You know that scene at the end of Rogue One: A Star Wars Story, when Darth Vader emerges to level corridors of rebel troops? What if you could play out moments like that in Dungeons & Dragons—with an enemy so powerful and terrifying that the party's first instinct is to flee? These narrative beats work well with villains that are an ever-present danger, seemingly unstoppable forces of evil that the party must work around until they can devise a plan and level up enough to face them head on.
Running this type of villain can be tricky, though. If your players have always faced off against monsters that are comparable in power level, their first instinct may be to fight this new foe, which could end in disaster. But there are tricks to managing this type of enemy, and ways that you as a Dungeon Master can use them at your table to create tension, progress the plot, reveal critical information, or establish stakes.
In this article, we’ll talk about how to run scenes where the party encounters a villain they couldn’t possibly defeat, as well as why you may choose to run them. After all, what do the players and the story get out of scenes where a classic victory simply isn’t possible? Let’s dig in.
- How to Run Encounters With Unstoppable Villains
- Why Run Encounters With Unstoppable Villains?
- Who Is Your Unstoppable Villain?
Add These Brutal Monsters to Your Collection At No Cost
Challenge your players with an assortment of monsters from the Dragonlance setting with Monstrous Compendium Vol 2: Dragonlance Characters. Pit your party against the ruthless red dragon Ember or bring their nightmares to life with the dream eater. This assortment of monsters is available at no cost to D&D Beyond users. Click here to claim Monstrous Compendium Vol 2.
How to Run Encounters With Unstoppable Villains
People—in this case, real-life players—don’t often like being caught unawares. Depending on table expectations and player styles, DMs may need to be explicit with their players: “Your character knows in their gut that they cannot win this fight.” If the player is adamant that their character would fight knowing defeat is inevitable, this could be a good opportunity to take them aside and discuss how to turn their final moments into a cathartic plot point. (Hey, we have a great article on character death here.)
That said, unless your players prefer these explicit out-of-game warnings, I recommend showing over telling. Let’s look at some in-game storytelling techniques to demonstrate your villain’s power and communicate the encounter’s difficulty without needing to break the fourth wall.
Establish the Villain's Power
Show your party that the villain is far out of their league. I like to use three main tools to do this:
- Demonstrate NPC attitudes.
- Narrate evocative demonstrations of power (usually magical or political) that don’t directly threaten the PCs.
- Reveal that the villain has access to information, items, or entities that the party knows to be of legendary importance.
Use your NPCs—enemies and allies alike. For enemies, have them show deference and respect. Did your orc chieftain just knock the party barbarian unconscious in one turn? When the Big Bad lich shows up, have the chieftain be the first to bow to them. For allies, fear is usually best, or anguish. As soon as Legolas recognizes the Balrog for what it is, he drops his arrow. Gimli lets his axe fall to his side and covers his face. Gandalf laments their misfortune, and immediately tells the party to flee.
You can demonstrate the full might of your villain without putting your PCs at direct risk. Let the Big Bad use their power to bring down a wizard’s tower, trigger an earthquake, or incinerate a forest with a single word. And although having the villain cast power word kill at an NPC is fun and will do the trick, these encounters don’t need to feature offensive power at all. Your Big Bad ignoring a powerful trap, deflecting a series of arrows, or counterspelling a high-level spell gets the same point across. You might instead want to showcase political or military power: The party could witness the villain ordering an army (or coven) to destroy an entire town.
You could establish the villain’s power by revealing their access to key information or legendary items. Perhaps the party has been searching for information on the ring of three wishes, only to have renowned NPCs inform them that the ring is essentially lost to history, rumored to have fallen into the hoard of some ancient dragon or noble genie. When your Big Bad appears, let the characters see that ring resting on their finger.
Allow the Party to Flee
The players and characters need a way out. I’m sure your villain is known for obliterating adventuring parties without a second thought, but we’re probably not telling the story of those adventuring parties. Your table’s party should have an opportunity to flee from the confrontation. As the DM, you can create these opportunities by having NPCs interrupt to fight the villain while your party escapes or by having given your players a MacGuffin prior to the encounter, but you probably don’t have to. Unless your characters are holding onto something that the villain needs, they likely won't find these low-level adventurers worth their spell slots.
