Now we just need to spoiler the picture because it shows the Eva with half its armor missing.
Archpawn
Mutants and Masterminds has (effectively) a +5 if you roll a 20, but no extra penalty for rolling a 1.
Some players don't ask.
The problem is that you're combining a creature known for being solitary and long-lived with the ability to cast 9th level spells, which are especially overpowered when given prep time.
If the dragons are even the slightest bit intelligent, their lairs will be peppered with Glyphs of Warding, tons of True Polymorphed golems, and a series of Simulacrums each copied from the last (thanks to Nystul's Magic Aura letting it count as humanoid). And since the spells don't involve spell slots, those Simulacrums can cast their own 9th level spells. If you somehow do manage to kill the dragon, it will just revive from one of the many Clones in the Demiplanes it set up.
Can I sell the swords and shortbows? And their endless supply of arrows? Or maybe I have the skeletons shoot at me, but they hit a slime block on a piston that bounces the arrows up and down and keeps them from despawning and then I can launch all of them at an invader at once.
Does Animate Dead give them a sword and bow? And arrows?
And isn’t there The Tarasque who is basically a you fucking loose statblock
Mostly. They really bungled it in the 2014 statblock. Other editions gave it some combination of ranged attacks, regeneration, a way to cancel flight, and a burrow speed. In 2014, it had none of these. A level 5 Wizard could borrow a Repeating heavy crossbow from an Artificer, repeatedly cast Phantom Steed to stay out of its range, and take it down on its own. Or instead of a wizard, use an Aarakocra from Elemental Evil Player's Companion with 2 levels in Rogue (so it can learn Cunning Action), and it will be able to fly faster than the Tarrasque. Unless you use Chase rules.
In 2024, they have a ranged attack and a burrow speed, and they're significantly faster. It's hard to just attack from a safe distance and they can always just head underground. But if you can get 150 feet in the air, you're at an impasse where neither can hurt the other. And a high-level party has a lot of crazy tools at their disposal.
The problem isn't enemies that are too hard or too easy. The problem is the GM not knowing ahead of time which it will be.
Did someone make alternate dice rules? Those are insane. Nine pages of rules, and it's effectively impossible to figure out your odds of success.
I forgot to add, it needs to be free. I did download GURPS Lite a while ago. I can't remember exactly why I didn't like it, but one problem I see is that it has a specific list of weapons. You can't just make your own with whatever set of attributes you want. And there's going to be statistically better and worse ones, so you have to choose between the weapon you think is cool and the one that deals more damage. In contrast, Mutants & Masterminds has weapons with a point buy system same as the characters. Though it's extremely bad at explaining that. It just has a list of Devices and their costs, and you have to notice that the example characters have weapons that aren't in the list, and that they cost the same as if you just build them into a player but with Equipment Points instead of Power Points.
Also, Lite at least doesn't seem to have any way to build characters with interesting powers. I don't really care if it's superhero-themed in particular, but I just think M&M's system of design your own spells is better than D&D or Pathfinder where you just have to pick one out of a list or or make your own and eyeball it.
I forgot to add, it needs to be free. It looks like that one isn't.
I have one that's supposed to walk you through it. I don't know how user-friendly that is in practice though.
Good DMs anyway.