D&D General Having Fun with AI (Optimized 20th level character vs. a Tarrasque et al)

Mercurius

Legend
First, I asked Qwen to define the most powerful 20th level D&D character possible.

Character Build: "The Archmage Warlord"

This character combines Wizard , Fighter , and Warlock classes to maximize spellcasting, combat prowess, and utility. This build represents the pinnacle of what can be achieved within the D&D 5e ruleset.


Class Breakdown

  • Wizard (School of Evocation) : 17 levels for access to 9th-level spells and Arcane Recovery.
  • Fighter (Eldritch Knight) : 2 levels for Action Surge and weapon versatility.
  • Warlock (Genie Patron) : 1 level for Pact Magic, Eldritch Invocations, and Mystic Arcanum.



Ability Scores

  • Strength : 8 (-1)
  • Dexterity : 14 (+2)
  • Constitution : 14 (+2)
  • Intelligence : 20 (+5) (Primary Spellcasting Ability)
  • Wisdom : 12 (+1)
  • Charisma : 14 (+2)



Key Features and Abilities

1. Spellcasting

  • Spells Known : The character has access to a vast array of spells from the Wizard, Fighter, and Warlock spell lists.
  • Spell Slots : Full Wizard spell slots up to 9th level, plus additional slots from Warlock’s Pact Magic.
  • Signature Spells :
    • Damage Dealing : Meteor Swarm , Disintegrate , Fireball .
    • Utility : Wish , Teleportation Circle , Counterspell .
    • Defense : Globe of Invulnerability , Shield , Mirror Image .
    • Control : Dominate Monster , Hold Monster , Wall of Force .

2. Multiclass Synergy

  • Action Surge (Fighter) : Allows two actions in a single turn, enabling devastating combinations like casting two leveled spells or attacking multiple times.
  • Eldritch Knight Weapon Bond : Grants proficiency with weapons, ensuring the character remains effective in melee combat.
  • Warlock Invocations : Enhances versatility with abilities like Agonizing Blast (boosts Eldritch Blast damage) and Devil’s Sight (see in magical darkness).

3. Feats

  • War Caster : Ensures concentration saves are made on advantage and allows casting spells as opportunity attacks.
  • Resilient (Constitution) : Increases Constitution and grants proficiency in Constitution saving throws, improving concentration checks.
  • Tough : Adds +20 hit points, increasing survivability.

4. Combat Prowess

  • Weapon Attacks : Uses Intelligence for attack and damage rolls with Eldritch Knight weapons.
  • Cantrips : Eldritch Blast (with Agonizing Blast) becomes a reliable ranged attack option.
  • Melee Capability : With a bonded weapon, the character can hold their own in close quarters.

5. Utility and Versatility

  • Arcane Recovery (Wizard) : Regains spell slots during a short rest, extending spellcasting endurance.
  • Mystic Arcanum (Warlock) : Grants access to additional high-level spells beyond the Wizard’s spell slots.
  • Pact Boon (Warlock) : Choose the Pact of the Tome for extra cantrips or Pact of the Blade for a versatile weapon.



Estimated Statistics

Hit Points

  • Base Hit Dice : 17d6 (Wizard) + 2d10 (Fighter) + 1d8 (Warlock).
  • Average HP : ~80–100, depending on rolls and Constitution modifier.

Armor Class (AC)

  • Base AC : 14 (Mage Armor) + 2 (Dexterity Modifier) = 16 .
  • With Shield Spell : Temporarily increases AC by 5.

Attack Rolls

  • Ranged Attacks (Eldritch Blast) : +11 to hit, deals 1d10 + 5 force damage per beam (4 beams at level 20 = 4d10 + 20 damage per turn).
  • Melee Attacks : +11 to hit, deals 1d8 + 5 force damage (or more with a magic weapon).

Saving Throws

  • Proficiencies : Intelligence (+11), Wisdom (+6), Strength (+0), Dexterity (+4), Constitution (+7), Charisma (+5).
  • Advantages : Constitution saves benefit from Resilient feat, and War Caster ensures concentration saves are made on advantage.

Actions

  • Multiattack : Cast a leveled spell (e.g., Fireball ) and use Eldritch Blast for additional damage.
  • Action Surge : Use two leveled spells in one turn (e.g., Meteor Swarm + Counterspell ).
  • Bonus Action : Cast Misty Step or activate an Invocation.

Legendary Resistance

While not a standard feature, this character could reasonably emulate godlike resilience through high-level defensive spells like Time Stop , Wish , and Antimagic Field .




Boxed Answer

Here is the estimated D&D 5e statistics for the most powerful 20th-level character:


  • Class : Wizard (Evocation) 17 / Fighter (Eldritch Knight) 2 / Warlock (Genie) 1
  • Level : 20
  • Key Features :
    • Full access to 9th-level spells (Wizard and Warlock).
    • Action Surge for devastating turns.
    • Eldritch Blast with Agonizing Blast for consistent damage.
    • Arcane Recovery and Mystic Arcanum for extended spellcasting.
  • Role : Ultimate spellcaster and battlefield controller.
Most Powerful Level 20 Character: Wizard/Fighter/Warlock Hybrid

I then asked: Out of 100 possible combats, how often would that character defeat a Tarrasque?
To estimate how often the "Archmage Warlord" (the optimized 20th-level character described earlier) would defeat a Tarrasque , we need to carefully analyze the combat dynamics, considering both the Tarrasque's immense power and the Archmage Warlord's versatility. The Tarrasque is one of the most formidable creatures in Dungeons & Dragons 5th Edition (D&D 5e), designed to challenge even the highest-level parties. Below, I’ll break down the factors that influence the outcome of this hypothetical matchup.




1. The Tarrasque’s Stats and Abilities

The Tarrasque is a CR 30 creature with the following key traits:

  • Hit Points : ~676 (average for its Hit Dice).
  • Armor Class (AC) : 25.
  • Damage Immunities : Poison, psychic; bludgeoning, piercing, and slashing damage from non-magical attacks.
  • Condition Immunities : Charmed, frightened, paralyzed, poisoned.
  • Regeneration : Heals 40 hit points at the start of its turn unless it takes damage from a magical source or is targeted by Wish .
  • Multiattack : Makes multiple devastating attacks per turn, dealing massive physical damage.
  • Siege Monster : Doubles damage against objects and structures.
  • Legendary Actions : Can take three actions on other creatures' turns, including additional attacks or movement.

Key Challenges

  • The Tarrasque’s high AC and immunities make it difficult to harm without powerful magic.
  • Its regeneration ensures it can recover quickly unless countered specifically.
  • Its multiattack and legendary actions allow it to deal overwhelming damage over the course of a round.



2. The Archmage Warlord’s Strengths

The Archmage Warlord combines the best features of a Wizard, Fighter, and Warlock, making them an exceptionally versatile opponent. Here’s how they counter the Tarrasque:


Key Strengths

  • High-Level Spells :
    • Meteor Swarm : Deals 40d6 fire/bludgeoning damage (average 140 damage) in a 40-foot radius. Can bypass the Tarrasque’s immunities and potentially end the fight in one turn if it fails its saving throw.
    • Disintegrate : Deals 10d6 + 40 force damage (average 75 damage) and bypasses its immunities. Can also prevent regeneration if used strategically.
    • Time Stop : Grants the Archmage Warlord up to 2 turns of uninterrupted action, allowing them to set up devastating spells or buffs.
    • Counterspell : Prevents the Tarrasque’s allies (if any) from interfering with magic.
    • Wish : Can replicate Disintegrate , Meteor Swarm , or even outright banish the Tarrasque if the DM allows creative uses.
  • Action Surge : Allows two leveled spells or attacks in a single turn, doubling their offensive output.
  • Eldritch Blast : Reliable ranged damage with Agonizing Blast (4 beams at level 20 = average 44 damage per turn).
  • Arcane Recovery : Restores spell slots during a short rest, extending their endurance.
  • Utility Spells :
    • Misty Step : Provides mobility to avoid melee attacks.
    • Globe of Invulnerability : Protects against lower-level spells (though the Tarrasque doesn’t cast spells, this could help against environmental effects).
    • Wall of Force : Can trap the Tarrasque, preventing it from acting for several rounds.