As the party flees, let them get their shots off on the way out. Let them shoot the arrow into the rope that’s holding onto the chandelier, let them flee and cast fire bolt at the curtains on their way out and lock the doors behind them, and so on. Your villain probably doesn’t have to use these moments to counterspell or chase the party or respond with additional damage. Facilitate opportunities for players to create moments of heroism as these encounters close.
If the party fails to flee, their enemy can always take them captive, forcing the party into a classic jailbreak mission. Or the villain could knock the party out and leave them with a note not to interfere with their plans any longer, or else.
Why Run Encounters With Unstoppable Villains?
When “balance” dominates so much of the discussion around encounter design, why run an encounter so thoroughly and inarguably “unbalanced?” Sometimes, a story requires that which a balanced encounter cannot provide. As DMs and storytellers, we can use scenes with the Big Bad themselves to establish stakes, move the plot forward, or reveal our villain’s priorities, personality, and weaknesses.
Establish Stakes or Intent
These encounters can be an opportunity to graduate your players’ expectations about an enemy, perhaps from Villain of the Realm to Villain of the World. If your villain has been laying low, gathering power, your party may not have had access to clues about the scale of their power and the scope of their intentions. When they see your villain cast a spell that raises a mountain range, your players and their characters will recalibrate. “Oh, this isn’t a threat to the village," they may say. "This is a threat to the continent.”
Progress the Plot
Sometimes it’s simply fun and in-genre for the Big Villain to personally deliver news of their next move. This should be tailored to your party’s power level: If they are 1st level, perhaps they’re caught up in a larger group that the villain is addressing, but they are learning of the villain’s next moves nonetheless. If they’re 6th level, they may still be too lowly to warrant the villain’s full efforts but have gotten enough attention to justify a quick visit full of braggadocious monologuing.
Reveal Information
These scenes can be great opportunities to reveal a villain’s flaws, weaknesses, obsessions, or backstory. Ask questions of the characters that indirectly hint at the villain’s priorities or past loss. Use phrasing and intonation that betrays just a touch of the Big Bad’s emotions or suspicions. These scenes give you opportunities to leave your players asking themselves bigger questions: Why is the villain focusing on one character so much? They’re staring at the paladin’s amulet an awful lot, aren’t they? They knew the rogue’s last name, did you catch that?
Who Is Your Unstoppable Villain?
Now that you have some tips at your disposal about how and why to run encounters with unstoppable villains, think about who in your world has power, and how they wield it. Is your campaign villain a bloodthirsty dragon, or a calculating wizard? An archdevil summoned from hell or a hag in the woods? Your villain’s personality and motives should guide you when determining how to establish your villain’s power and whether to use these encounters to establish stakes, progress the plot, reveal critical information, or simply swap a little banter.
Consider how you might apply these principles to Lord Soth, a powerful enemy from the Dragonlance: Shadow of the Dragon Queen adventure. Soth is suited for evocative demonstrations of power. As the most powerful death knight on Krynn, he can kill a small crowd and instantly raise them as undead under his control, or banish over half the party at once. He is also known for his intense resentment and ruthlessness, which could easily be demonstrated either through direct encounters or by showing the damage left in his wake.
One way to make a particularly challenging villain like Soth himself seem intimidating and powerful is to use some of these storytelling techniques during early encounters with Soth’s lieutenants. Leave your party wondering how powerful Soth must be if one of his several favored knights was so challenging.
Damen Cook (@damen_joseph) is a lifelong fantasy reader, writer, and gamer. If he woke up tomorrow in Faerun, he would bolt through the nearest fey crossing and drink from every stream and eat fruit from every tree in the Feywild until he found that sweet, sweet wild magic.
Cool article!
coool article, also second
I love the Big Bag typo. Please don’t ever correct it!
Fear the Bagman!
great and much needed article!
