Hi everyone. My players are coming up on a boss encounter in a few sessions. Big bad wizard at the top of his tower in a threatening remote location, standard fare. I have 6 players and the party breaks down as follows:
Level 8 Evocation Wizard
Level 8 Way of the Drunken Master Monk
Level 8 Oath of the Ancients Paladin
Level 8 Draconic Bloodline Sorceror
Level 8 Knowledge Domain Cleric
Level 8 Fighter/Rogue (swashbuckler)
My main question is if the boss mob I've created seems appropriately powerful. I plan to test the combat encounter, but I thought I might get some feedback first. Here is the mob:
While yes, this monster does seem powerful enough, I would be wary of the fact that it only has 202 hit points. A level 8 party (especially one with 2 blasters, a pally, and a rogue) could easily do that damage in a single round of combat. The antimagic fields could help a bit, but the rogue and monk can still dole out insane amounts of damage. If I were you, I'd do these things:
Give him healing potions/other items in his possession or a cleric ally (the Priest from the MM is a good one).
Give him allies and minions that don't do tons of damage but can hinder the party (an artificer with a Steel Defender for disadvantage on attacks, someone casting Bane or Slow, etc) to try to get the party to spread out their damage.
Make sure his lair has the oft-forgotten cover and other effects both he and the players can use to keep themselves safe.
Maybe just increase Constitution score for more HP and better defense.
I think you're right. Thanks for the feedback. I'll rework some defensiveness and update him. More HP for sure and maybe a lair effect I'm thinking of that will make it harder for PCs to get their shit together to do damage.
If you're looking at a "big bad" single monster, I'd recommend having a look at Matt Colville'sAction Oriented Monsters- which I kind of think of as "Legendary Actions on Steroids". It's an interesting approach, and it's likely to create memorable and interestingly dynamic high-end antagonists.
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If you're looking at a "big bad" single monster, I'd recommend having a look at Matt Colville'sAction Oriented Monsters- which I kind of think of as "Legendary Actions on Steroids". It's an interesting approach, and it's likely to create memorable and interestingly dynamic high-end antagonists.
I'm listening to this right now, and this sounds like exactly what I'm looking for. Thanks for the tip. Will upload an updated version soon.
What is the rest of the encounter like? Throwing just a creature at the party is rather stale. A mage tower could have arcane crystals and wards which can have their own attacks, effects etc that need to be accounted for in the Action Economy. Arcane Crystals that could be massive Spell Storing that can cast spells the wizard couldn't normally. Or Arcane siphoning that partially drains the spellcaster's spells. Meaning the Boss would gain resistance to magic mechanically, because half of the spell would get sucked into the Arcane Crystal. etc etc. Plenty of ways to add environmental effects that could cover the Boss's innate weaknesses. Something the players can decide to "solve" and deal with. thus rewarding choices made that can change the narrative flow as well as tactical.
That is good advice. I was thinking of changing one of the lair actions to be one where the tower summons spiritual guardians that will add to the fight. During the encounter, big bad will be focusing on a magical artifact. I could try to work in a mechanic around that where the artifact does something.
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My only recommendation is to make sure that you've allowed he BBEG to prepare for the players in the best way that he can "traps, enchantments on the room, etc." He's a wizard, so he's smart. He's probably been scrying on the party as well and knows not to get up close and in the face of he melee guys. Make him really mean :)
edit: I love Matt Colville's AOM video and have used it a couple of times to great effect. My favorite was my wife's first time experiencing a creature with legendary (villain) actions and she said "wait, i can attack when it's not its turn?!"
Hi everyone. My players are coming up on a boss encounter in a few sessions. Big bad wizard at the top of his tower in a threatening remote location, standard fare. I have 6 players and the party breaks down as follows:
Level 8 Evocation Wizard
Level 8 Way of the Drunken Master Monk
Level 8 Oath of the Ancients Paladin
Level 8 Draconic Bloodline Sorceror
Level 8 Knowledge Domain Cleric
Level 8 Fighter/Rogue (swashbuckler)
My main question is if the boss mob I've created seems appropriately powerful. I plan to test the combat encounter, but I thought I might get some feedback first. Here is the mob:
https://www.dndbeyond.com/monsters/559072-zhaken-amberhart
Thanks.
