Boss monsters, mini-bosses and alternate magic [Archive] - Wizards Community

Post/Author/DateTimePost
Gemstone

03-10-08, 10:34 PM
Last time my group and I got togheter, I got irritated about the fact that they wasted a monster I prepared in about two rounds. It was supposed to be a heavy hitter and a virtual tank, so after mumbling a bit, it suddenly hit me...

Boss Rules:
"Shouldn't he die?!?"
"No! The creep is the BBEG, not some goblin punk!"

Boss rules are a template that modify an already existing creature by replacing the regular hp of that monster and adding to the ability and spellcasting power of that monster. Monsters who don't use spells, gain a boost to their other capabilities, but for now, we'll just present the spellcaster boss.

Boss Hp: the Health Points of a Boss monster is ten times the original hp of the monster. this doesn't affect hit die or any other ability. Just multiply the number of hp by 10.

Boss Spells: A Boss monster can cast more spells than normal of their class, but they also take a cool down penalty. Once a spell is used, it can't be used for 1d6 rounds per spell level. The spell isn't used up (for spontaneous casters) or is unprepared (as for prepared casters).

Mini-Boss HP: Mini-bosses only gets times 4 hp because they are only supposed to have a bit of increased survivability compared to the other monsters.

Mini-Boss Spells: Mini Bosses are only benefited by two additional spells per level. These can be picked during the encounter and need not be prepared first.

Spontaneous Mini-boss casters get 4 extra spells per level.

I tested the boss-rules today with a level 6 cleric. the system worked fine, except with a single wonky spell (Holy Storm) as it was an area effect that caused 2d6 damage per round. He got a couple of low rolls with it, so he could use it twice in a row. It nearly took down the party which consisted of a fire giant with monster levels and a ranger.

Any comments? :)
GoriceXII

03-10-08, 10:39 PM
It's one way to do it--I tend to mess around with this a little but the fact is at some point a pc is going to come up with something that will surprise you.

However I find the easiest way is to build up the BBEG from a distance. Have maybe one encounter with them when the pcs are too low a level to deal with the opponent--for example my pcs met the lich BBEG when they were about 5th level--and let him terrify them, even be indifferent to them. Then build up the rumor mill. Make the idea that he might be coming to town scary.
runestar

03-10-08, 10:44 PM
It does nothing to improve its saves, so your boss would theoretically still die to a save-or-die spell...:P
james_gaines

03-10-08, 10:56 PM
I try to use the Halflife strategy when planning my boss fights. I don't make it all about dealing as much damage as possible and surviving his onslaught (although this is fun sometimes). I try to base the fight more on strategy, using availible terrain/resources, and exploiting weak points.

However, I too know the pain of finding your boss at half hp after three rounds, I think your system looks pretty good, although 10x the normal hp might be a little high imho.
Space_Dragon

03-11-08, 12:58 AM
You're going to love fourth edition. The designers went through a thought process nearly identical to yours.

The way they're doing it, bosses have x4 hp. Assuming the base creature was reasonably durable to start with, this is plenty enough to keep the fight long and dangerous.

For recharging special abilities, they came up with a simple recharge system: make a short list of all the spells your BBEG is likely to use in battle. Assign each of them a series of numbers that are present on a d6 (for example, "4, 5, and 6" or "3 and 4"). Make sure that the weaker abilities have more numbers than stronger ones (example; weaker spell is 4, 5, and 6, stronger spell is just 6). At the beginning of every round, you roll a single d6 to determine which ones recharge this round.

This system is easily ported over to 3.5E monsters. Hope that helps.
Gemstone

03-11-08, 04:09 PM
You're going to love fourth edition. The designers went through a thought process nearly identical to yours.

The way they're doing it, bosses have x4 hp. Assuming the base creature was reasonably durable to start with, this is plenty enough to keep the fight long and dangerous.

For recharging special abilities, they came up with a simple recharge system: make a short list of all the spells your BBEG is likely to use in battle. Assign each of them a series of numbers that are present on a d6 (for example, "4, 5, and 6" or "3 and 4"). Make sure that the weaker abilities have more numbers than stronger ones (example; weaker spell is 4, 5, and 6, stronger spell is just 6). At the beginning of every round, you roll a single d6 to determine which ones recharge this round.

This system is easily ported over to 3.5E monsters. Hope that helps.
Loving 4th edition or not, this system was developed to keep some semblance of balance when you use the more terrifying spells :)

I'm still working on it though...