)| >___ > - **Saving Throws** Dex +11, Int +8, Cha +7 > - **Skills** Acrobatics +11, Deception +7, Perception +7, Sleight of Hand +11, Stealth +17 > - **Senses** passive Perception 17 > - **Languages** Common, Undercommon, Thieves' Cant > - **Challenge** 18+ (20,000 XP) > ___ > ### Abilities > ***Ranged Expert.*** The assassin being within 5 feet of a hostile creature doesn’t impose disadvantage on the assassin’s ranged attack rolls. > > ***Midnight dodge*** *Defensive reaction:* When a seen attacker hits with an attack, the Assassin can use its reaction to negate half the damage. If it was a melee attack, the negated damage is dealt back at the attacker. Also, when subjected to an effect that allows it to make a Dexterity saving throw to take half damage, it instead takes no damage if it succeeds, and half if it fails. > >***Sneak Attack (1/Turn):*** The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon Attack and has advantage on the Attack roll, or when the target is within 5 ft. of an ally of the assassin that isn't Incapacitated and the assassin doesn't have disadvantage on the Attack roll. > > ### Actions > ***Multi-attack*** The assassin two attacks. > >***Black dagger.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage. The target must make a DC 19 Constitution saving throw taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a success. > >***Shuriken.*** *Ranged Weapon Attack:* +11 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage. The target must make DC 19 Constitution saving throw taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a success. > > ***Fatal Precision.*** For the following two rounds, the midnight assassin has advantage on all attacks, and sneak attack damage can be applied multiple times per round. \columnbreak If you wish to sell or in some way gain profit for what's created on this site, it's your responsibility to ensure you have the proper licenses/rights for any images or resources used. ### More Resources If you are looking for more 5e Homebrew resources check out [r/UnearthedArcana](https://www.reddit.com/r/UnearthedArcana/) and their list of useful resources [here](https://www.reddit.com/r/UnearthedArcana/comments/3uwxx9/resources_open_to_the_community/).
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PART 1 | FANCINESS
\pagebreak ___ ___ > ## Midnight Bishop >*Enemy bishop, lawful Evil* > ___ > - **Armor Class** 18 (plate) > - **Hit Points** 104 (16d8 + 32) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|12 (+1)|17 (+3)|18 (+4)|18 (+4)|10 (+0)| >___ > - **Saving Throws** Wis +9, Cha +4 > - **Skills** Medicine +13, Persuasion +8, Religion +11 > - **Senses** passive Perception 15 > - **Languages** Common, Celestial, Abyssal, Undercommon > - **Challenge** 13+ > ___ > ### Abilities > ***Divine Eminence.*** As a bonus action, the bishop can expend a spell slot to cause its melee weapon attacks to magically deal an extra 21 (6d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the bishop expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. > > ***Divine Intervention (1/Day).*** As an action, the bishop implores their deity for aid. Their deity casts a 8th level or lower spell from the bishop's prepared spells without material components on a target of the bishops's choice. > > ***Spellcasting.*** The bishop is an 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The bishop has the following cleric spells prepared: > > Cantrips (at will): light, mending, sacred flame, spare the dying, thaumaturgy > > 1st level (4 slots): cure wounds, guiding bolt, healing word, sanctuary > > 2nd level (3 slots): calm emotions, lesser restoration, spiritual weapon > > 3rd level (3 slots): dispel magic, mass healing word, remove curse, revivify, spirit guardians > >4th level (3 slots): banishment, death ward > >5th level (2 slots): Scrying, Greater Restoration > >6th level (1 slot): heal, true seeing > >7th level (1 slot): Regenerate > >8th level (1 slot): Earthquake > > ### Actions > **Mace.** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 9 (2d8) radiant damage. > ***Holy Blast*** *Ranged Area Attack:* Deals 5d10 radiant damage to targets in a 20 ft by 20 ft square. > > ***Healburst*** *Healing spell:* Restores 8d6 health to an ally. > > ***Midnight beacon*** *Healing buff:* > **Recharge on a 6:** Choose 4 creatures within 30 ft range. For 2 turns, each target has advantage on Wisdom saving throws, and regains the maximum number of hit points possible from any healing. Also, if a target would die, it instead stays alive at 1 hp and loses the buff. > > ***Multiheal*** **Can be used only twice per day.** Restores 10d6 health to 4 units in vision within 120 ft. Affected units also heal 2d6 health at the start of their turn for 2 turns. > > ***Multispeed*** **Can be used only twice per day.** Once per turn, instead of moving or dashing, each affected unit can instantly teleport double the distance. Lasts two turns.