While yes, this monster does seem powerful enough, I would be wary of the fact that it only has 202 hit points. A level 8 party (especially one with 2 blasters, a pally, and a rogue) could easily do that damage in a single round of combat. The antimagic fields could help a bit, but the rogue and monk can still dole out insane amounts of damage. If I were you, I'd do these things:
Give him healing potions/other items in his possession or a cleric ally (the Priest from the MM is a good one).
Give him allies and minions that don't do tons of damage but can hinder the party (an artificer with a Steel Defender for disadvantage on attacks, someone casting Bane or Slow, etc) to try to get the party to spread out their damage.
Make sure his lair has the oft-forgotten cover and other effects both he and the players can use to keep themselves safe.
Maybe just increase Constitution score for more HP and better defense.
DM for 3 campaigns
Lizardfolk Battle Smith Artificer
Gnome War Wizard
Human Tempest Cleric
Basically, I'd say the only issue is the relative lack of defenses.
DM for 3 campaigns
Lizardfolk Battle Smith Artificer
Gnome War Wizard
Human Tempest Cleric
I think you're right. Thanks for the feedback. I'll rework some defensiveness and update him. More HP for sure and maybe a lair effect I'm thinking of that will make it harder for PCs to get their shit together to do damage.
If you're looking at a "big bad" single monster, I'd recommend having a look at Matt Colville's Action Oriented Monsters - which I kind of think of as "Legendary Actions on Steroids". It's an interesting approach, and it's likely to create memorable and interestingly dynamic high-end antagonists.
My DM Philosophy, as summed up by other people: https://drive.google.com/file/d/1rN5w4-azTq3Kbn0Yvk9nfqQhwQ1R5by1/view
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.
I'm listening to this right now, and this sounds like exactly what I'm looking for. Thanks for the tip. Will upload an updated version soon.
Here's version 1.1. I'm thinking after this I'll make a version 2 using Matt Colville's method suggested above.
https://www.dndbeyond.com/monsters/563217-zhaken-amberhart
What is the rest of the encounter like? Throwing just a creature at the party is rather stale. A mage tower could have arcane crystals and wards which can have their own attacks, effects etc that need to be accounted for in the Action Economy. Arcane Crystals that could be massive Spell Storing that can cast spells the wizard couldn't normally. Or Arcane siphoning that partially drains the spellcaster's spells. Meaning the Boss would gain resistance to magic mechanically, because half of the spell would get sucked into the Arcane Crystal. etc etc. Plenty of ways to add environmental effects that could cover the Boss's innate weaknesses. Something the players can decide to "solve" and deal with. thus rewarding choices made that can change the narrative flow as well as tactical.
That is good advice. I was thinking of changing one of the lair actions to be one where the tower summons spiritual guardians that will add to the fight. During the encounter, big bad will be focusing on a magical artifact. I could try to work in a mechanic around that where the artifact does something.
If you're looking at larger final battle encounter design, I'd point you to this, as well ( provided you can stomach the writing style, I promise you the content is gold): https://theangrygm.com/the-angry-guide-to-kicka-combats-part-2-battlefields-and-battlefeels/
My DM Philosophy, as summed up by other people: https://drive.google.com/file/d/1rN5w4-azTq3Kbn0Yvk9nfqQhwQ1R5by1/view
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.
My only recommendation is to make sure that you've allowed he BBEG to prepare for the players in the best way that he can "traps, enchantments on the room, etc." He's a wizard, so he's smart. He's probably been scrying on the party as well and knows not to get up close and in the face of he melee guys. Make him really mean :)
edit: I love Matt Colville's AOM video and have used it a couple of times to great effect. My favorite was my wife's first time experiencing a creature with legendary (villain) actions and she said "wait, i can attack when it's not its turn?!"