This Is What 10,000 Hours Of Dming Looks Like - Building A Dynamic Combat System
This Is What 10,000 Hours Of Dming Looks Like - Building A Dynamic Combat System
This here is a great example of a dynamic combat. Something I have been training on mastering for years now. This video goes over a dungeon I ran that all builds in a steady way, and prepares the party for an insurmountable foe. One that they must defeat in order to reclaim another Legendary Artifact, that will aid in their endeavors against the fearful Entity!
Statblocks:
The Moon Scorcher
Lair action: choose a region of the map, meteor swarm DC 19 will be cast there at the start of you're turn
Containment 3, must roll a d20 at the start of every turn to break through a lair of glass with 10,15,20 cummalative checks
Once free
Eye 200 hp ac 16
D4
1 Paralyzing gaze DC 19 con or
2 Decimation ray 10d10 radiant on a failed DC 14 Wis save does nothing on success
3 Burst fire, pick 3 targets roll a d20+12 to hit, hit targets take 2d6 fire
4 Control DC 19 cha save or it uses one of your actions for you on its turn ()
Core 1,000 hp DC 14
Blood burster, target must make a DC 19 con save or be burst for 8d6 necrotic damage unrecoverable or half as much on a successful save
Tendrils 300 hp ac 20
Multiattack 3x (use each attack)
Throw strength contested (+8) or throw a target 10ft
Slam 5 ft wide 30ft long beam DC 19 dex or 3d10 bludgeoning
Stab +16 4d8+8 piercing
Legendary action 1
Manipulate environment
Mechanics
If Imprisonment is cast on the Moon Scorcher, it automatically fails. At each environment action, including when the spell is executed, the caster, if alive and conscious can imprison a segment of The Moon Scorcher
Environment actions
The Moon Scorcher Environment/lair/legendary actions
(Caged):
-Increase growth counter by 1
-check for stable ground. If a segment of lair is disconnected, then destroy it on the next environment round
-either pick a 6 tile radius to cast meteor swarm or create a alternating pattern of flame wall on tiles in you're domain.
legendary actions (Caged):
Manipulate environment: you manipulate you're environment by issuing a 1 word command. (Open, Close, Wall)
Drop allies: spend 2 growth for small veinWalker 5 for large veinWalker. Place these in any space on the map.
--Bloody Bursts: This action can be played once per combat. You're lair no longer generates growth. All growth is destroyed. You don't get a legendary action on your next turn. Pick 9 points on the map to destroy. Any creature on this space once it's destroyed is pushed 15ft or to the closest stable ground. They must make a DC 19 dex save or take pulse wave damage. Half as much on a successful save.
Legendary actions (uncaged)(3):
-Place a bloody burst token on a tile of you're choice in you're lair, you can do this as long as there is space for the players to stand at the end of the burst.
-manipulate environment
Lair actions (uncaged):
If you haven't already you may use bloody bursts
Large Veinwalker
hp 120 ac 10
20ft
str 4 dex 0 con 5 wis -2 int -2 cha -3
Attacks(3):
Lashing Tendril +8 3d6+5 - Each attack with a Lashing Tendril deals a different damage type. Force, Psychic Than Necrotic
Abilities:
Immovable (Can't be pushed)
Heated Body striking this creature with a melee attack hurts the attacker for 2d8 fire damage
4d8 fire damage to all creatures on environment round once killed in a 15 ft radius (dc 14 dex, half damage on successful save). This damage heals other veinwalkers
Legendary Action 1
Summon Minor Vein (reanimates a corpse into a minor vein within 360 ft of itself).
Veinwalker
30ft
Hp 60 Ac 14
str 3 dex 2 con 5 wis -2 int -2 cha -3
Attacks(2):
Lashing Tendril +6 2d6+3 - Each attack with a Lashing Tendril deals a different damage type. Force, Than Psychic
Abilities:
Heated Body striking this creature with a melee attack hurts the attacker for 2d6 fire damage
3d8 fire damage to all creatures on environment round once killed in a 10 ft radius (dc 14 dex, half damage on successful save). This damage heals other veinwalkers
Animated Vein:
40ft
hp 10 ac 12
str -1 dex 2 con 3 wis 0 int 0 cha 0
Immune to poison, necrotic and the poisoned condition
Abilities:
Unyielding Corpse - This creatures corpse cannot be destroyed once it dies
Attack slam +4 2d4+2
#dungeonsanddragons #dm #expert
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