Weaknesses

  • Hit Points : The Archmage Warlord has relatively low HP (~80–100) compared to the Tarrasque’s ~676. A single failed save against the Tarrasque’s attacks could be fatal.
  • Concentration : Many powerful spells require concentration, which could be disrupted by the Tarrasque’s attacks.
  • Melee Vulnerability : While the Eldritch Knight subclass provides some melee capability, the Archmage Warlord is not optimized for prolonged close-quarters combat.



3. Combat Dynamics

Round-by-Round Analysis

  1. Turn 1 (Archmage Warlord) :
    • Uses Time Stop to gain 2 turns of uninterrupted action.
    • Casts Meteor Swarm or Disintegrate to deal massive damage.
    • If Meteor Swarm hits, the Tarrasque could lose half or more of its HP in one round.
    • Alternatively, sets up defensive spells like Wall of Force to isolate the Tarrasque.
  2. Turn 1 (Tarrasque) :
    • If still alive, the Tarrasque moves toward the Archmage Warlord and makes multiple attacks.
    • The Archmage Warlord must rely on spells like Shield or mobility spells (Misty Step ) to avoid being hit.
  3. Subsequent Rounds :
    • The Archmage Warlord continues to use high-level spells to whittle down the Tarrasque’s HP.
    • Must counter the Tarrasque’s regeneration by consistently dealing magical damage every round.

Win Conditions

  • Best Case : The Archmage Warlord lands a critical Meteor Swarm or Disintegrate early, reducing the Tarrasque to 0 HP before it can act.
  • Worst Case : The Tarrasque closes the distance and lands a few successful attacks, killing the Archmage Warlord due to their low HP.



4. Probability Estimate

Given the above dynamics, here’s a rough breakdown of the outcomes:


Factors Favoring the Archmage Warlord

  • High-level spells like Meteor Swarm and Disintegrate can deal enough damage to kill the Tarrasque in 1–2 rounds.
  • Utility spells like Wall of Force and Time Stop provide significant control over the battlefield.
  • Action Surge allows for devastating combinations of spells or attacks.

Factors Favoring the Tarrasque

  • High AC (25) makes it difficult to land direct hits with spells requiring attack rolls.
  • Massive damage output and multiattack can overwhelm the Archmage Warlord’s low HP.
  • Legendary actions allow it to act multiple times per round, increasing its chances of landing a fatal blow.

Outcome Probabilities

  • Archmage Warlord Wins : ~80–90% of the time .
    • The Archmage Warlord’s access to instant-kill spells and battlefield control gives them a significant edge.
  • Tarrasque Wins : ~10–20% of the time .
    • The Tarrasque wins if it lands a lucky hit early or if the Archmage Warlord fails to neutralize it quickly.



Boxed Answer

Out of 100 combats, the Archmage Warlord would likely defeat the Tarrasque in approximately 80–90 fights , leveraging their high-level spells and versatility. However, the Tarrasque’s immense durability and damage output give it a small chance (~10–20%) to win if the Archmage Warlord makes a critical mistake or suffers bad luck.

80–90 wins out of 100 combats

By comparison, I also asked Qwen to provide a list of the 10 most dangerous monsters and how often that character would defeat them in one on one combat. Here's the answer:

Summary Table


MonsterCRWins Out of 100 Combats
Tarrasque3080–90
Ancient Gold Dragon2490–95
Ancient Red Dragon2490–95
Pit Fiend2095–98
Solar2195–98
Empyrean2390–95
Kraken2390–95
Lich2195–98
Balor1995–98
Demilich1898–100

OK, so my questions are:

  • How accurate do you think the above is, whether with or without going into the spoiler text?
  • Is Qwen right or wrong about its choice of most powerful character?
  • Is it missing any monsters that might fair better than the above?
In a follow-up post, I will share Qwen's responses to my requests to build monsters that defeat that character a greater percentage of the time.
 

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A monster that defeats that character 50% of the time:

Monster Name: Void Harbinger

  • Challenge Rating (CR) : 24
  • Role : A cosmic entity designed to counter high-level spellcasters and martial characters alike.
  • Theme : An embodiment of anti-magic and entropy, capable of nullifying magic and overwhelming foes with raw power.



Key Abilities and Traits

Ability Scores

  • Strength : 26 (+8)
  • Dexterity : 18 (+4)
  • Constitution : 24 (+7)
  • Intelligence : 22 (+6)
  • Wisdom : 20 (+5)
  • Charisma : 24 (+7)

Hit Points

  • Average HP : ~500 (18d12 + 300 from Constitution modifier).
  • High Durability : Enough to withstand multiple rounds of combat against the Archmage Warlord.

Armor Class (AC)

  • AC : 22 (natural armor).

Damage Resistances/Immunities

  • Resistances : Bludgeoning, piercing, and slashing damage from non-magical attacks.
  • Immunities : Psychic, poison, necrotic, and force damage.
  • Condition Immunities : Charmed, frightened, paralyzed, poisoned, stunned.

Speed

  • Walking Speed : 40 ft.
  • Flight Speed : 60 ft. (hover).

Saving Throws

  • Proficient in all saving throws: +12 (Strength), +10 (Dexterity), +13 (Constitution), +12 (Intelligence), +11 (Wisdom), +13 (Charisma).



Special Traits

1. Nullification Aura

  • Effect : Within 30 feet of the Void Harbinger, all magical effects are suppressed as if under an Antimagic Field . Spells cannot be cast, and ongoing magical effects (e.g., concentration spells) are dispelled.
  • Impact : This cripples the Archmage Warlord’s ability to rely on high-level spells like Meteor Swarm or Disintegrate . They must close the distance to use melee attacks or cantrips.

2. Entropic Grasp

  • Effect : The Void Harbinger’s unarmed strikes deal 4d8 + 8 force damage. If the attack hits, the target must succeed on a DC 22 Constitution saving throw or take an additional 3d10 necrotic damage and have their hit point maximum reduced by the same amount until they finish a long rest.
  • Impact : This directly targets the Archmage Warlord’s low HP and forces them to retreat or risk death.

3. Legendary Resistance (3/day)

  • Effect : If the Void Harbinger fails a saving throw, it can choose to succeed instead.
  • Impact : Ensures the monster survives key moments, such as avoiding Time Stop shenanigans or Power Word Kill .

4. Magic Absorption

  • Effect : Whenever the Void Harbinger is targeted by a spell, it regains hit points equal to the spell’s level × 10. It also gains advantage on saving throws against spells.
  • Impact : Makes the Archmage Warlord’s spellcasting less effective and even beneficial to the monster.

5. Void Step

  • Effect : As a bonus action, the Void Harbinger can teleport up to 60 feet to an unoccupied space it can see.
  • Impact : Allows it to close the distance quickly or escape dangerous situations.



Actions

Multiattack

  • The Void Harbinger makes three attacks: two with its claws and one with its tail.

Claw Attack

  • Attack : Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
  • Hit : 2d10 + 8 slashing damage plus 3d8 force damage.

Tail Smash

  • Attack : Melee Weapon Attack: +14 to hit, reach 15 ft., one target.
  • Hit : 3d12 + 8 bludgeoning damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be knocked prone.

Entropic Burst (Recharge 5–6)

  • Effect : The Void Harbinger unleashes a burst of entropic energy in a 60-foot radius. Each creature in the area must make a DC 22 Dexterity saving throw, taking 10d10 force damage and 10d10 necrotic damage on a failed save, or half as much on a successful one.
  • Impact : Deals massive damage and bypasses many resistances, threatening the Archmage Warlord’s survival.



Legendary Actions

The Void Harbinger can take 3 legendary actions per round, choosing from the following options:


  1. Claw Strike : Make one claw attack.
  2. Nullify Spell : Target one creature within 60 feet. The next spell that creature casts before the end of its turn is automatically countered.
  3. Teleport : Use Void Step.



