Talk:Doomsday, Variant (5e Class)
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Cancelling the Apocalypse[edit]
Ok, this thing is badly written, but hear me out! Once I took a ton of notes to decipher how this thing actually worked - because, indeed, it is so badly written that it is rather inscrutable - I actually found a decent strategy to take this thing down without calling on Superman.
- Chill Touch is a must. That way this creature cannot use its many, many ways to heal its health instantly, including one trick it can pull an unlimited number of times that restores it to double maximum health. Lose Chill Touch and there is no possible path to victory.
- A way to don it with armor. It's AC is 46 in its transformed state, but only if it is not wearing armor. A cheap set of medium armor would knock this thing's AC down to a reasonable level. The only way I could think to force this thing to don a set of medium armor is if we used Wish to put the armor onto the creature. The RAW says it would take several minutes to remove the armor, which is more than enough for me.
- This creature crits incredibly easily and deals 4X damage on a crit. It can do over 1000 damage in one turn without too much difficulty. However, every time it hits a creature, that hit creature has to make a DC30 Constitution saving throw or get knocked back 15 feet. If we have four Barbarians with the Sentinel feat and ludicrous HP, backed up by some hardcore healing, they could tank one hit, get knocked out of range, then reform the line on their turn.
- I thought the biggest hurdle would be the damage reduction this thing takes after 19th Level. However, that only kicks in if its HP hits 0. Since this thing can go into negative HP, it does not stop at 0, and if it does not hit 0 then it skips the activation of that effect. As long as we maintain Chill Touch it will not regenerate up to 0, so we just have to be careful to avoid its HP hitting exactly 0.
- Once I broke down what this freak was, it really revealed how not rereading your work can really mess you up. There are so many things that would normally make this thing impossible to kill, but its contradictory effects and a few simple work-arounds negate most of the absurd threats. This thing is just a monster with high HP, high damage, and a few conditional effects that would make it impossible to beat if not taken into account. I wouldn't want to fight it, but it is not unbeatable. The 5E RAW allow for ways to beat it. As for keeping it dead, just leave it in a Hallowed area that restricts the ability for a creature to be revived, or send it into a harmless demiplane that it can't escape from, or destroy its body while it is dead. Boom, done.
Oh yeah, here's my notes. See if there is anything I missed.
Doomsday Variant at 20th Level
- HP: (1D12 + CON mod + STR mod) * 3 (Levels 1-10), 1D12 + CON mod + STR mod + 3 (Level 11 onwards).
- AC: 10 + CON mod + STR mod + DEX mod.
- There's no Doomsday Save DC listed, so Doomsday Save DC = 0.
- Attacks: 4.
- Unarmed Damage: 4D12 + DEX mod Slashing, Piercing, Bludgeoning, or Force damage (this monster's choice).
- Max Strength state: 26.
- Proficiency Bonus: 6 (all proficiencies are doubled). This monster has proficiency with all saving throws. It can choose to roll saving throws with advantage and adds its CON mod to the total a number of times equal to its CON mod.
- Immunities: Fire, Cold, Poison.
- Ignores: Damage resistances or immunities.
- Special HP Condition 1: Once, when this monster hits 0 HP, it hits 1 instead. Afterwards, any damage from any source is reduced by 50.
- Special HP Condition 2: Each time this monster hits 0 HP, it gains an additional resistance against the damage type that reduced it to 0 HP.
- Special HP Condition 3: If this monster does not die unless it succeeds or fails exactly 3 Death saving throws, or unless it dies instantly.
- Special HP Condition 4: Hitting 0 HP doesn't put this monster into Death saving throws, going into negative HP and reaching its Max HP * -1 does.
- Special STR Condition: Creatures with a lower STR cannot push, knock prone, or grapple this monster.
- Special Combat Condition 1: After 2 rounds of battle against a spell caster, this monster gains advantage on saves against all of that caster's spells.
- Special Combat Condition 2: After 30 rounds of battle against a spell caster, that caster suffers attack and damage penalties equal to this monster's Proficiency + CON mod, and the monster has proficiency against saves from that caster's spells.
- Special Combat Condition 3: After 10 rounds of battling another creature, this monster gets advantage on all attack rolls against that creature.
