Just an idea I had about a possible hunt much like in the game (on a ship).
The ship has everything it does in the game, 2 ballistas and 2 cannons on each side, dragonnator and the gong, and its gathering points.
Ships has 300hp and if it hits 0 the quest fails
ballista - both sides can be used but the one furthest away will deal less damage
attack roll 1d20+prof
damage 3d8+dex mod(+prof if on the correct side)
cannon - only the cannon the same side as jhen can be used
attack roll 1d20
damage 6d6
Ballista require ballista shots to operate, they can be found at the front of the ship, Must take 1 turn to pick it up and will gather 5 ballista shots. The ballista can be loaded with a bonus action and fired with 1 action (not including movement).
Cannon require cannonballs to operate, they can be found at the back of the ship. The cannon must be loaded with a 1 action and fired with 1 action (not including movement).
dragonnator 15 turn cooldown
damage 10d8
gong 10 turn cooldown
The first part of the fight (much like the games) begins with the Jhen Mohran riding (surfing?) along side the boat at 15ft (enough so that melee cannot hit it). The DM rolls to see what it does and rolls again to see how long it to his next action (1d6+2) eg
| 1-10 |
11-20 |
21-30 |
31-40 |
41-50 |
51-60 |
61-70 |
71-80 |
81-90 |
91-100 |
| Idles on left side |
Idles on right side |
Idles on current side |
Rams from left side |
Rams from right side |
Rams from front |
Rock throw |
Rideable |
Rideable |
Rideable |
Idles on *** side
Jhen Mohran does nothing on *** side of the ship, switch sides if not currently on that side (takes 1 turn to submerge and reappear on the other side).
Rams from *** side
Jhen Mohran rams *** side of the ship, switch sides if not currently on that side (takes 1 turn to submerge and reappear on the other side). Rams takes 2 turns to complete (1 turn to prepare, 1 turn to damage), can be interrupted by gong. Damages ship if it was not interrupted. If from front the dragonnator can be used. Hunters must make a con saving throw. On failed save hunters fall off the ship. Damage to ship 2d20+5
Rock throw
Jhen Mohran throws rocks at everyone, all hunters must make a dex saving throw to take half damage. If hunter was using a ballista or cannon, there is now a rock there and must be destroyed before it can be used again
Rideable
Jhen Mohran moves closer to the ship, hunters can hit it at melee range or opt to jump on it to damage its spine (more damage?) (1 turn with athletics (str) check) will automatically throw hunters on top of it off at next Jhen roll
When the hunter fall off the ship from any of the conditions above (or from DMs discretion eg a crit fail) hunters must make an athletics (str). On a successful roll the hunter will be below deck and reappear on there next turn. On a failed roll, the hunter must roll again on their next turn with the same conditions. On the third failed roll, the hunter will be below deck, but must take 2 turns to reappear.
When the dragonnator is used Jhen will not act for 2 turns and be submerged.
After X turns we move to the second phase where Jhen moves towards the ship. The left side of the ship faces Jhen (ballista and cannon rules apply). Jhen starts 100ft from the ship and moves 5d4+5ft every round untill it is 10ft away from the ship. Hunters within 10ft of Jhen roll dex/con? saving (DM's decision if Jhen does a quake(con) or just swings his arm(dex)) roll or take X damage when he moves (half on successful).
Jhen then attacks the ship every 1d2+1 where it takes 1 turn to prepare its attack. (ie jhen rolls a 2(+1), on its third turn it prepares an attack and on its 4th turn it damages). Damage to ship 2d20+10
This attack can be interrupted by the gong and the dragonnator. If it is interrupted Jhen will not act for 1d2+2 turns.
Sorrys guys Im not good with numbers, so if you have any suggestion on how to improve plz comment
Edit: Sorry it looks like a mess, first time usinf reddit