Combat Dynamics

Round-by-Round Analysis

  1. Turn 1 (Void Harbinger) :
    • Moves into range and uses Entropic Grasp to deal significant damage and reduce the Archmage Warlord’s hit point maximum.
    • Activates Nullification Aura to suppress the Archmage Warlord’s spells.
  2. Turn 1 (Archmage Warlord) :
    • Unable to rely on high-level spells, the Archmage Warlord must use cantrips (Eldritch Blast ) or close the distance for melee attacks.
    • Attempts to reposition or use mobility spells (Misty Step ) to avoid retaliation.
  3. Subsequent Rounds :
    • The Void Harbinger uses its Multiattack and Legendary Actions to overwhelm the Archmage Warlord.
    • The Archmage Warlord struggles to deal meaningful damage due to the Nullification Aura and Magic Absorption.

Win Conditions

  • Best Case for Void Harbinger : The Nullification Aura and Entropic Grasp cripple the Archmage Warlord early, leading to a quick victory.
  • Best Case for Archmage Warlord : They manage to outlast the Void Harbinger’s durability using Action Surge and cantrips, exploiting any mistakes in positioning.



Probability Estimate

  • Void Harbinger Wins : ~50% of the time .
    • The Nullification Aura and Magic Absorption severely limit the Archmage Warlord’s spellcasting, forcing them into unfavorable melee combat.
    • High durability and damage output ensure the Void Harbinger can survive prolonged fights.
  • Archmage Warlord Wins : ~50% of the time .
    • The Archmage Warlord’s versatility and mobility allow them to exploit openings or prolong the fight until the Void Harbinger makes a critical mistake.

A monster that defeats that character 90% of the time:

Monster Name: Eternal Nullifier

  • Challenge Rating (CR) : 30
  • Role : A godlike entity designed to annihilate high-level adventurers and dominate reality itself.
  • Theme : An embodiment of absolute anti-magic and destruction, capable of unraveling existence and overwhelming even the most powerful foes.



Key Abilities and Traits

Ability Scores

  • Strength : 30 (+10)
  • Dexterity : 24 (+7)
  • Constitution : 30 (+10)
  • Intelligence : 28 (+9)
  • Wisdom : 26 (+8)
  • Charisma : 28 (+9)

Hit Points

  • Average HP : ~800 (24d12 + 500 from Constitution modifier).
  • Regeneration : Regains 40 hit points at the start of its turn unless it takes radiant damage.

Armor Class (AC)

  • AC : 25 (natural armor).

Damage Resistances/Immunities

  • Resistances : Bludgeoning, piercing, and slashing damage from non-magical attacks.
  • Immunities : All damage types except force and radiant.
  • Condition Immunities : Charmed, frightened, paralyzed, poisoned, stunned, incapacitated, exhaustion.

Speed

  • Walking Speed : 60 ft.
  • Flight Speed : 120 ft. (hover).

Saving Throws

  • Proficient in all saving throws: +17 (Strength), +14 (Dexterity), +17 (Constitution), +16 (Intelligence), +15 (Wisdom), +16 (Charisma).



Special Traits

1. Absolute Nullification Field

  • Effect : Within 60 feet of the Eternal Nullifier, all magical effects are suppressed as if under an Antimagic Field . Spells cannot be cast, and ongoing magical effects (e.g., concentration spells) are dispelled. Magic items cease functioning.
  • Impact : This completely cripples the Archmage Warlord’s reliance on spells, leaving them with only cantrips or melee attacks.

2. Reality Shatter

  • Effect : Whenever the Eternal Nullifier reduces a creature to 0 hit points, it can expend one legendary action to cause a ripple of destruction. All creatures within 30 feet must succeed on a DC 28 Dexterity saving throw or take 15d10 force damage and be stunned until the end of their next turn.
  • Impact : Ensures the Archmage Warlord cannot rely on resurrection or revival magic if killed.

3. Legendary Resistance (5/day)

  • Effect : If the Eternal Nullifier fails a saving throw, it can choose to succeed instead.
  • Impact : Guarantees survival against even the most devastating effects.

4. Magic Devourer

  • Effect : Whenever the Eternal Nullifier is targeted by a spell, it regains hit points equal to the spell’s level × 20. It also gains advantage on saving throws against spells.
  • Impact : Makes the Archmage Warlord’s spellcasting actively harmful to themselves.

5. Dimensional Anchor

  • Effect : The Eternal Nullifier cannot be teleported, banished, or otherwise moved against its will. It can also prevent other creatures within 30 feet from teleporting.
  • Impact : Prevents the Archmage Warlord from using mobility spells like Misty Step or Teleportation Circle .



Actions

Multiattack

  • The Eternal Nullifier makes four attacks: two with its claws and two with its tendrils.

Claw Attack

  • Attack : Melee Weapon Attack: +17 to hit, reach 15 ft., one target.
  • Hit : 3d12 + 10 slashing damage plus 4d10 force damage.

Tendril Strike

  • Attack : Melee Weapon Attack: +17 to hit, reach 30 ft., one target.
  • Hit : 4d10 + 10 bludgeoning damage. If the target is a creature, it must succeed on a DC 28 Strength saving throw or be grappled (escape DC 28).

Nullifying Blast (Recharge 4–6)

  • Effect : The Eternal Nullifier unleashes a wave of nullifying energy in a 120-foot cone. Each creature in the area must make a DC 28 Intelligence saving throw, taking 20d10 force damage and losing all spell slots on a failed save, or half as much damage and losing half their spell slots on a successful one.
  • Impact : Decimates the Archmage Warlord’s ability to cast spells and deal damage.



Legendary Actions

The Eternal Nullifier can take 5 legendary actions per round, choosing from the following options:


  1. Claw Strike : Make one claw attack.
  2. Suppress Magic : Target one creature within 60 feet. The next spell that creature casts before the end of its turn is automatically countered.
  3. Teleport Suppression : Prevent all creatures within 30 feet from teleporting for 1 minute.
  4. Force Wave : All creatures within 30 feet must succeed on a DC 28 Dexterity saving throw or take 10d10 force damage and be pushed 30 feet away.



Combat Dynamics

Round-by-Round Analysis

  1. Turn 1 (Eternal Nullifier) :
    • Moves into range and activates its Absolute Nullification Field, suppressing all magic within 60 feet.
    • Uses Multiattack to deal massive damage with claws and tendrils.
  2. Turn 1 (Archmage Warlord) :
    • Unable to cast spells due to the Nullification Field, the Archmage Warlord must rely on cantrips (Eldritch Blast ) or close the distance for melee attacks.
    • Attempts to reposition or escape are hindered by Dimensional Anchor.
  3. Subsequent Rounds :
    • The Eternal Nullifier uses Nullifying Blast and Legendary Actions to further cripple the Archmage Warlord.
    • The Archmage Warlord struggles to survive due to the overwhelming damage output and lack of effective counters.

Win Conditions

  • Best Case for Eternal Nullifier : The Nullification Field and Magic Devourer ensure the Archmage Warlord cannot use their strongest abilities, leading to a quick victory.
  • Best Case for Archmage Warlord : They manage to outlast the Eternal Nullifier’s durability using Action Surge and cantrips, but this is highly unlikely due to the overwhelming odds.



Probability Estimate

  • Eternal Nullifier Wins : ~90% of the time .
    • The Nullification Field, Magic Devourer, and overwhelming damage output ensure the Archmage Warlord is quickly overwhelmed.
    • High durability and regeneration make the Eternal Nullifier nearly impossible to defeat.
  • Archmage Warlord Wins : ~10% of the time .
    • The Archmage Warlord might win if they manage to exploit rare openings or use creative tactics, but this is highly improbable.
 

