
generate a map grid for a session of DND 5e. give me a party consisting of six level 3 paladins and clerics all sent on an excursion to vanquish a nabassu in a defiled church.
Nice! That’s a very flavorful setup. I can generate a battle map grid for the defiled church, plus outline your party of six level 3 holy warriors and the encounter design for the Nabassu.
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🧭 The Defiled Church Battle Map
Here’s a 25×25 grid map layout (each square = 5 ft). You can drop this into Roll20, Foundry, or print for tabletop.
Legend
# = Broken walls/impassable rubble
. = Open floor
C = Corrupted altar (dark energy source)
P = Pews (difficult terrain, half cover)
D = Doors (broken)
N = Nabassu starting point
X = Random undead thralls (if you want adds)
#########################
#………..PPPP……..#
#..P..P…..PPPP…..P..#
#..P..P…………..P..#
#………..C………..#
#..P..P…………..P..#
#..P..P…..PPPP…..P..#
#………..PPPP……..#
#…………………..#
#######….N….#########
#…………………..#
#…P….X……X….P..#
#…P…………….P..#
#…………………..#
#D…………………D#
#…………………..#
#########################
Central altar (C) is corrupted and emanates necrotic energy—any healing within 15 ft heals half.
Nabassu (N) starts in the middle.
Thralls (X) can be shadows or ghouls if you want minions.
Pews (P) break up line of sight and make the map tactically interesting.
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⚔️ The Party – Six Level 3 Holy Warriors
Your players are all paladins and clerics—a thematic strike force of divine magic! Here’s a balanced composition:
1. Paladin of Devotion (Human) – frontline tank, blesses allies, wields longsword + shield.
2. Paladin of Vengeance (Half-Orc) – striker, smites hard, relentless pursuit.
3. Cleric of Life (Dwarf) – main healer, heavy armor, Channel Divinity: Preserve Life.
4. Cleric of Light (High Elf) – radiant blaster, Warding Flare for defense.
5. Cleric of War (Dragonborn) – buffs melee fighters, War Priest bonus attacks.
6. Paladin of Ancients (Half-Elf) – aura against spell damage, secondary healer.
This mix lets them:
Heal effectively
Smite & blast with radiant damage (perfect vs fiends/undead)
Tank with AC 18–20 frontliners
Control battlefield with cleric spells
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The Enemy – Nabassu Encounter
Normally a Nabassu (CR 15!) is far beyond a level 3 party. To make it work, you can:
Use a weakened Nabassu (CR 5–6 equivalent):
HP ~110
AC 16
Claw: +6 to hit, 2d8+3 slashing
Soul-Stealing Gaze (short rest recharge, DC 13, 3d6 necrotic, frightened on fail)
Aura of Hunger: healing within 15 ft halved (ties to altar corruption)
Add waves of shadows/ghouls to harry the party while the Nabassu regains strength.
Narrative goal could be to purify the altar (3 rounds of channeling divine energy), weakening the Nabassu until it can be defeated.
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run the encounter as a simulation.
Perfect—let’s run the encounter as a D&D 5e combat simulation.
I’ll act as the DM, narrating turns, dice rolls, and outcomes like a play-by-play.
We have:
Party (6 characters, all lvl 3 Paladins/Clerics)
Weakened Nabassu (CR ~5) in the corrupted church
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⚔️ Encounter Simulation: “The Defiled Church”
Setup
Battlefield: 25×25 church map (altar center, pews, rubble, doors).
Party marching order:
Frontline: Paladin of Devotion, Paladin of Vengeance, Paladin of Ancients
Midline: Cleric of War, Cleric of Life
Backline: Cleric of Light
Initiative (d20 rolls):
Nabassu: 18
Paladin (Vengeance): 16
Cleric (Light): 14
Paladin (Devotion): 13
Cleric (War): 12
Paladin (Ancients): 10
Cleric (Life): 8
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Round 1
Nabassu (18):
Leaps forward from the altar, wings unfurling. It locks eyes with the Devotion Paladin.
Uses Soul-Stealing Gaze (DC 13 Wis save).
Roll = 9 → Fail. Takes 10 necrotic damage (out of ~28 HP). Frightened until end of next turn.
Then claws at Vengeance Paladin: Attack roll = 14 + 6 = 20 (hit). Damage = 12 slashing (drops him from 30 → 18 HP).
Paladin of Vengeance (16):
Snarls, channels Vow of Enmity, and smites back.
Attack roll = 17 + 5 = 22 (hit).
Damage = 1d8 + 3 longsword + 2d8 Divine Smite = 16 total radiant/slashing.
The Nabassu hisses as holy energy scorches it. (~94 HP left).
Cleric of Light (14):
Raises holy symbol, casts Guiding Bolt at 2nd level.
Attack roll = 13 + 6 = 19 (hit).
Damage = 14 radiant. Nabassu reels. (~80 HP).
Next attack against it has advantage.
Paladin of Devotion (13):
Despite fear, charges to shield-bash.
Attack (disadvantage from Frightened): roll = 12/7 + 5 = 12 (miss).
Cleric of War (12):
Moves in, swings mace with War Priest bonus action.
Attack roll = 16 + 5 = 21 (hit, w/ Guiding Bolt advantage).
Damage = 7 bludgeoning. Nabassu now at ~73 HP.
Paladin of Ancients (10):
Smite time.
Attack roll = 18 + 5 = 23 (hit).
Damage = 1d8 + 3 + 2d8 smite = 15 radiant/slashing. (~58 HP left).
Cleric of Life (8):
Positions defensively, casts Bless on Devotion Paladin, Vengeance Paladin, and War Cleric.
—
Round 2
Nabassu (18):
Flaps wings, leaps into pews, trying to break formation. Attacks Ancients Paladin twice.
Attack rolls: 19 (hit), 10 (miss).
Damage = 11 slashing. (Ancients goes 31 → 20 HP).
Vengeance Paladin (16):
Relentless pursuit. Chases, smites again.
Attack = 14 + 5 = 19 (hit).
Damage = 1d8+3 + 2d8 smite = 17 radiant/slashing. (~41 HP left).
Cleric of Light (14):
Sacred Flame cantrip (DEX save DC 14). Nabassu rolls 8 (fail).
Damage = 8 radiant. (~33 HP).
Devotion Paladin (13):
Fear fades. Charges again.
Attack roll = 16 + 5 = 21 (hit).
Damage = 1d8 + 3 + 2d8 smite = 14 radiant/slashing. (~19 HP).
War Cleric (12):
Channels Divinity: Guided Strike for guaranteed hit.
Attack roll = 10 + 5 +10 = 25 (hit).
Damage = 9 bludgeoning. (~10 HP).
Ancients Paladin (10):
Finishing blow attempt.
Attack roll = 17 + 5 = 22.
Damage = 1d8+3 = 9 slashing. (~1 HP left!).
Life Cleric (8):
Swings mace, praying to end it.
Attack roll = 15 + 5 = 20.
Damage = 5 bludgeoning.
💀 The Nabassu collapses in shrieking black smoke.
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✅ Outcome
Party victory in 2 rounds (they hit hard with smites + radiant damage).
Casualties:
Devotion Paladin took 10 necrotic.
Vengeance Paladin dropped to 18 HP.
Ancients Paladin dropped to 20 HP.
The altar still radiates corruption, requiring a ritual to cleanse.
Players – 1
Monsters – 0


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