So I'm playing as the DM of my campaign atm. The players are nearing the end on the (quite short) campaign. I have made a lvl 10 cleric (death domain) for them to fight, but I feel like he's quite powerful for them, on the other hand, its 3 LVL 6/7 players? Is a LVL 10 cleric to much for them to handle?
Minions..... BBEG's shouldn't go head-to-head with adventurers. There should be several minions in attendance, several options to raise dead, etc. Maybe a gem of spell storing to increase options?
Give him lair actions and legendary actions. He's the BBEG. Everything around him should be there as a defense to keep him safe. He's a cleric? Take those channel divinity options and make them lair actions in addition to his normal uses of them. (Reasonable that he's maybe spent the months/years he's developed this lair imbuing those channel divinities into various objects around the place. Maybe he's imbued objects with various of the cleric's spells such as ray of sickness or ray of enfeeblement. He's got dead all around him that he's implanted with objects enchanted with animate dead that he can activate (or that activate on a trigger of say a PC moving into that dead creature's space.))
For legendary actions, maybe he can use his movement and not provoke an opportunity attack. Or he can direct his reanimated corpses. The possibilities are endless.
You might also give him one or more legendary resistances that he's spent the years developing due to his necrotic energies.
I have learned if you only have 1 Bad guy vs an entire party they will be crushed. they have multiple turns to their one turn. Minions help, Lair actions help, I usually have my villans leveled about 2 or 3 levels above the party just so they have a chance of making a few rounds
I’m having my players go up against a mob boss that is helping his boss to build a secret army to over through the material plane in there world. I’m having a hard time coming up with a good monster to be the mob boss do y’all have any suggestions?
Ooooh boy, yeah, your boss will get STOMPED. For a short one-shot, I had three (around level 7, I believe) fight a siren with two minions that provided 3d12 healing per turn with buffs if she didn't need healing, and she got destroyed in three turns. So, lots of minions, traps, and special abilities are your best friend. Give your boss something special that clerics don't have, and don't be afraid to give them an edge in battle.
So I'm playing as the DM of my campaign atm.
The players are nearing the end on the (quite short) campaign.
I have made a lvl 10 cleric (death domain) for them to fight, but I feel like he's quite powerful for them, on the other hand, its 3 LVL 6/7 players?
Is a LVL 10 cleric to much for them to handle?
If this enemy has class levels, your players will stomp them. The enemy cleric only has access to 5th level spells.
Minions..... BBEG's shouldn't go head-to-head with adventurers. There should be several minions in attendance, several options to raise dead, etc. Maybe a gem of spell storing to increase options?
Give him lair actions and legendary actions. He's the BBEG. Everything around him should be there as a defense to keep him safe. He's a cleric? Take those channel divinity options and make them lair actions in addition to his normal uses of them. (Reasonable that he's maybe spent the months/years he's developed this lair imbuing those channel divinities into various objects around the place. Maybe he's imbued objects with various of the cleric's spells such as ray of sickness or ray of enfeeblement. He's got dead all around him that he's implanted with objects enchanted with animate dead that he can activate (or that activate on a trigger of say a PC moving into that dead creature's space.))
For legendary actions, maybe he can use his movement and not provoke an opportunity attack. Or he can direct his reanimated corpses. The possibilities are endless.
You might also give him one or more legendary resistances that he's spent the years developing due to his necrotic energies.
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I have learned if you only have 1 Bad guy vs an entire party they will be crushed. they have multiple turns to their one turn. Minions help, Lair actions help, I usually have my villans leveled about 2 or 3 levels above the party just so they have a chance of making a few rounds
I’m having my players go up against a mob boss that is helping his boss to build a secret army to over through the material plane in there world. I’m having a hard time coming up with a good monster to be the mob boss do y’all have any suggestions?
As people have already surmised, action economy is a factor when designing encounters. A single BBEG will get roflstomped by a good party.
Think about: Minions, hazards, traps, lair actions, magic items, plot twists
Let chaos rain... uh, reign!
Ooooh boy, yeah, your boss will get STOMPED. For a short one-shot, I had three (around level 7, I believe) fight a siren with two minions that provided 3d12 healing per turn with buffs if she didn't need healing, and she got destroyed in three turns. So, lots of minions, traps, and special abilities are your best friend. Give your boss something special that clerics don't have, and don't be afraid to give them an edge in battle.
"You are a slave. Want emancipation?"
-Persona 5
Thanks :D really helped ;) i got them right on the edge but it was an awesome fight
from my own experience with PC and NPCs, they (six level 2 pc) easily crushed a level 5 NPC (who wasn't even meant to be a boss, but still).
If you have your BBEG an NPC, make it at least 5 level stronger if not more and add minions