- Special Combat Condition 4: After 20 rounds of battling another creature, that creature attacks this monster with disadvantage, and this monster gets advantage in every save forced by by creature. Every additional 10 rounds sees the monster gain a +1 bonus to attack rolls against that creature.
- Special Combat Condition 5: When this creature lands a critical hit, all creatures who can see it make a DC30 Wisdom saving throw or become Frightened (no listed duration = 0 turns?). This monster makes attacks with advantage against creatures who are Frightened of it by this effect.
- Special Combat Condition 6: When this monster makes two melee hits in a row against a creature, that creature suffers a -1 penalty to their AC. This effect can stack up to this monster's STR mod. A creature with natural armor fully recovers from this effect if they are healed to their hit point maximum.
- Special Combat Condition 7: When forced to make a DEX or CON saving throw to take only half damage, you instead take no damage on a success and half damage on a fail.
- Special Combat Condition 8: 4 times per 24 hours, while this monster is in its "Doomsday Form" (which is not listed and therefore does not exist), it can double its attack and damage roll once per turn, then make an additional unarmed attack.
- Special Combat Condition 9: This monster can make an opportunity attack any time a creature misses a melee attack against this monster.
- Special Combat Condition 10: This monster rolls initiative with advantage.
- Special Combat Condition 11: This monster has a single Legendary resistance. It cannot regain that resistance once spent.
- Special Combat Condition 12: If this monster grapples a creature, that creature must make a DC0 STR save with disdvantage, being incapacitated on a fail.
- Special Combat Condition 13: This monster ignores any effect, spell, or class feature used against it specifically on the 6th time it is used.
- Special Armor Condition: The "A Hard Nut to Crack" feature has no mention of how to implement it, so I can just ignore it. :)
- Special Nonsense Condition: This monster can grab ethereal items and "close a black hole" with its bare hands. I guess it can't be killed by chucking it into a black hole, then.
- Actions:
- Attack (+CON mod to hit). Immediately after the attacks conclude, creature suffers an additional 2D6 Bludgeoning damage.
- Super Heat Vision: Force creature to make DC30 CON saving throw. Creature takes 12D12 + CON mod Fire damage and is pushed back 20 feet fail, half that damage and pushed 10 feet on success.
- Piercing Lariat: A single attack which deals 10D12 "blunt" damage (0 damage) + 3D20 + STR mod Piercing damage. If the target creature fails a DC0 CON save it takes double damage. Once, and only one, if a creature fails the above save it is incapacitated, only able to recover with a Greater Restoration spell, specifically.
- Bone Execution: 6 times (no regaining expended uses) this monster can force all creatures on the ground within 60 feet of it to make a DC0 DEX save. On a fail they take 10D20 + STR mod piercing damage and become incapacitated, on a pass they take half damage and are not incapacitated.
- Headbutt: 1 time (no regaining expended uses) this monster can force a creature to make a DC0 CON save. On a fail the creature is stunned, prone, and is dealt 15D12 + STR mod (no damage type, so 0 damage), and on a pass it is not stunned or prone and takes half damage.
- Roar of the Apocalypse: Once per long rest, this monster can force a creature to make a DC0 CON save (with disadvantage if the monster is in its Doomsday Shape). On a fail the creature takes "damage equivalent as if you had hit all your blows" (0 damage) and is sent "out of earth's orbit" (which means nothing if the creature was not on Earth). On a pass they take half damage and are lifted 2 miles into the air. All other creatures within 120 feet of this monster mast make a DC0 STR save or be pushed 80 feet away. A crater that fits within a 25-foot cube is left under the monster's feet.
- Doomsday Shape Transformation: Unlimited uses, lasts 1 hour or until ended as an action. This transformation does not end when the creature hits 0 HP. This monster gains the following benefits:
- Add +10 to melee hit.
- Add 3D10+10+Proficiency to damage.
- Any time this monster hits another creature, that creature must make a DC30 CON save or be pushed 15 feet away (the creature can choose to fail).
- Max HP is doubled.
- HP is regenerated to maximum.
- This monster heals 10 + (CON mod *2) + Proficiency each turn.
- STR, DEX, and CON become 30. That means AC becomes 46.
- Resistance to all damage.
- Immunity to non-magical Slashing, Piercing, "Blunt", and falling damage, all "status effects" (D&D 5E uses Conditions, not status effects, so that doesn't exist), and any effect that would kill it instantly.