Nice ideas here for sure. Introducing the campaign's biggest driving threat fairly early on when characters have no ability to challenge them can really help to up their level of interest and personal buy-in for the overarching story.
I actually ended up doing this in my Strixhaven game, oddly enough. My players didn't want to risk getting in trouble, so they completely skipped Captain Dapplewing's Manor and thus bypassed the level 3 milestone as written. I felt that they had to have something suitably challenging to level up, so I put them in the path of an Oriq-masked Murgaxor in the middle of feeding his weird magic goop to some rats. I'd honestly thought that Murgaxor was kind of a weak BBEG, but pitting him up against a level 2 party even with just his Blood Lash attacks nearly one-shot the party fighter before the others did enough damage to make him Standing Leap out of there and make the party earn their level up. It definitely made an impact on my players, that's for sure, and I ended up liking the menace he gave off in that scene so much that I made a point of having him appear directly to the party at least once an in-game year. Really helped tie the four adventures together as all being related to his schemes in some fashion, although I introduced some secondary antagonists as well to spice things up.
It has the potential to go really, really wrong, but when you get it right, the Darth Vader hallway approach really works wonders. =)
"braggadocious monologuing"
I love it
Unfortunatly.
My Players live by the Motto "if its as HP, it can be killed"
I totally understand, I've run games for overzealous players before as well. If you've talked to them out of game and they're willing to test a CR 20 stat block, my recommendation is to let them.
Let's say there are five characters living by that motto. When five becomes four, and then maybe three, perhaps the remaining party members will reevaluate it.
Gotta make sure your party is okay with it. I planned an encounter using this strategy and the feedback I got was:
-"You're railroading us"
-"Our actions don't matter"
-"There wasn't any way for us to save xyz"
Players like to think their characters are extremely powerful and capable, so when you produce evidence to the contrary in the form of an enemy they aren't able to best yet, they are usually not going to be okay with it. And those criticisms are VALID, because DnD is a collaborative story-building experience, and the "unstoppable enemy" takes the reins away from the players for the most part.
"But Wulf, sometimes things happen that are out of the player's control". Yes, absolutely. Your players will still HATE that. It reminds them of real life, which they created imaginary characters to escape from.
If you decide to employ this anyway because you need to clean house in your campaign, or you have something you want to set up long-term for the story, be ready for your players to completely dump on you and have that session be their least favorite. To use the author's example, the end scene in Rogue One is amazing, visceral, and gripping, but no one in their right mind wants to be the rebels locked in that hallway with Vader. Your players want to be Luke Skywalker in Return of the Jedi, not Rebel #3 who gets impaled by the Sith Lord.
Ultimately, this is a story technique I'm not going to use in the future- because either it upsets your players, or you had to clear and justify it extensively with the table beforehand, and then they have to act surprised when you unveil this shocking and scary encounter, that is no longer shocking and scary because you had to greenlight every aspect of it in advance.
The unstoppable enemy works in a movie or a novel- but you're not writing a novel or producing a movie.
Sounds like unreasonable players, if you ask me. Luke Skywalker wasn't able to beat Vader right way, and the first time they fought it was Vader who won.
If your group is one that uses background music or sound-effects in play then choice of music for a boss encounter can really set of the tone of the fight as well.
I discovered recently in an encounter that my choice of music from Bloodborne (specifically the Old Hunters DLC, Lady Maria of the Astral Clocktower) ended the fight; the battle was actually balanced to be fully winnable (but difficult), I was basically running a custom reduced threat lich with the bulk of its powers tied up in a spell it was maintaining, so it had a lot less spellcasting and was weaker overall (the party were only level 5).
While it did still have lair and legendary actions they weren't that strong, and discussing with players afterwards it was the music that had several of them convinced they were in real danger of dying (even though I was guest DMing in someone else's Stixhaven campaign, heh), and this caused them to push one of the more aggressive players to stand down and work together to convince the lich to stop attacking. It was non-hostile to start with but very much setup so that the fight would trigger no matter what, but in the end I went with it as the players made some really good arguments to it and I got to run an unexpected, unplanned for, stare-down between the Lich and the real antagonist of the session (their lecturer who sent them into a tomb in Lorehold becuase the lich's spell was keeping them out).