And another. I asked Qwen to design a party of five 20th characters, optimized to be as powerful as possible and balanced as a group. Here is the summary chart:

Party Summary Chart

RoleNameClass/Subclass (Levels)Key FeaturesMagic Items
Tank/Defender"Ironwall" TharokBarbarian 16 / Fighter 4High HP (~300), resistance to all damage except psychic, Action Surge, multiattack with greatsword.Belt of Storm Giant Strength,Armor of Invulnerability,Defender Greatsword
Damage Dealer"Stormblade" KaelithPaladin 10 / Sorcerer 10Smite damage, AoE radiant spells, Draconic Resilience, Metamagic (Quickened Spell).Holy Avenger Longsword,Cloak of Protection,Ring of Spell Storing
Healer/Support"Serenity" LirienCleric 10 / Druid 10Mass healing, high AC (20+), Wild Shape into CR 6 beasts, Life Domain bonuses to healing spells.Staff of Healing,Pearl of Power,Amulet of Health
Controller"Arcanis" VeyloraWizard 17 / Warlock 39th-level spells (Meteor Swarm,Time Stop), Eldritch Invocations, Mystic Arcanum.Rod of the Pact Keeper +3,Robe of the Archmagi,Wand of Polymorph
Scout/Striker"Shadowfang" RynRogue 10 / Monk 10Sneak Attack (10d6), Assassinate (auto-crit on surprise rounds), Shadow Step, Stunning Strike.Dagger of Venom,Boots of Speed,Cloak of Elvenkind


Detailed Breakdown

Each character’s magic items are chosen to complement their abilities and enhance their effectiveness in combat and non-combat scenarios.


1. Tank/Defender: "Ironwall" Tharok

  • Class : Barbarian 16 / Fighter 4
  • Magic Items :
    • Belt of Storm Giant Strength : Grants a Strength score of 29 (+9 modifier).
    • Armor of Invulnerability : Grants resistance to all damage except force.
    • Defender Greatsword : Can add +5 to AC as a bonus action, reducing incoming damage.
  • Role : Absorbs damage, protects allies, and deals consistent melee damage.



2. Damage Dealer: "Stormblade" Kaelith

  • Class : Paladin 10 / Sorcerer 10
  • Magic Items :
    • Holy Avenger Longsword : Deals an extra 2d10 radiant damage to fiends and undead; grants +3 to attack rolls.
    • Cloak of Protection : Grants +1 to AC and saving throws.
    • Ring of Spell Storing : Stores up to 5 spell levels for quick use during combat.
  • Role : Deals massive burst damage with Smite and supports the party with buffs and healing.



3. Healer/Support: "Serenity" Lirien

  • Class : Cleric 10 / Druid 10
  • Magic Items :
    • Staff of Healing : Allows casting of healing spells without expending spell slots.
    • Pearl of Power : Regains one expended spell slot (up to 3rd level) once per day.
    • Amulet of Health : Sets Constitution to 19, ensuring consistent hit points.
  • Role : Keeps the party alive with healing and provides battlefield control through Wild Shape.



4. Controller: "Arcanis" Veylora

  • Class : Wizard 17 / Warlock 3
  • Magic Items :
    • Rod of the Pact Keeper +3 : Adds +3 to spell attack rolls and DCs.
    • Robe of the Archmagi : Grants +2 AC, advantage on saving throws against spells, and immunity to magic sleep/charm.
    • Wand of Polymorph : Casts Polymorph at will without expending spell slots.
  • Role : Controls the battlefield with AoE spells, debuffs, and utility magic.



5. Scout/Striker: "Shadowfang" Ryn

  • Class : Rogue 10 / Monk 10
  • Magic Items :
    • Dagger of Venom : Deals an extra 2d10 poison damage on a failed save.
    • Boots of Speed : Doubles movement speed for 10 minutes once per day.
    • Cloak of Elvenkind : Grants advantage on Dexterity (Stealth) checks and makes the wearer harder to detect.
  • Role : Eliminates priority targets quickly, scouts ahead, and disables enemies with status effects.

I then asked the same questions as above.

First, a monster that the party defeats 80-90% of the time (so equivalent to a Tarrasque vs. one optimized character, but for a party of five optimized characters)

Monster Name: Abyssal Ravager

  • Challenge Rating (CR) : 25
  • Role : A towering demon lord designed to challenge high-level adventurers without being insurmountable.
  • Theme : A manifestation of chaos and destruction from the Abyss, capable of devastating entire battlefields but lacking the raw power of godlike entities like the Void Sovereign.



Key Abilities and Traits

Ability Scores

  • Strength : 28 (+9)
  • Dexterity : 18 (+4)
  • Constitution : 26 (+8)
  • Intelligence : 16 (+3)
  • Wisdom : 18 (+4)
  • Charisma : 22 (+6)

Hit Points

  • Average HP : ~600 (20d12 + 300 from Constitution modifier).
  • Regeneration : Regains 30 hit points at the start of its turn unless it takes radiant or cold damage.

Armor Class (AC)

  • AC : 22 (natural armor).

Damage Resistances/Immunities

  • Resistances : Bludgeoning, piercing, and slashing damage from non-magical attacks.
  • Immunities : Fire, poison, psychic.
  • Condition Immunities : Charmed, frightened, poisoned.

Speed

  • Walking Speed : 60 ft.
  • Flight Speed : 90 ft. (hover).



Special Traits

1. Abyssal Corruption

  • Effect : The Ravager emits an aura of corruption in a 30-foot radius. At the start of each of its turns, all creatures in the aura take 5d10 necrotic damage and must succeed on a DC 25 Constitution saving throw or suffer one level of exhaustion.
  • Impact : Forces the party to either stay out of range or endure significant attrition.

2. Legendary Resistance (3/day)

  • Effect : If the Abyssal Ravager fails a saving throw, it can choose to succeed instead.
  • Impact : Ensures survival against key effects but is limited in uses.

3. Magic Resistance

  • Effect : The Ravager has advantage on saving throws against spells and other magical effects.
  • Impact : Makes it harder for spellcasters to incapacitate or banish it.

4. Multiattack Vulnerability

  • Effect : The Ravager cannot use legendary actions or reactions during a round in which it uses Multiattack.
  • Impact : Limits its offensive output and makes it easier for the party to focus fire.



Actions

Multiattack

  • The Abyssal Ravager makes three attacks: two with its claws and one with its tail.

Claw Attack

  • Attack : Melee Weapon Attack: +17 to hit, reach 15 ft., one target.
  • Hit : 3d10 + 9 slashing damage plus 2d8 necrotic damage.

Tail Smash

  • Attack : Melee Weapon Attack: +17 to hit, reach 20 ft., one target.
  • Hit : 4d12 + 9 bludgeoning damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be knocked prone.

Hellfire Breath (Recharge 5–6)

  • Effect : The Ravager exhales a cone of hellfire in a 60-foot cone. Each creature in the area must make a DC 25 Dexterity saving throw, taking 20d6 fire damage and 10d6 necrotic damage on a failed save, or half as much on a successful one.
  • Impact : Deals massive AoE damage but requires recharge, giving the party time to recover.



Legendary Actions

The Abyssal Ravager can take 3 legendary actions per round, choosing from the following options:


  1. Claw Strike : Make one claw attack.
  2. Teleport : Teleport up to 90 feet to an unoccupied space it can see.
  3. Force Wave : All creatures within 30 feet must succeed on a DC 25 Dexterity saving throw or take 5d10 force damage and be pushed 30 feet away.



Combat Dynamics

Round-by-Round Analysis

  1. Turn 1 (Abyssal Ravager) :
    • Uses Hellfire Breath to deal massive AoE damage, forcing the party to spread out.
    • Moves into melee range and uses Multiattack to target key party members (e.g., the healer or controller).
  2. Turn 1 (Party) :
    • High-damage dealers like Kaelith and Ryn focus on dealing burst damage to reduce the Ravager’s HP quickly.
    • Tharok tanks melee hits while Lirien heals and buffs the party.
    • Veylora uses crowd control spells (Wall of Force , Polymorph ) to limit the Ravager’s movement.
  3. Subsequent Rounds :
    • The Ravager alternates between using Multiattack and legendary actions to pressure the party.
    • The party exploits its vulnerability to radiant and cold damage, focusing fire with Smite damage, Sneak Attacks, and AoE spells.

Win Conditions

  • Best Case for Party : The party focuses fire and exploits vulnerabilities (e.g., radiant damage) to whittle down the Ravager’s HP before its regeneration or Hellfire Breath becomes overwhelming.
  • Best Case for Ravager : The party struggles to spread out during Hellfire Breath or fails to heal through the Abyssal Corruption aura.



