Needsbalance (5e Template)

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Jester.jpg
April Fools!
This content is not designed for use in regular games, and may affect overall balance and gameplay. Take caution when using this material.
Scales.png This page is of questionable balance. Reason: Horribly overpowered what the hell man
You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.

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Needs Balance[edit]

This template needs balance.

Prerequisite

A creature is not eligible for the Needs Balance template if it was already imbalanced to begin with. Why break what's already broken?

Statistics[edit]

Equipment. Give the creature a +6 Vorpal Sword for each of its hands. Then, give it another pair of hands to wield more +6 Vorpal Swords.

Abilities.

The creatures attributes increase by 10 each. As usual, if this would increase a score to a value below 30, then its not enough. Add another 10 points. Give the creature an additional 100 hit die.

Damage Immunities.

Just straight up make the creature immune to all damage. It's still been statted so obviously someone's gonna kill it.

Damage Resistances.

The creature is resistant to all forms of damage that somehow bypass its immunities.

Condition Immunities.

The creature is immune to all conditions, especially the human condition.

Languages

The creature knows all languages, including really esoteric ones like Malebolge, Brainfuck, and Visual Basic.

Skills

The creature can perform a 360 noscope. Mad skills, so.

Traits[edit]

Badass. The creature is so cool, you guys, he's the BBEG of my campaign and he's SOOO gonna cause a party wipe! What fun!

Actions[edit]

Multiattack. The creature can attack 10 more times than usual. Also, add 2d100 psychic, force, and radiant damage to its attacks.

Annoying Weeb Stuff. The creature can perform an ultimate world-ending attack by spending 1 minute doing an overly hammy monologue about ascension and dragons or something like that.

Legendary Actions[edit]

The can take 999 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 regains spent legendary actions at the start of its turn.

Full Heal The creature fully heals itself and permanently gains another hit die.

CR Calculation[edit]

Set the creature's CR to 1. If its CR is appropriately high, then what's the point?

5.00
(one vote)

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