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)

16 (leather armour) Hit Points 143 (22d8 + 44)

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

Dex +11, Int +8, Cha +7 Skills Acrobatics +11, Deception +7, Perception +7, Sleight of Hand +11, Stealth +17

Acrobatics +11, Deception +7, Perception +7, Sleight of Hand +11, Stealth +17 Senses passive Perception 17

passive Perception 17 Languages Common, Undercommon, Thieves' Cant

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.

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