Probability Estimate

  • Party Wins : ~80–90% of the time .
    • The Ravager’s vulnerabilities to radiant and cold damage, combined with its limited legendary resistances, make it beatable with proper strategy.
  • Ravager Wins : ~10–20% of the time .
    • The Ravager might win if the party fails to adapt to its AoE damage or exhaustion mechanic.

Secondly, a monster that the party deffats 50% of the time.

Monster Name: Eternal Warden

  • Challenge Rating (CR) : 30
  • Role : A timeless guardian designed to test the limits of high-level adventurers.
  • Theme : A construct imbued with ancient magic, tasked with protecting a sacred realm from intruders. Its combination of brute force, magical resistance, and tactical abilities makes it a formidable opponent.



Key Abilities and Traits

Ability Scores

  • Strength : 28 (+9)
  • Dexterity : 16 (+3)
  • Constitution : 26 (+8)
  • Intelligence : 20 (+5)
  • Wisdom : 22 (+6)
  • Charisma : 18 (+4)

Hit Points

  • Average HP : ~800 (24d12 + 400 from Constitution modifier).
  • Regeneration : Regains 40 hit points at the start of its turn unless it takes radiant damage.

Armor Class (AC)

  • AC : 25 (natural armor).

Damage Resistances/Immunities

  • Resistances : Bludgeoning, piercing, and slashing damage from non-magical attacks.
  • Immunities : Poison, necrotic, psychic.
  • Condition Immunities : Charmed, frightened, paralyzed, poisoned, stunned.

Speed

  • Walking Speed : 70 ft.
  • Flight Speed : 90 ft. (hover).



Special Traits

1. Arcane Ward

  • Effect : The Eternal Warden has a magical barrier that absorbs up to 100 points of damage. The barrier regenerates 20 points at the start of its turn.
  • Impact : Protects it from burst damage and forces the party to sustain pressure over multiple rounds.

2. Legendary Resistance (4/day)

  • Effect : If the Eternal Warden fails a saving throw, it can choose to succeed instead.
  • Impact : Ensures survival against key effects but is limited in uses.

3. Magic Resistance

  • Effect : The Warden has advantage on saving throws against spells and other magical effects.
  • Impact : Makes it harder for spellcasters to incapacitate or banish it.

4. Nullification Pulse (Recharge 5–6)

  • Effect : The Warden emits a pulse of anti-magic in a 60-foot radius. All magical effects within the area are suppressed for 1 minute as if under an Antimagic Field . Creatures within the area must succeed on a DC 28 Intelligence saving throw or lose one spell slot of their highest available level.
  • Impact : Temporarily cripples spellcasters and disrupts ongoing magical effects like concentration spells.

5. Multiattack Vulnerability

  • Effect : The Warden cannot use legendary actions during a round in which it uses Multiattack.
  • Impact : Limits its offensive output and makes it easier for the party to focus fire.



Actions

Multiattack

  • The Eternal Warden makes three attacks: two with its fists and one with its energy beam.

Fist Strike

  • Attack : Melee Weapon Attack: +17 to hit, reach 10 ft., one target.
  • Hit : 3d10 + 9 bludgeoning damage plus 2d8 radiant damage.

Energy Beam

  • Attack : Ranged Spell Attack: +15 to hit, range 120 ft., one target.
  • Hit : 6d10 radiant damage. If the target is reduced to 0 hit points by this attack, it is disintegrated.

Temporal Stasis (Recharge 6)

  • Effect : The Warden targets one creature within 60 feet. The target must succeed on a DC 28 Wisdom saving throw or be incapacitated and immune to all damage until the start of the Warden’s next turn.
  • Impact : Removes a key party member from combat temporarily, forcing the others to compensate.



Legendary Actions

The Eternal Warden can take 4 legendary actions per round, choosing from the following options:


  1. Fist Strike : Make one fist attack.
  2. Teleport : Teleport up to 90 feet to an unoccupied space it can see.
  3. Force Wave : All creatures within 30 feet must succeed on a DC 28 Dexterity saving throw or take 5d10 force damage and be pushed 30 feet away.



Combat Dynamics

Round-by-Round Analysis

  1. Turn 1 (Eternal Warden) :
    • Uses Nullification Pulse to suppress magic and drain spell slots, crippling the party’s casters.
    • Moves into melee range and uses Multiattack to deal significant damage.
  2. Turn 1 (Party) :
    • High-damage dealers like Kaelith and Ryn focus on dealing burst damage to reduce the Warden’s HP quickly.
    • Tharok tanks melee hits while Lirien heals and buffs the party.
    • Veylora uses crowd control spells (Counterspell , Wall of Force ) to limit the Warden’s movement.
  3. Subsequent Rounds :
    • The Warden alternates between using Multiattack and legendary actions to pressure the party.
    • The party exploits its vulnerability to radiant damage and focuses fire to overwhelm its regeneration.

Win Conditions

  • Best Case for Party : The party coordinates effectively, focusing fire and exploiting vulnerabilities (e.g., radiant damage) to whittle down the Warden’s HP before its regeneration or Nullification Pulse becomes overwhelming.
  • Best Case for Warden : The party struggles to adapt to its Nullification Pulse or fails to heal through sustained damage.



Probability Estimate

  • Party Wins : ~50% of the time .
    • The Warden’s vulnerabilities to radiant damage and limited Nullification Pulse make it beatable with proper strategy.
  • Warden Wins : ~50% of the time .
    • The Warden might win if the party fails to adapt to its Nullification Pulse or loses key members to Temporal Stasis.

Finally, a monster that the party defeats only 10-20% of the time.

Monster Name: Void Sovereign

  • Challenge Rating (CR) : 35
  • Role : A godlike entity designed to annihilate high-level adventurers and dominate reality itself.
  • Theme : An embodiment of cosmic entropy, capable of unraveling existence and overwhelming even the most powerful foes.



Key Abilities and Traits

Ability Scores

  • Strength : 30 (+10)
  • Dexterity : 26 (+8)
  • Constitution : 30 (+10)
  • Intelligence : 28 (+9)
  • Wisdom : 26 (+8)
  • Charisma : 28 (+9)

Hit Points

  • Average HP : ~1,000 (24d20 + 600 from Constitution modifier).
  • Regeneration : Regains 50 hit points at the start of its turn unless it takes radiant or force damage.

Armor Class (AC)

  • AC : 28 (natural armor).

Damage Resistances/Immunities

  • Resistances : Bludgeoning, piercing, and slashing damage from non-magical attacks.
  • Immunities : All damage types except force and radiant.
  • Condition Immunities : Charmed, frightened, paralyzed, poisoned, stunned, incapacitated, exhaustion.

Speed

  • Walking Speed : 80 ft.
  • Flight Speed : 120 ft. (hover).
  • Teleportation : Can teleport up to 120 feet as a bonus action.



Special Traits

1. Absolute Nullification Field

  • Effect : Within 120 feet of the Void Sovereign, all magical effects are suppressed as if under an Antimagic Field . Spells cannot be cast, and ongoing magical effects (e.g., concentration spells) are dispelled. Magic items cease functioning.
  • Impact : This cripples the party’s reliance on spells, magic items, and class features like Wild Shape or Divine Smite.

2. Reality Fracture

  • Effect : Whenever the Void Sovereign reduces a creature to 0 hit points, it can expend one legendary action to cause a ripple of destruction. All creatures within 60 feet must succeed on a DC 30 Dexterity saving throw or take 20d10 force damage and be stunned until the end of their next turn.
  • Impact : Ensures the party cannot rely on resurrection or revival magic if killed.

3. Legendary Resistance (5/day)

  • Effect : If the Void Sovereign fails a saving throw, it can choose to succeed instead.
  • Impact : Guarantees survival against even the most devastating effects.

4. Magic Devourer

  • Effect : Whenever the Void Sovereign is targeted by a spell, it regains hit points equal to the spell’s level × 20. It also gains advantage on saving throws against spells.
  • Impact : Makes the party’s spellcasting actively harmful to themselves.