Anyway my point is that for an intentionally unwinnable fight I'd highly recommend running with music and picking something epic, and see how your players react to that plus your descriptions before trying to push them further in any one direction, they might surprise you!
Whenever we need a break from our main campaign one of the B-stories we might go back to involves a band of low level rogues being led by a pacifistic bard. And that particular group loves it when I use this kind of bad guy against them because it lets them be creative in their ways of avoiding, countering or slowing down those enemies. It lets them flex their imagination a bit in how they use their various abilities and the environment around them. It’s why that particular band stays as only one of our side stories, don’t think I could keep coming up with creative set pieces over a prolonged campaign! :D
Your players don't sound too fun, if they can't handle a splash of fear/drama. But that could just be me, who knows.
I’ve been doing something like this, but my players don’t know their helping the group that is the big bad. Showcased one of their powers by stealing a PCs soul (I gave it back).
Sound like the worst players. Mine let me emotionally and mentally manipulate their characters.
At some point in the future I'm going to be running a "part 2" of an adventure I wrote, wherein Mind Flayers have invaded a large city (named Avoria). The party met a friendly gnome Wizard who runs a small Mage's guild and who has been helping them during the attack and who will be replaced by a simulacrum made by the Mind Flayers. I want the party to travel south for plot reasons but don't know how to introduce the Big Bad Mind Flayer Leader™ (probably an Alhoon). Does anyone have any ideas/advice for such an encounter?
I can see that if you’re suddenly talking to your players about things like “Look, this isn’t winnable, just let it play through” it’s a jarring change of style and I can get why they say it reminds them of real life where things (especially the last few years) have felt relentlessly unwinnable.
I know there’s a comment or two where people say your players sound like they’re being difficult, but I just wanted to get in and say it’s really good work you’re doing in making a game where the players not only talk about what happens for their characters, but what’s happening for them. That’s something you should be proud of, and showing that you’ve taken it on board will continue to build that trust.
My players have helped me build a stack of house rules like: Legendary Resistance is really boring, no status should take more than a turn from any player unless specifically agreed with the player and is dramatically okay, that kind of thing.
It’s absolutely valid feedback from the players that D&D should always be about the players. If the story demands that they witness the Big Bad (I hate that they corrected it from Big Bag in the article!) and the players are clear that they don’t like exposition-by-witnessing, then have it delivered by the aftermath, have an NPC say “It was terrifying, all I could do was watch, paralysed by that magical fear, while The Bagman destroyed my bakery! Those pies have been in my family for centuries!” Or whatever, so the players get all the information they need (wrapped up in some they really, really didn’t need) and they get the information that the enemy is beyond them, but they still feel like they are the solution.
Whenever I’m preparing a session, I’ve got a few notes about what story beats should land and what they should know about the world that they didn’t know already. When the players ran through Triboar and saw the giants trashing the place (Storm King’s Thunder), I got them to help the local guards and made it clear that their job was to get people to safety, figure out what the giants wanted and get them to leave. The players could see that they didn’t stand a chance at killing the giants (at level 3!), but they had a great time making jokes with the giants and managed to trash the wagon park along the way. It was a witnessing encounter, but my players have really helped me to learn how they like those situations to play out, so I could make sure they remained the focus, even if there was no way they could stop the giants from stomping through town.
How did things settle with your campaign after that session where the players gave you that feedback? Were you able to reassure them that you’d taken it on?
In my campaign, we just fought 6 Astral Elf Warrior and one Astral Elf Star Priest at level 6 the battle was also unnecessary, and I had to abandon our rouge who continued to die twice. (First before I left, and then again after getting free and trying to escape.)
Okay, now I know how to run Pride!
For context, my setting's version of fiends have the archdevil's as the seven most powerful beings in Hell. They're based around the seven deadly sins, but I was unsure of what exactly I wanted to do with Pride. But he's the embodiment of pride, is he not? Of course he'd be flamboyant and show-offish! This will work perfectly for him; thank you for this article!