D&D 5E JUIBLEX

CapnZapp

Legend
Premise of this exercise is designing a monster by tweaking an official wotc stat block.

This monster should work for the following assumptions:
- a true solo encounter
There are no other monsters present, neither before, during or after this encounter.
In fact, let's assume this monster is the only encounter in the adventuring day.
That way, any guards etc becomes a bonus challenge rather than something necessary to uphold the big bad's badness.
- the heroes are not caught unawares, and they don't come unprepared
This simply means that whatever resistances the monster has, expect the players to bring what's needed to counter them.
- no expectations of a DM having to "play it smart" just to uphold the challenge.
To phrase this bluntly: let's assume the solo monster will basically just move up to any bothersome mortal and smash him or her. This means the DM isn't expected to spend much time in preparation; just plop down the big bad and have him attack
- no elaborate terrain or other set up.
Not saying a featureless grass lawn, but the monster's challenge should not significantly depend on the terrain (or any other features than what's in the stat block!)



Let's take Juiblex the Demon Lord as a good example, since he's basically just your big ooze, meaning there is some justification for him being alone, not using sophisticated tactics, and not really considering retreats or allies.


Now, what is the end result desired?

For me, it's that this solo should present a party of tier III characters (levels 11-16) with a very difficult but beatable challenge, which matches the intent of Out of the Abyss as far as I can see.

I don't want to be more specific than that, since different characters and party compositions vary wildly in combat power. Let's just say that to beat Juiblex at level 11 you should need to be super optimized, both in general and for this particular enemy: having the right magic items, feats, ability scores, multiclass combos and so on for the job. And even then, the fight should feel very deadly indeed.

On the other end of the scale, if you have no magic loot at all (that is, less than given out by the adventure), you might find Juiblex too strong even at level 16, unless you're an double-strength party. Of course, if you have that many heroes (eight or more) AND you're a bit minmaxed, then Juiblex will probably wimp out unless you reinforce his encounter.

One observation is: any spell that would take a monster right out of the fight should be interpreted as winning a free round, or perhaps two at the most. Let Juiblex take the pain from being trapped in a Forcecage... for a full round, then simply smash the supposedly unsmasheable spell. I find Legendary Resistance simplistic, crude and unfair and I feel “instawin yes, but only for that round” works much better. The player can see some result of his spell, rather than the monster basically cheating it away.



I'm gunning for Juiblex lasting five combat rounds at the very least. Anything less than that, and the combat's a speed bump more than a memorable event. Remember, we do not precede this solo fight with other encounters so a three-round fight is not appropriate.

This means, unlike Dave2008's excellent work, I'm not going for the “strengthen attacks, not hp” route. I feel hit points are the true indicator of level in this edition, and hit points is also the buffer against the players bringing lots of allies. It's simply a different philosophy than his Immortal game. I imagine he would say that if the PCs bring allies, so should the BBEG. I'm more inclined to having a dragon soaring above the city, taking on the numbers all by itself.



I am not experienced enough with level 15ish play to know for sure how much DPR can be expected from a well-rounded party, so I'm going to guess at 25-30 damage per round and character. This means that Juiblex needs to have at least 30x5x5=750 hp or in that neighborhood. Most easily, we double his statted hp from 350 to 700. (This brings other advantages – see Ooze Eject below)

Remember, to me it's better if the combat lasts 6, 7 or even more rounds than if it lasts only 3 or 4. Remember, the design goal isn't "design a solo that CAN last five round", it's "design a solo that WILL last five rounds". So if I have to choose between giving the solo a hundred hp too much or too little, I'm always going to go with the former. Worst case scenario: the players fail to win, which only means their respect for the solo increases, and they'll try harder the next time.

(What next time, you ask? Well, do you know how hard it is to permanently kill off a group of high level characters in D&D?! Let's just plainly assume they'll be back one way or another)



Obviously, if the BBEG has good staying power, the need to sharpen its attacks isn't as dire. That still doesn't mean I agree with WotC's softie approach. The kid gloves does go off, just that I don't feel I need an accelerated offensive curve like Dave2008 uses.

Now, we basically go through every statistic and comment/change it. The official stats for Juiblex is on page 242 in Out of the Abyss. Dave2008's version is *here*.
 
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JUIBLEX

AC 18. Let's stick to the official figures unless there's a real need to change it. AC 18 it is.

HP 350. Yeah, no. HP 700.

Speed 30. Oozes aren't renowned for their speed, but a demon lord should not be trivially kited. So let's keep this as-is, but add possibilities for tactical movement (also known as the “appearing right in front of you to melt your face” tactic)

Stats and saves: let's not mess with these at this point. Feel free to point out if an increase would be helpful for a specific reason.

Skills: no changes necessary

Resistances/immunities: no changes necessary

Senses: Juiblex can sense the exact location and nature of any ooze within a mile.