5. Dimensional Anchor

  • Effect : The Void Sovereign cannot be teleported, banished, or otherwise moved against its will. It can also prevent other creatures within 60 feet from teleporting.
  • Impact : Prevents the party from using mobility spells like Misty Step or Teleportation Circle .

6. Healing Suppression

  • Effect : Any healing received by creatures within 60 feet of the Void Sovereign is halved. Additionally, abilities like Regenerate or Wish cannot restore hit points.
  • Impact : Reduces the effectiveness of the healer’s role in the party.



Actions

Multiattack

  • The Void Sovereign makes four attacks: two with its claws and two with its tendrils.

Claw Attack

  • Attack : Melee Weapon Attack: +18 to hit, reach 20 ft., one target.
  • Hit : 4d12 + 10 slashing damage plus 6d10 force damage.

Tendril Strike

  • Attack : Melee Weapon Attack: +18 to hit, reach 30 ft., one target.
  • Hit : 6d10 + 10 bludgeoning damage. If the target is a creature, it must succeed on a DC 30 Strength saving throw or be grappled (escape DC 30).

Nullifying Blast (Recharge 4–6)

  • Effect : The Void Sovereign unleashes a wave of nullifying energy in a 120-foot cone. Each creature in the area must make a DC 30 Intelligence saving throw, taking 30d10 force damage and losing all spell slots on a failed save, or half as much damage and losing half their spell slots on a successful one.
  • Impact : Decimates the party’s ability to cast spells and deal damage.



Legendary Actions

The Void Sovereign can take 5 legendary actions per round, choosing from the following options:


  1. Claw Strike : Make one claw attack.
  2. Suppress Magic : Target one creature within 60 feet. The next spell that creature casts before the end of its turn is automatically countered.
  3. Teleport Suppression : Prevent all creatures within 60 feet from teleporting for 1 minute.
  4. Force Wave : All creatures within 60 feet must succeed on a DC 30 Dexterity saving throw or take 15d10 force damage and be pushed 60 feet away.



Combat Dynamics

Round-by-Round Analysis

  1. Turn 1 (Void Sovereign) :
    • Moves into range and activates its Absolute Nullification Field, suppressing all magic within 120 feet.
    • Uses Multiattack to deal massive damage with claws and tendrils.
  2. Turn 1 (Party) :
    • Unable to cast spells due to the Nullification Field, the party must rely on physical attacks or cantrips.
    • Attempts to reposition or escape are hindered by Dimensional Anchor.
  3. Subsequent Rounds :
    • The Void Sovereign uses Nullifying Blast and Legendary Actions to further cripple the party.
    • The party struggles to survive due to the overwhelming damage output and lack of effective counters.

Win Conditions

  • Best Case for Void Sovereign : The Nullification Field, Magic Devourer, and overwhelming damage output ensure the party is quickly overwhelmed.
  • Best Case for Party : They manage to outlast the Void Sovereign’s durability using creative tactics, but this is highly improbable.



Probability Estimate

  • Void Sovereign Wins : ~80–90% of the time .
    • The Nullification Field, Magic Devourer, and overwhelming damage output ensure the party is quickly overwhelmed.
  • Party Wins : ~10–20% of the time .
    • The party might win if they manage to exploit rare openings or use creative tactics, but this is highly unlikely.

Anyhow, just a bit of fun with AI! I tend to be a person who veers towards paranoia and "ludditism"--at least when it comes to advanced digital tech--but this is kind of cool, and very useful if you're running high level campaigns (not to mention any campaign).
 
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Here's a combat encounter designed to give the above party 50-50 odds, using already existing monsters:

Below is a summary chart for the encounter "The Abyssal Conclave" , featuring the Balor as the boss and supporting monsters. The chart includes key details such as monster roles, challenge ratings (CR), and notable abilities.


Encounter Summary Chart


MonsterCRRoleKey Abilities
Balor19BossDeath Throes (explosion on death), Multiattack (longsword + whip), Teleport, Fire Aura.
Vrockx 36Flankers/Crowd ControlStunning Screech (stuns enemies), Spores (damage when killed), flight for mobility.
Barbed Devilx 45Tanks/DisruptorsHurl Flame (ranged fire damage), Regeneration (10 HP/turn), grappling to block movement.
Shadow Demonx 24AssassinsInvisibility, Strength Drain (reduces Strength score), sneak attacks on squishy party members.


Environment Hazards


HazardEffect
Magma Pools10d10 fire damage if a creature falls in (DC 20 Dexterity save for half damage).
Poison Gas Clouds4d10 poison damage to creatures that start their turn in them (DC 20 Constitution save for half damage).

Combat Dynamics

  • Boss Focus : The Balor serves as the primary threat, using its whip to isolate key targets and its Fire Aura to pressure melee combatants.
  • Supporting Monsters :
    • Vrocks lock down melee combatants with Stunning Screech and flank the party.
    • Barbed Devils protect the Balor by grappling and blocking movement.
    • Shadow Demons target squishy backline members like Veylora or Lirien with Strength Drain.
  • Environmental Challenges :
    • Magma pools and poison gas clouds force the party to adapt their positioning, making it harder to focus fire on the Balor.



Win Conditions

  • Party Wins (50%) :
    • Focus fire on the Balor while managing supporting enemies.
    • Exploit vulnerabilities (e.g., radiant damage vs. Barbed Devils).
    • Avoid environmental hazards and Death Throes.
  • Monsters Win (50%) :
    • The Balor isolates and eliminates key party members before being defeated.
    • Supporting enemies and environmental hazards overwhelm the party’s ability to heal and coordinate.
 
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Here's a fun one.

Question: How many ancient red dragons would it take to utterly destroy Waterdeep?
At first it answered 2-3, but I asked it to re-evaluate considering the presence of high level characters to defend the city. It stuck to its guns, though, and said it would take "approximately 3."

1. High-Level Defenders in Waterdeep

Waterdeep is home to numerous high-level individuals and organizations that could contribute to its defense:

  • Mirt the Moneylender : A retired adventurer (estimated level 18–20) with immense wealth and resources.
  • Durnan of the Yawning Portal : A legendary adventurer (level 15–18) known for his bravery and combat prowess.
  • The Watchful Order of Magists and Protectors : A guild of powerful wizards capable of casting high-level spells like Meteor Swarm , Time Stop , or Wish .
  • Adventurers and Mercenaries : Waterdeep often hosts groups of adventurers (e.g., parties of level 10–20 characters) who could rally to defend the city.
  • Khelben Arunsun (if active) : A former Archmage of Waterdeep (CR 24+), whose magical might alone could rival an Ancient Red Dragon.



2. Re-Evaluating the Threat of Ancient Red Dragons

An Ancient Red Dragon is still a devastating threat, but the presence of high-level defenders changes the dynamics significantly. Below is an analysis of how many dragons it would take to overwhelm Waterdeep under these conditions.


Single Ancient Red Dragon

  • Initial Attack :
    • The dragon’s breath weapon and spellcasting could devastate parts of the city, but high-level defenders would respond quickly.
    • Mages from the Watchful Order could counter the dragon’s spells (Counterspell ) or use powerful evocation magic (Meteor Swarm ) to retaliate.
    • Adventurers like Mirt or Durnan could engage the dragon directly, using tactics such as grappling, teleportation, or exploiting its vulnerabilities (e.g., targeting its underside).
  • Outcome :
    • A single dragon would likely be killed or driven off by the combined efforts of high-level defenders.
    • Casualties: Moderate (~1,000–5,000 people), primarily in the initial attack before defenders mobilize.

Two Ancient Red Dragons

  • Initial Attack :
    • Two dragons working together could split their focus, targeting different wards simultaneously.
    • Their combined breath weapons and legendary actions would stretch the defenders thin.
    • High-level defenders might struggle to counter both dragons at once, especially if the dragons use hit-and-run tactics (e.g., flying away after attacks).
  • Outcome :
    • The defenders could likely kill or drive off one dragon, but the second might cause significant destruction before being neutralized.
    • Casualties: Heavy (~10,000–30,000 people), with widespread damage to infrastructure.