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PART 2 | FANCINESS
\pagebreak # Appendix ___ ___ > ## Daithan, Corruptor of Lands >*Unknown Spellcaster, Lawful Evil* > ___ > - **Armor Class** 19 (Blackened Plate, Grandiose Cape) > - **Hit Points** 231 (22d8 + 132) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|16 (+3)|22 (+6)|22 (+6)|17 (+3)|18 (+4)| >___ > - **Saving Throws** Int +10, Wis +7 > - **Skills** Arcana +16, History +16, Medicine +8, Perception +8, Religion +11 > - **Condition Immunities** stun, restrained > - **Senses** passive Perception 18 > - **Languages** Common, Celestial, Primordial > - **Challenge** 18+ > ___ > ### Abilities: > ***Keen Sight.*** Daithan has advantage on Wisdom (Perception) checks that rely on sight. > > ***Indomitable (3/Day).*** Daithan can reroll a saving throw he fails. he must use the new roll. > > ***Magic Resistance.*** Daithan has advantage on saving throws against spells and other magical effects. > > ***Multispell.*** Able to use a ranged spell attack as a bonus action. > > ***Spellcasting.*** Daithan is a 16th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Daithan can cast disguise self and invisibility at will and has the following wizard spells prepared: > >Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp > >1st level (4 slots): detect magic, identify, mage armour, magic missile > >2nd level (3 slots): detect thoughts, mirror image, misty step > >3rd level (3 slots): counterspell, fly, lightning bolt > >4th level (3 slots): banishment, fire shield, stoneskin > >5th level (2 slots): cone of cold, scrying, wall of force > >6th level (2 slots): globe of invulnerability, disintegrate > >7th level (2 slots): teleport, plane shift > >8th level (1 slot): mind blank > > (optional) ***Legendary Spells*** *Variant Ability:* Daithan has 2 legendary actions, and is able to cast any listed ability or spell with a legendary action. Spells greater than level 2 cost 2 actions. Dissolution and Eternal Vacuum also cost 2. > > ### Items: > ***Eldritch Armor.*** *Rare item:* Plate armor that those of evil alignment can wear without hindrance. > > ***Tranquil Chime*** *Legendary item:* **Can only be used once per week.** Heals a quarter of maximum health, along with removing most negative conditions, increasing all ability scores by 2, and boosting all damage dealt by 2 dice, for 30 seconds. If the bearer would die before use, it is automatically used at half effect. > > ***Grandiose Cape*** *Legendary item:* Imbued with strange energies, the bearer is immune to being slowed or stunned. Also grants evasion ability and +1 to armor class. Able to be activated to cause all physical damage to be negated and reflected upon the attacker for 1 round. Then must recharge for 1 week. Requires attunement. > > ### Actions > ***Gravity Strike*** *Ranged spell attack:* 60 ft range, +10 to hit. Deals 6d10 force damage to target, healing by damage dealt. > > ***Vacant Orb*** *Ranged spell attack:* 60 ft range. Target must make a DC 18 Wisdom saving throw. Upon failure, target takes 10d8 force damage and is cursed for the next turn, unable to make any physical attacks. Upon success the target takes half damage and is not cursed. > > ***Crushing grip*** *Ranged spell debuff:* **Recharges on a 5 or 6.** 60 ft range. The target must succeed on a DC 18 Constitution saving throw or be affected by the spell for its duration (1 minute of concentration). The first time each turn the affected target takes force damage, the target takes an extra 2d6 force damage . Moreover, the target loses any resistance to either bludgeoning, piercing, or slashing damage (chosen by caster). > > ***Dissolution*** *Ranged area attack:* **Recharges on a 5 or 6.** Choose up to 10 targets within 120 feet. Targets must make a DC 18 Constitution saving throw. Upon failure, take 10d6 force damage and dispels magical effects of spells below level 5 affecting the target. > > ***Eternal Vacuum*** *Ranged area attack:* **Only can be used twice a day.** Deals 8d8 force damage to every target within 300 feet. \columnbreak ### Images Images must be hosted online somewhere, like imgur. You use the address to that image to reference it in your brew. Images can be included 'inline' with the text using Markdown-style images. However for background images more control is needed. Background images should be included as HTML-style img tags. Using inline CSS you can precisely position your image where you'd like it to be. I have added both a inflow image snippet and a background image snippet to give you exmaples of how to do it.
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PART 2 | BORING STUFF