[RPG] How to make a Nightcrawler-esque NPC villain for the players

balancednd-5emonster-designnpcteleportation

I am currently DMing a D&D 5e campaign for a party of 4, and I wanted a villain with a teleporting ability similar to Nightcrawler, from X-Men/Marvel Comics.

I have run into an issue. The main attraction for me of a teleporting character is that they would be difficult to hit, due to the ability to teleport out of the way of an attack, but I am having trouble balancing a reaction-based teleporting ability – think of the Parry maneuver, where you can take a reaction to up your AC, but here instead you teleport out of harm's way.

The problem with balancing this is that if I make it powerful enough to be effective, then it becomes nigh-impossible to hit said villain. A solution would be to limit the amount of times he can do it, but that decreases the appeal of an NPC built upon his unlimited uses of teleportation powers.

How can I give a villainous NPC this sort of ability without it being overpowered?

Best Answer

Ok, there's two ways to go about it. Limited use, or limited reliability.

Limited Use

This is simple: as a reaction, teleport up to your move. Reaction rules limits this to 1/round.

Limited Reliability

Follow the 3.5's Wall of Blades 'spell' example: opposed rolls. Pick a save that makes sense (might be Dexterity, for reaction, or Intelligence, for the focus required, for example). I'd probably go with Dex. As a free action, when attacked, roll a Dex save. If this is more than the incoming attack's roll, teleport 5ft vs ranged or your move speed vs melee, avoiding the attack (ranged vs melee difference to keep the enemy from moving away too fast when the melee haven't even caught up yet). Limit this to when you're aware of the attacker and able to react (or in other words, when the enemy doesn't have advantage on their attack).

In any case, go with a pitifully low AC, especially with the second effect. It amounts to a 50% miss chance, pretty much enough to keep things ok

The Prestige Way

This is actually like a magic trick, in that under the hood, no teleportation-dodge happens. It just looks that way.

Build the villain for a high AC through Dexterity. Give him 'when an attack misses you or you pass a dexterity save, you can move X feet'. Describe misses as missing (and saves passed) because of the teleportation, not the other way around. Roll a die behind your screen when the players attack, and pretend to care of the result and blame it for the 'active' misses.

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