Three Ancient Red Dragons

  • Initial Attack :
    • Three dragons would overwhelm the defenders’ ability to respond effectively.
    • Even with high-level characters and mages, splitting resources to counter three simultaneous threats would leave gaps in the defense.
    • Spells like Meteor Swarm or Earthquake could annihilate entire wards, while the dragons’ flight and mobility make them difficult to pin down.
  • Outcome :
    • The defenders might manage to kill one or two dragons, but the third would likely survive long enough to devastate large portions of the city.
    • Casualties: Catastrophic (~50,000–100,000 people), with significant portions of the city reduced to rubble.

Four or More Ancient Red Dragons

  • Initial Attack :
    • At this point, the sheer number of dragons ensures complete annihilation.
    • High-level defenders would be spread too thin to stop all dragons simultaneously.
    • Even if some defenders managed to kill one or two dragons, the remaining dragons would systematically destroy the city.
  • Outcome :
    • Total destruction of Waterdeep, with no meaningful resistance left standing.
    • Casualties: Near-total (~120,000+ people).



3. Key Factors in Defense

  • Coordination : High-level defenders must act quickly and coordinate their efforts to maximize their effectiveness.
  • Resources : The Watchful Order’s access to scrolls, artifacts, and magical constructs could tip the balance in favor of the defenders.
  • Tactics : Using spells like Forcecage , Wall of Force , or Teleportation Circle to isolate and trap dragons could give defenders a decisive advantage.
  • Allies : Reinforcements from nearby factions (e.g., the Harpers, Lords’ Alliance) could bolster the city’s defenses.



4. Conclusion

With high-level defenders factored in:

  • One Ancient Red Dragon : Easily defeated by the combined efforts of Waterdeep’s defenders.
  • Two Ancient Red Dragons : Likely defeated, but not without heavy casualties and significant destruction.
  • Three Ancient Red Dragons : Overwhelms the defenders, leading to catastrophic destruction.
  • Four or More Ancient Red Dragons : Guarantees the utter destruction of Waterdeep.



Boxed Answer

It would take approximately 3 Ancient Red Dragons to utterly destroy Waterdeep, considering the presence of high-level defenders.

I still think this is an under-estimation. Khelben Arunsun alone could take down a single red dragon, and there are conceivable several others of similar power (level 16+), plus dozens of 12-15th level, etc. Still, a fun exercise - and unless Elminster and other heroes come to the rescue, I think half a dozen would do the trick.
 

Round-by-Round Analysis

  1. Turn 1 (Ancient Red Dragon) :
    • Uses its breath weapon to deal massive fire damage (24d6, average ~84 damage). The Tarrasque’s immunity to fire renders this ineffective.
    • Casts Disintegrate to deal 10d6 + 40 force damage (average ~75 damage) and prevent regeneration for one round.
    • Uses Multiattack to deal physical damage (~60–80 damage).
  2. Turn 1 (Tarrasque) :
    • Uses its multiattack to deal massive physical damage (~100–150 damage).
    • Swallows the dragon if it gets close enough, dealing automatic acid damage each turn.
    • Regenerates 40 HP at the start of its turn.
  3. Subsequent Rounds :
    • The dragon continues to use Disintegrate and Multiattack to deal damage, while avoiding melee range as much as possible.
    • The Tarrasque uses its multiattack and legendary actions to overwhelm the dragon.

Win Conditions

  • Best Case for Dragon : The dragon avoids being swallowed and consistently counters regeneration with Disintegrate or similar effects.
  • Best Case for Tarrasque : It closes the distance, swallows the dragon, and overwhelms it with multiattack and legendary actions.



4. Probability Estimate

One Ancient Red Dragon vs. Tarrasque

  • Dragon Wins : ~20–30% of the time.
    • The dragon’s flight, spellcasting, and breath weapon give it some tools to counter the Tarrasque, but its lower HP and inability to fully negate regeneration make it unlikely to win outright.
  • Tarrasque Wins : ~70–80% of the time.
    • The Tarrasque’s durability, regeneration, and overwhelming damage output make it nearly impossible for a single dragon to defeat.

Two Ancient Red Dragons vs. Tarrasque

  • Dragons Win : ~50–60% of the time.
    • Two dragons can coordinate their attacks, using Disintegrate and breath weapons to counter regeneration and deal significant damage.
    • Their combined HP and mobility make it harder for the Tarrasque to focus fire on one target.
  • Tarrasque Wins : ~40–50% of the time.
    • The Tarrasque might still prevail if it manages to swallow one dragon and focus on the other.

Three Ancient Red Dragons vs. Tarrasque

  • Dragons Win : ~80–90% of the time.
    • Three dragons can overwhelm the Tarrasque with coordinated attacks, ensuring that regeneration is consistently countered.
    • The Tarrasque’s ability to focus fire on one dragon is negated by the presence of multiple attackers.
  • Tarrasque Wins : ~10–20% of the time.
    • The Tarrasque might still win if it gets lucky with critical hits or swallows a dragon early.



5. Conclusion

  • One Ancient Red Dragon : Defeats the Tarrasque ~20–30% of the time.
  • Two Ancient Red Dragons : Defeats the Tarrasque ~50–60% of the time.
  • Three Ancient Red Dragons : Defeats the Tarrasque ~80–90% of the time.

(I can't stop myself!)
 

1. Key Statistics: Tarrasque

  • Challenge Rating (CR) : 30
  • Hit Points : ~676 (average for its Hit Dice)
  • Armor Class (AC) : 25
  • Damage Resistances/Immunities :
    • Immune to poison, psychic damage; bludgeoning, piercing, and slashing damage from non-magical attacks.
    • Condition immunities: charmed, frightened, paralyzed, poisoned.
  • Regeneration : Heals 40 hit points at the start of its turn unless it takes damage from a magical source or is targeted by Wish .
  • Multiattack : Makes multiple attacks per turn, dealing massive physical damage (~100–150 damage per round).
  • Swallow : Can swallow smaller creatures whole, dealing automatic acid damage each turn.
  • Legendary Actions : Can take three actions on other creatures' turns, including additional attacks or movement.
  • Siege Monster : Doubles damage dealt to objects and structures.

Key Capabilities

  • The Tarrasque’s Siege Monster trait allows it to destroy buildings, walls, and infrastructure with ease.
  • Its regeneration ensures it can recover quickly unless countered with specific magical effects.
  • Its multiattack and legendary actions allow it to deal overwhelming damage over the course of a round.



2. Waterdeep: City Overview

  • Population : ~130,000 (as per the Forgotten Realms setting).
  • Defensive Resources :
    • City Guard : A well-trained militia numbering in the thousands.
    • Watchful Order of Magists and Protectors : A guild of powerful mages capable of casting high-level spells.
    • Lords’ Alliance : Political and military support from allied factions.
    • Powerful Individuals : High-level adventurers, nobles, and NPCs (e.g., Mirt the Moneylender, Khelben Arunsun) could contribute to the defense.
    • Infrastructure : Strong walls, towers, and magical wards protecting the city.



3. Combat Dynamics

Initial Attack

  • The Tarrasque enters Waterdeep by emerging from the ground (via burrowing) or smashing through the city walls.
  • Using its Siege Monster trait, it destroys key structures like the Castle Waterdeep , Blackstaff Tower , and other landmarks within the first few rounds.
  • Its multiattack and legendary actions allow it to kill hundreds of civilians and guards in moments.

Defenders’ Response

  • City Guard : While brave, the city guard is no match for the Tarrasque’s AC (25) and resistances. They might manage to distract it temporarily but will suffer heavy casualties.
  • Mages : The Watchful Order of Magists would attempt to counter the Tarrasque with high-level spells:
    • Meteor Swarm : Deals massive AoE damage, potentially reducing the Tarrasque’s HP significantly.
    • Disintegrate : Prevents regeneration for one round.
    • Forcecage or Wall of Force : Attempts to trap or isolate the Tarrasque.
  • High-Level Characters :
    • Adventurers like Mirt or Durnan might engage the Tarrasque directly, using tactics such as grappling, teleportation, or exploiting its vulnerabilities.
    • Legendary NPCs like Khelben Arunsun (if active) could use spells like Wish or Time Stop to neutralize the Tarrasque.