Languages: As a personal preference, I'll delete “all” and have Juiblex communicate with the heroes in mad telepathic visions only. He can telepathically take control of any ooze within a mile as if it was his familiar.

Foul: no changes necessary

Innate spellcasting: sorry, but the selection is stupid.
Acid Splash is okay, not to cast as an action, but to provide an option for a Legendary Action.
Blight: Why waste your entire action on such a short-range low-power spell, when you can simply walk up to the target and kill it with acid lashes? Let's replace this stupid choice by something truly horrible, worthy of a full Demon Lord action:
Horrible Transformation (3/day): Juiblex casts Polymorph. The new form can be any ooze whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn't have a challenge rating). Remember Juiblex' telepathic control!
Contagion: I feel this is an atmosphere spell rather than a combat spell. As such, it would work much better as a lair action. But I guess there's no absolute need to replace it.
Gaseous Form: Why? Juiblex is no vampire. And at the level he's operating at, this is a weak effect. Would be much more thematic to say “the demon lord of oozes can ooze out of any imprisonment, including force cages or dimensional traps”

Regeneration: First off, why can this be trivially shut down or shut down at all? Second, 20 hp – that's miniscule compared to his original total? Please... If we double his hp, we can double his regen. And no cheesy shut downs, or any shut downs at all for that matter!
Regeneration: Juiblex regains 40 hit points at the start of his turn. No effect below level/CR 20 can prevent this from happening. Juiblex dies normally at 0 hit points.
I'll be nice and shave off three rounds worth of hit points because of this. Which coincidentally puts my Juiblex almost at the exact total of dave2008! :)

New actions:
Ooze Warp. Bonus action. Juiblex teleports into the square of any allied ooze within line of effect, leaving a shriveled husk behind, and subsuming that ooze (destroying it, adding half its current hit points to Juiblex' own).
Ooze Eject. Juiblex ejects a blob of his own body (range 120 ft), creating a new 80 hp Black Pudding that acts right after Juiblex' turn. This reduces Juiblex' hit points by 40.

Legendary Actions:
Replace the boring Acid Lash with Ooze Eject. Juiblex specifically needs a way to set up an ooze he can warp into, without (too many) pesky adventurer's acting between.
 

Summary of Changes:

HP: 580 not 350 (550 is 350 doubled minus three rounds of regeneration).
Regeneration: Juiblex regains 40 hit points at the start of his turn.

Changed innate spellcasting:
Instead of Blight, Polymorph:
Horrible Transformation (3/day): Juiblex casts Polymorph. The new form can be any ooze whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn't have a challenge rating).

New actions:
Ooze Warp. Bonus action. Juiblex teleports into the square of any allied ooze within line of effect, leaving a shriveled husk behind, and subsuming that ooze (destroying it, adding half its current hit points to Juiblex' own).
Ooze Throw. Juiblex ejects a blob of his own body (range 120 ft), creating a new 80 hp Black Pudding that acts right after Juiblex' turn. This reduces Juiblex' hit points by 40.

Legendary Actions:
Instead of Acid Lash, Ooze Throw.



There you go!

This Juiblex isn't much changed from the original, but will hopefully provide the players with a memorable challenge! :)
 
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CapnZapp,
First, I really like this exercise in monster design, I do have a couple questions about the parameters of the debate:

1) why are you assuming a 5 PC party? Isn't the 5e guideline for monster design a 4 PC party. I think this should be the base assumption and then adjust from there

2) Why are you assuming a 11-16 lvl party range? I realize that is the range of OotA, but the intent of that campaign is that you don't fight Juiblex (not saying that is correct) and even when you get to lvl 15 your only supposed to fight a severely weakened Demon Lord (half HP if I remember correctly). Personally I think a CR 23+ Juiblex should be a challenge for lvl 16-20 party IMO

3) Perhaps this is to reductive, but are you think this should be a medium, hard, deadly fight? This is related to comment #2 of course as what is deadly for lvl 11 might be medium or less for level 16. You've mentioned it last 5 rounds min., but that is really just a time issue, not necessarily a danger one (though they are definitely related).
 

Now some more thoughts:

AC vs HP:
I like the idea of increasing HP (that is the 5e way after all) instead of AC as it keeps the bounded accuracy going. The issue I ran into is that actually hitting becomes trivial at higher lvl/CR because of higher modifiers. At some point the attack roll become pointless. I think there is a happy medium there of HP increase and AC increase, but I am not sure what it is. Something I will look into more with my epic updates. Also think HP increase is a simpler method of making a monster last long than having a multitude of resistances and immunities.

