Raid Boss (5e Template)
From D&D Wiki
A Raid Boss is a creature that is elevated above the rest of its kind, becoming a powerful creature with a lust for destruction and seeking worthy adventurers for either a good meal or a good fight, or perhaps both. These Raid Bosses are way harder than normal bosses that the average party meets in a campaign. Although optional, these bosses drop incredibly good and sometimes campaign ending loot. These bosses are not for the faint of heart as they could most likely one-shot your party if unprepared.
A creature must be at least CR 21 or higher and be a size Medium or larger to become a Raid Boss
Equipment: If the boss can wield or has access to any weapon or armor, then it would be enchanted with any enchantment the DM chooses.
Abilities: All Raid Bosses will have their area dedicated to them and them only, even in a pocket dimension if need be. They do not have their own minions but can summon them through most means although this is rare for a Raid Boss to be able to summon them. They have very little magic experience (excluding any classes that may give them said experience), only seeing magic from past victims who made a desperate attempt to escape or any opponent who felt confident in their magical ways.
Damage Immunities: Raid Bosses are not immune to any type of damage except for immunities from their respective stat blocks.
Damage Resistances: All Raid Bosses resit bludgeoning, slashing, and piercing from non-magical weapons plus any resistances gained from their respective stat blocks.
Condition Immunities: All Raid Bosses are immune to being charmed, frightened, paralyzed, petrified, or unconscious plus any immunities gained from their respective stat blocks.
Languages: If a creature can speak a language and can hear, then they will hear the boss as it is speaking in its native language.
Skills: The boss is proficient in every skill except Deception, History, Investigation, Performance, Persuasion, and Stealth. If the boss already proficient in one or more of these skills, then they have expertise in them instead.
Alignment: They can have any alignment expect any good-aligned alignments as most Raid Bosses tend to be at best true Neutral.
The Raid Boss would gain any traits that their respective stat blocks had.
The Raid is here!: Whenever anyone who is in the Raid Boss' area is killed by the Raid Boss itself, and it is the end of the round, then that person/animal/entity is immediately revived back to full HP, this effect can be repeated indefinitely (until "Begone, Mortal" activates) and ends when either the Raid Boss is dead or said person/animal/entity leaves the area that is claimed by the Raid Boss.
I Challenge You!: Whenever anyone who can speak challenges the Raid Boss by name, they are teleported to the Raid Bosses area in any location 15 ft away from the Raid Boss.
Perfect Build: The Raid Boss' ability scores are always a base 20 even if the stat blocks the boss is based on is lower then said base. If the scores are higher than the given base, they keep those scores.
The Raid Boss would gain any actions their respective stat blocks had.
Arena Shift: The Raid Boss may use an action to change the area in any way they see fit, but still must keep the area as fair as possible for everyone else.
Buff Remover: Once every three rounds, the Raid Boss can use a bonus action to remove all changes to anyone in the area that is positive, excluding themselves.
The Raid Boss can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Raid Boss regains spent legendary actions at the start of its turn. The Raid Boss would gain any Legendary Actions if their respective stat blocks had any.
Begone, Mortal: Once someone has been revived more than five times due to "The Raid is here!" effect, that individual is teleported a mile away from the area of the Raid Boss (or sent back to the plain from where they originally challenged the boss or entered in through some kind of transport if it was some kind of separate dimension), being revived through other means do not count against this action being activated. They cannot enter the Raid Boss' area for the next 24 hours after this has happened.
He's Just Standing There, Meanacingly: If the Raid Boss does move from the spot they started in at the start of the round, then anyone in the Raid Bosses area and can see them (magical or otherwise), then said person/people must make a DC 15 Wisdom saving throw or be frightened for 1 minute. After the effect is over by natural or magical means, then said person/people are immune to this effect for the next 24 hours.
This Place is Going to Fall Apart: If the Raid Boss is transported anywhere away from the designated area that they have claimed, then the area will either start to rot very quickly (if on the same plane as the boss) or cave on itself like a black hole was in it (if in a pocket dimension or similar), this will also happen if the Raid Boss dies. If the area is rotting then the area will fall apart and make a hole, no bigger than the area and no deeper than 10 meters. If the area is caving in on itself then if anyone doesn't make it out in time then they will be transported to a separate plane (DM's choice), this would also include the Material Plane as well.