Outcome

  • Despite the defenders’ efforts, the Tarrasque’s durability and regeneration make it nearly impossible to kill without significant coordination and resources.
  • It would likely rampage for several hours, destroying large portions of the city before being defeated.



4. Casualties and Destruction

Casualties

  • The Tarrasque’s initial attack would kill thousands of civilians in densely populated areas like the Dock Ward or South Ward .
  • Subsequent attacks, combined with its legendary actions and multiattack, would result in tens of thousands of deaths.
  • Estimated casualties: ~40,000–60,000 people (about 30–50% of the population).

Percentage of City Destroyed

  • The Tarrasque’s Siege Monster trait ensures that it systematically destroys buildings and infrastructure.
  • Key areas like the Castle Waterdeep , Blackstaff Tower , and major marketplaces would be reduced to rubble.
  • Estimated destruction: ~60–80% of the city .



5. Defeating the Tarrasque

The Tarrasque’s defeat would require a coordinated effort:

  • Massive Spellcasting : Spells like Meteor Swarm , Disintegrate , and Wish would be essential to bypass its resistances and counter regeneration.
  • Trapping or Containment : Spells like Forcecage or Wall of Force could immobilize the Tarrasque temporarily, allowing defenders to focus fire.
  • Heroic Sacrifice : High-level characters might need to sacrifice themselves to deal the final blow (e.g., using Wish to banish the Tarrasque or teleporting it into a demiplane).

Even with these efforts, defeating the Tarrasque would take hours, during which it would cause catastrophic damage.




6. Conclusion

  • Casualties : ~40,000–60,000 people (30–50% of the population).
  • Destruction : ~60–80% of the city would be destroyed.
  • Outcome : The Tarrasque would eventually be defeated, but not before causing immense devastation.
 

Elminster Aumar, the legendary archmage of the Forgotten Realms, is one of the most powerful and iconic characters in the setting. While his exact abilities fluctuate depending on the source material (novels, game supplements, or campaign settings), he is generally depicted as a 20th-level wizard with additional mythic or semi-divine powers due to his connection to Mystra, the goddess of magic. This makes him an incredibly formidable opponent in one-on-one combat.


To determine which characters or monsters have a 50% or better chance of defeating Elminster , we need to consider both his strengths and weaknesses:




1. Elminster's Strengths

  • High-Level Wizard : As a 20th-level wizard, Elminster has access to all 9th-level spells, including devastating options like Meteor Swarm , Time Stop , and Wish .
  • Mythic Powers : His bond with Mystra grants him enhanced magical abilities, such as immunity to certain effects, the ability to regenerate spell slots, or even resurrection after death.
  • Legendary Items : Elminster wields powerful artifacts, such as the Moonblade (a sentient magical sword) and the Emerald Enigma (a staff that amplifies his spellcasting).
  • Experience : Centuries of adventuring and political intrigue make him a master tactician.
  • Immunities/Resistances : Depending on the source, Elminster may have resistances to certain damage types and immunities to common conditions like charm or fear.



2. Elminster's Weaknesses

  • Reliance on Magic : Like most wizards, Elminster is squishy in melee combat, with relatively low hit points (~80–100) and no natural armor.
  • Concentration Spells : Many of his powerful spells require concentration, which can be disrupted by attacks or environmental hazards.
  • Predictability : His reliance on high-level spells like Meteor Swarm or Time Stop can be countered by creatures with Legendary Resistance or anti-magic abilities.
  • Age and Hubris : In some depictions, Elminster’s confidence in his own power can lead to mistakes in combat.



3. Characters/Monsters with a 50%+ Chance of Defeating Elminster

A. Deities and Near-Divine Beings

  1. Mystra (Goddess of Magic)
    • Why : As Elminster’s patron deity, Mystra could easily overpower him if she chose to revoke her favor or directly intervene.
    • Win Probability : ~99%.
  2. Ao (Overgod of the Forgotten Realms)
    • Why : Ao oversees all deities and mortals in the Realms. Elminster would stand no chance against his omnipotence.
    • Win Probability : ~100%.
  3. The Simbul (Alustriel of Silverymoon)
    • Why : The Simbul, another Chosen of Mystra, rivals Elminster in power and magical ability. Their battle would likely come down to strategy and resourcefulness.
    • Win Probability : ~50%.
  4. Vecna (God of Secrets)
    • Why : Vecna’s mastery of divine and arcane magic, combined with his ability to manipulate secrets and vulnerabilities, gives him an edge over Elminster.
    • Win Probability : ~70%.
  5. Asmodeus (Archdevil and Ruler of the Nine Hells)
    • Why : Asmodeus’ overwhelming power, mastery of infernal magic, and cunning nature make him a deadly opponent for any mortal, even Elminster.
    • Win Probability : ~80%.



B. Archmages and High-Level Spellcasters

  1. Khelben "Blackstaff" Arunsun
    • Why : Khelben was another of the Chosen of Mystra and one of Faerûn’s most powerful wizards. A duel between him and Elminster would be evenly matched.
    • Win Probability : ~50%.
  2. Szass Tam (Zulkir of Necromancy in Thay)
    • Why : Szass Tam’s mastery of necromancy and his lichdom give him significant advantages, including immortality and resistance to many forms of harm.
    • Win Probability : ~60%.
  3. Halaster Blackcloak (Mad Mage of Undermountain)
    • Why : Halaster’s unpredictable nature and mastery of wild magic make him a chaotic but dangerous foe. His control over Undermountain provides a tactical advantage.
    • Win Probability : ~55%.



C. Monsters

  1. Ancient Gold Dragon
    • Why : With its immense durability, spellcasting abilities, and breath weapon, an Ancient Gold Dragon could overwhelm Elminster before he exhausts his resources.
    • Win Probability : ~60%.
  2. Tarrasque
    • Why : The Tarrasque’s sheer size, regeneration, and Siege Monster trait make it nearly impossible for Elminster to defeat without specific preparations (e.g., Wish ).
    • Win Probability : ~70%.
  3. Solar (CR 21)
    • Why : A Solar’s combination of high AC, immunities, and radiant damage makes it resistant to most of Elminster’s spells. Its multiattack and legendary actions allow it to close the distance quickly.
    • Win Probability : ~65%.
  4. Balor (Demon Lord)
    • Why : A Balor’s resistance to spells, mobility, and devastating attacks (e.g., Death Throes) make it a deadly opponent for any mortal spellcaster.
    • Win Probability : ~60%.
  5. Mind Flayer Elder Brain
    • Why : An Elder Brain’s psionic abilities, including telepathy and mind control, could neutralize Elminster before he acts.
    • Win Probability : ~55%.



D. Artifacts and Constructs

  1. Iron Golem (CR 16)
    • Why : An Iron Golem’s immunity to magic and resistance to physical attacks make it a surprisingly effective counter to Elminster’s spellcasting.
    • Win Probability : ~50%.
  2. Atropal (CR 18)
    • Why : An Atropal’s necrotic aura and energy drain abilities could incapacitate Elminster before he defeats it.
    • Win Probability : ~55%.
  3. Demilich (CR 18)
    • Why : A Demilich’s immunity to most damage types and devastating Howl effects give it a strong chance of neutralizing Elminster.
    • Win Probability : ~50%.



4. Key Factors Influencing Combat

  • Preparation : Elminster’s chances improve significantly if he has time to prepare spells, set up wards, or summon allies.
  • Environment : A battlefield under Elminster’s control (e.g., Shadowdale or his tower) tilts the odds in his favor.
  • Surprise : Ambushes or unexpected encounters reduce Elminster’s ability to leverage his full power.

This one made me mentally chuckle:

Ao (Overgod of the Forgotten Realms)
  • Why : Ao oversees all deities and mortals in the Realms. Elminster would stand no chance against his omnipotence.
  • Win Probability : ~100%.
 


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