HP increase vs DPR increase:
As mentioned above I like the HP increase. However, I severely disagree with not increasing DPR. Now, this gets into expected part range as well , so it is complicated, but I feel that what you're creating is a template for a battle that could drag. Lots of HP, but not much DPR was the 4e formula and there was all kinds of complaints about the drag of higher level battles in 4e. I didn't see it that way, but a lot of people did.

As noted before, I think a CR 23 monster should be a challenge for a 4 PC. Something like: lvl 20 (medium - hard), level 17-19 (hard - deadly), below 17 (deadly to TPK). To make that happen Juiblex has to hit harder or he isn't going to really threaten the party. He may take some time to finish off, but he will never really threaten the party, and they will slowly whittle him down.

Regeneration:
I really like the idea of making in unstoppable. I think I will have to something like this with my epic updates.

Legendary Resistance/ Magic Resistance/ Spell Immunity:
Celtavian mentioned in another thread he wouldn't use spell immunity and didn't like legendary resistance because he thought it was to much of a nerf for casters and you mentioned limiting spells, but not completely voiding them. Though I like the old school flavor of spell resistance and immunity, I think I am coming around to this philosophy. I don't want to nerf casters, but you do need to give monsters, especially solo monsters, protection.

Maybe they have to spend some legendary actions to use legendary resistance? This way, there is still a cost to the monster and thus the spell has had some benefit. I could see that working for immunity to, maybe costing 1 legendary action per level of spell? Seems a bit harsh, but if he's are hitting harder ;) then Juiblex is still in the game even without his legendary actions.
 

Honestly Juiblex is actually very strong the way he is currently. All of my Demon Lords have been given a 500 ft teleport which pretty much makes up for some of them having a lack of ranged options. Given that they are going to be fought in Cavern's This pretty much means that they will always be able to get close to their enemies. (Though only Graz'zt can use his teleport as a legendary action.) Other then that I have given some of them fireball to hit groups and the fly spell to chase after flying enemies. (Thought that is unlikely to be a problem in caves.)

And I boosted Demogorgon's size to Gargantuan, while giving him 2 bite attacks. (This did boost his CR to 28.)
 

Let us know how the fight goes Zapp. I haven't started boosting demon lords yet, but soon. My group just finished wiping out a marilith, four hezrou, four vrock, and six chasme in one right. The pounded through the marilith's hit points in two rounds. She was dead by round three. The casters had fun with banishment getting rid of the other demons.
 

Let us know how the fight goes Zapp. I haven't started boosting demon lords yet, but soon. My group just finished wiping out a marilith, four hezrou, four vrock, and six chasme in one right. The pounded through the marilith's hit points in two rounds. She was dead by round three. The casters had fun with banishment getting rid of the other demons.

Interesting. What is the make-up and level of your party if I may ask? What did your party do to overcome the demons' magic resistance? How many focused on the marilith? I'm trying to get a better grasp how power gamers do things so I can revise monsters accordingly. Thank you!
 

Dave2008:

Most of my questions are going to be answered by "because that's the situation in my current Out of the Abyss campaign". Just as a fair warning :)

1) I have 5 PCs, but the answer doesn't end there. The DMG guidelines pretty much doesn't differentiate between four or five characters. In fact, the combat encounter building guidelines assume a party of three to five. Basing calculations on five, then, seems the prudent choice. Remember, in my goals I state "better one round more than one round less" when I discuss combat length.

2) Juiblex appears as a wandering monster random table result, and he can appear as early as level 10 (roughly speaking, each chapter correspons to a level of xp). The credit for bringing this to my attention, by the way, should go to the excellent (and spoiler-filled!) Out of the Abyss summary and walkthrough at The Power Score blog.

There, it states "lf the characters stumble upon Juiblex and flee immediately, the demon lord doesn't pursue or attack them."

But my mind was going in a completely different direction: looking at his stats at page 242, I found it not inconcievable my party could seriously challenge him already at their current level (7). Imagine the anti climax if they're level eleven (or thereabouts) and in the company of all the allies they can acquire along the way.

Obviously, most allies can only help by dying helplessly and thereby diverting one of Juiblex attacks, but that's incredibly valuable in itself, granted how combats are calibrated to run a mere three combat rounds.

But Out of the Abyss does give access to some pretty potent allies that are not going to be trivial even for a Demon Lord to sweep aside or ignore. Conjured Earth Elementals. Shield Guardians. Assassins. Spellcasters.

I looked Juiblex' stats over, and was immediately worried a level 11 version of my party would not only charge him, but actually kill him, and to do so rather quickly.

Which would be a disaster - not only because it's anticlimactic to run into a Demon Lord by chance, and off him like a regular wandering monster - but that it would set completely wrog expectations for the rest of the adventure: "if all these so-called demon lords are that puny, why can't we simply kill them all". Which is not how the adventure is supposed to go down, as I'm sure you can imagine.

(That's only the most immediate of answers. I'm aware you are discussing more things)
 

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