- This monster gains 2 Legendary resistances per long rest.
- This monster cannot be knocked prone.
- 17-20 crit, crit does 4x damage and automatically knocks creatures prone.
- Each time this monster hits 0 HP while in this form, it can make a DC10 CON saving throw to hit 1 HP, instead. The DC increases by 5 after each use, and resets after a short rest.
- If this monster hits a diety, aberration, celestial, elemental, fairy, or demon, it ignores their resistances and immunities to non-magical damage, and if it reduces them to 0 HP they die instantly and cannot be resurrected except by a Wish or True Resurrection spell.
- Blaze of Destruction Transformation: Uses equal to Proficiency, lasts 5 minutes. This monster gains the following benefits:
- Unarmed attacks gain additional 2D12 Fire damage.
- This monster can make an additional unarmed attack each time it takes the Attack action.
- Any creature within 10 feet of this monster takes 2D6 Fire damage at the end of their turn.
- If this monster takes Fire or Radiant damage, its HP is increased by that amount instead of reduced.
- This monster's Super Heat Breath attack and Heat Breath reaction deal double damage.
- While in this form, any damage taken since the end of this creature's previous turn can be added to its next attack damage calculation or spent as an explosion. If spent as an explosion, all creatures within 30 feet of this monster make a DC0 CON save, taking the full damage on a fail and half on a success.
- Super Blaze of Destruction Transformation: Requires 2 uses of the Blaze of Destruction Transformation. In addition to that form's effects, this monster gains the following benefits:
- This monster gains the effect of the Haste spell for the duration.
- This monster can make another additional unarmed attack each time it takes the Attack action (2 total).
- A creature hit by this monster must pass a DC0 CON save or else take Fire damage equal to this monster's Proficiency and be unable to recover HP. This lasts for as long as this monster is in its "Solar Chaos" form (which does not exist, so it lasts for 0 turns).
- Any creature within 15 feet of this monster take 2D6 + CON mod Fire damage on each of their turns. This damage ignores Fire resistance and immunity, and cannot be absorbed.
- All metal within 10 feet of this monster is effected by the Heat Metal spell.
- This monster can use its Heat Vision bonus action as a reaction every time a creature makes an attack against it. On hit, the attacking creature misses.
- This creature can use is action to make a powerful clap. All creatures in a 120-foot cone must make a DC0 CON saving throw. On a fail they take 5D10 Fire + 5D12 + STR mod Thunder damage and are pushed 30 feet away, on a success they take half that damage and are not pushed away.
- Bonus Actions:
- Regeneration: A number of times equal to CON mod, gain the benefit of a short rest.
- Heat Vision: 5D12 + CON mod Fire damage. No listed range = automatic miss.
- "Retreat".
- Dodge.
- Dash.
- Critical Boom: A number of times per "prolonged rest" (never), when this monster lands a critical hit, it can immediately make another attack against the same target. If that target is out of range, this attack fails.
- Bone Drill: Once per short rest, this monster can replace its normal unarmed attack damage with 4D20 + STR mod for 1 minute. During that duration, this monster ignores another creature's AC bonuses granted by their armor, and on a hit that creature can halve damage if it succeeds a DC0 CON save.
- It Hurts You More Than it Hurts Me: 6 times (no regaining expended uses) this monster can, for 1 minute or until its HP hits 0, have creatures which succeed a melee attack against it take 3D8 Piercing damage.
- Reactions:
- Weaken Weapon: When hit with a melee weapon, that weapon suffers -1 penalty to future attack and damage rolls. If that penalty equals -9, the weapon breaks and is unusable, and the monster makes an opportunity attack against the creature.
- Break Arm: If an unarmed creature with a STR less than 20 attacks this monster, this monster breaks that creature's arm so it can no longer attack with it.
- Weaken Arm: If an unarmed creature with a STR of 20 or higher attacks this monster, that creature must pass a DC0 STR saving throw. If it fails that saving throw 3 times cumulatively, this monster breaks all of that creature's arms.
- Intercept: If a creature performs a melee attack against this monster, that creature must succeed a STR contest or fail their attack and be knocked prone. While this monster is in its Blaze of Destruction form, the opposing creature cannot automatically succeed.