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?
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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.
I mean, I guess you could have a campaign setup with the Elder Evils from the prior D&D Editions. The campaigns all start with hints of what is to come before the full blown Elder Evil. I currently have a campaign with players starting at Level 1 and they are building up to the Elder Evil event (they are at 7th level now, so we still have a ways to go). However, they encounter events and there they have picked up on as something big coming down the road.
I did the vader hallway thing with a TON of zombies for my level 5 players so they had to go to this place for loot/levels so they can beat the BOSS(a lich with a pet dragon) and they tired to kill all the zombies and they failed. hard. I got them back on their feet and now i'm thinking about what to do to get them ready for the boss. any ideas?
Create traps, give them experience for getting through the traps. Try having them face a mage (build up their magical defenses against lich), a Red Slaad, an Umber Hulk (no more than 1 at a time) here and there. Have them group up against some CR 5's, maybe some 6's if you deliver a nice treasure.
Watch Matt Mercer run the Chroma Conclave for pointers lol
It’s all fun and games until someone fails a death save.
Idea: a random chicken that is infinitely magical and can reality hop. It would also obviously need to be evil unless your players are the bad guys. That would be cool too.
"Depending on table expectations and player styles, DMs may need to be explicit with their players"
So glad this was called out up front. With so many people playing with strangers, this kind of scene can be a new D&D horror story waiting to happen. Definitely something that works better when you're playing with like-minded people who will pick up on the tone you're trying to convey and who are into this kind of scene in general. Not every player wants to deal with an unwinnable scenario and there is nothing wrong with that. It's definitely something to gauge beforehand.
This is such good timing. I literally ran a session exactly like this yesterday. The boss enemy shows up, with two reality tomes (The Dungeon Master's Guide and the Monster Manual), and summons a balanced encounter worth of minions, while absolutely wrecking the castle they are in, and any player that tries to stop him. The fight will provide taste of the power of reality tomes, allows the party to test theirs, which was "jump-started" by the other two, allows the villain a monologue, and provides a reason to collect more reality tomes to defeat him.
An additional tip I used was allowing the players to combat a difficult fight worth of minions, so they both feel as through they are doing something, and applying the last paragraph of the article.
I would use the introduction of the Blue Dragon in Storm King's Thunder as a perfect example of unkillable encounter. (Trying to be vague to avoid spoiler for players). If you know the encounter in which I speak you know they set it up to not be winnable and something you must flee from.
This makes me wanna start a new campaign, with a Dream Eater eating a whole village, turning it into monstrous husks.
he has mini mines that will blow your mind... (Helm and Gunner are not impressed they have been missed out of this article)
you are too smart. this worked perfectly. thank you
How coincidental. I have had a session prepped for about a year now where my party would encounter a death knight while he burned a city. This article/dragonlance is so spot on to what my session was going to be. XD (if my players see this, no you didn't.)
I ran an unstoppable encounter once, and it ended up going over really well! It was against an ancient oni whose primary goal was retrieving some sacred defensive items, but couldn't enter into the sanctuary of a town. Rather than making a statblock for him, I just had him autohit on anything besides a nat 1, and evade any attack that didn't have a nat 20. The players were escaping on a flying mount, and he tried all kinds of magical tricks to get them. I had fun running the guy, and my players had fun playing through an action encounter that wasn't using normal combat mechanics.
Yeah, I can really see that happening. What I'd recommend is allowing your characters a way to "win" that isn't necessarily defeating the monster in combat, whether saving the innocents on the scene, escaping with a valuable resource, or some other success. It doesn't have to be a massacre, or witnessing a tragedy, but you also don't have to throw a beatable monster at them.
Agree, this is a great article and timely. I'm right in the middle of exactly this kind of encounter in my own campaign.
My players know explicitly that I make unbalanced encounters because not all encounters in life are balanced. I want my players characters to hate feeling powerless. I want them to hate watching the ogre mage cut the arms off of a child and use the severed appendages as crayons to draw the arcane sigils of a dark ritual. I want them to hate walking through stone corridors of mutilated slaves chained to walls wailing to be set free knowing that they are alerting the great evil of their arrival. I want to evoke strong negative emotion so that it is all the more rewarding when they overcome it.
My problem is this is unfortunately an "esekai-style" game, meaning everyone is playing as themselves, and that means it is harder for some but not all of my players to set ego aside and be powerless and at the mercy of god-level threats (Vecna in this case). There was some deception that took place in game, and people are treating it as if that person told an IRL lie to everyone in the room. Definitely not doing that again lol. It's still a great group, and now they are hanging with a group of gith hippies in space, so its all good.
i'm a big doom fan and i want to make the doom slayer the boss of a dungen from heck that my players are doing but i can't find the right thing so..... any idas?
I guess it depends what you really want to do and how powerful the big bad boss is to be in the encounter. Make the Doom slayer a modified Empyrean with power armor, or something as crazy as using as a baseline a mythic encounter's template used in the Mythic Odyssey of Theros (which uses a mythic action to re-up hit points after it gets down to zero)? I think also the key is to think about how you want the encounter to end - is it ending just as a dungeon or part of an entire campaign. Another thing to think about is if the Doom Slayer is on its own mission (like hunting Fiends), testing the adventurers (leading to a grander quest) or guarding something (what is it's purpose)?
Dont forget to try and give the Big Bad a nice backstory - adds to the story. Also, a way to defeat an unkillable / unstoppable enemy can be stopping it's grand design/plan without confronting the Big Bad itself. Of course, this would lead to having your party of adventurers having made a Big Bad focusing its future plans on its revenge for those that thwarted its grand design and making the Big Bad their sworn enemy...