I plan on a boss fight with one heavily aggressive front runner and the boss is a Lich with blood hunter abilities (kind of confusing). The boss is frontal assault type as well as magic user similar to a wizard. So I was wondering what spells wards would be good to use for large boss area?
The map is 32 by 66 Tiles.
The players by the way are very powerful and I am trying to make it fun but still hard to beat. Almost daunting .
It’s an underground man made magic carven that contains high amount of magic. 30 by 64 tiles roughly. Magic would make more sense than anti magic areas.
The first thing that comes to mind is glyph of warding. Have them scattered around the cavern. And maybe some of them help the lich instead of hurting the party. Like one with cure wounds, for example. Or ones with fly, or an invisibility if the lich wants to get away. Otherwise just lots of the exploding kind.
You could have some things with aura effects. Like some pillars or other objects. A lich is immune to poison damage, so they could do that. It doesn’t have to be a lot. 5 points at the start of the turn if you’re within X feet of it. It’s just A touch of ongoing damage, but the better use is it forcing the PCs to want to destroy the source so it uses up some of their action economy.
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I plan on a boss fight with one heavily aggressive front runner and the boss is a Lich with blood hunter abilities (kind of confusing). The boss is frontal assault type as well as magic user similar to a wizard. So I was wondering what spells wards would be good to use for large boss area?
The map is 32 by 66 Tiles.
The players by the way are very powerful and I am trying to make it fun but still hard to beat. Almost daunting .
I think we need more details in order to help you.
Are you talking about a large hall with sections that have magical or anti-magic effects?
If that is the case, tell the party they can't do anything to cancel the effects. Unless you want that to be part of the encounter.
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It’s an underground man made magic carven that contains high amount of magic. 30 by 64 tiles roughly. Magic would make more sense than anti magic areas.
The first thing that comes to mind is glyph of warding. Have them scattered around the cavern. And maybe some of them help the lich instead of hurting the party. Like one with cure wounds, for example. Or ones with fly, or an invisibility if the lich wants to get away. Otherwise just lots of the exploding kind.
You could have some things with aura effects. Like some pillars or other objects. A lich is immune to poison damage, so they could do that. It doesn’t have to be a lot. 5 points at the start of the turn if you’re within X feet of it. It’s just A touch of ongoing damage, but the better use is it forcing the PCs to want to destroy the source so it uses up some of their action economy.