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<blockquote data-quote="doctorbadwolf" data-source="post: 7045844" data-attributes="member: 6704184"><p>A few ideas: </p><p></p><p>Legendary Enemies, or anyone you want to be the setpeice of the battle, needs an extra reaction, and the ability to mitigate damage, and a regen value. Maybe a whole extra turn. </p><p></p><p>Use terrain dynamically. Have feature of the terrain that can be used as cover, moved around/over, used against the players unless they take control of them, etc. </p><p></p><p>Include hazards as part of such battles, if it makes sense. </p><p></p><p>Always give your BBEG a lieutenant, and/or some minions, as others have said. If possible, give the BBEG a way to summon/activate 1 or more hazards, obstacles, terrain features, or allies. </p><p>Example: my latest BBEG was able to animate statues, and raise platforms in her hall. When she needed space, she had a pushback Blast, and a successful save still pushed the saving creature back, but half as much, so no matter what she got space. </p><p>Then, she could animate a statue as a bonus action, and it immediately could Move half its speed. </p><p>Lastly, when the party had her on the ropes, she pushed back, and raise herself on a platform, and then made the floor stagger into different levels, creating obstacles the party had to overcome to get to her. Her minions and summoned creature harried the party while she healed, and basically created a new phase of the battle. </p><p></p><p>Steal monster abilities from other d20 games, and/or give them spells or spell like abilities with a recharge mechanic. Ie, every turn roll a d6, and on a 4+, the recharge ability recharges, and can be used again on that turn. </p><p></p><p>Animated minions should be resurectable if needed. </p><p></p><p>Simplify your monsters by making effects part of the basic math. Ie, when running a dryad, have all of her attacks assume Shillelagh, and her defenses assume Barkskin. Alternately, have those effects come online when the monster is at half HP, or loses 1/4 HP, etc. </p><p></p><p>Find some quick reference printable tables and such, index cards or quick reference sheets for conditions, etc. for the players. Get them tracking their own stuff. Print out monsters so you can mark down current HP, and whatever notes you need, right on the monster. Also for quick reference. </p><p></p><p>I like to copy and paste stats onto a word doc, clean up the format, make whatever adjustments I need to, simplify redundant stuff, and print 1-3 pages of critters. Minions and such I will only keep 1/4 or so of the statblock. </p><p>Other people like using an index card per monster. </p><p></p><p>Edit. Got interrupted.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7045844, member: 6704184"] A few ideas: Legendary Enemies, or anyone you want to be the setpeice of the battle, needs an extra reaction, and the ability to mitigate damage, and a regen value. Maybe a whole extra turn. Use terrain dynamically. Have feature of the terrain that can be used as cover, moved around/over, used against the players unless they take control of them, etc. Include hazards as part of such battles, if it makes sense. Always give your BBEG a lieutenant, and/or some minions, as others have said. If possible, give the BBEG a way to summon/activate 1 or more hazards, obstacles, terrain features, or allies. Example: my latest BBEG was able to animate statues, and raise platforms in her hall. When she needed space, she had a pushback Blast, and a successful save still pushed the saving creature back, but half as much, so no matter what she got space. Then, she could animate a statue as a bonus action, and it immediately could Move half its speed. Lastly, when the party had her on the ropes, she pushed back, and raise herself on a platform, and then made the floor stagger into different levels, creating obstacles the party had to overcome to get to her. Her minions and summoned creature harried the party while she healed, and basically created a new phase of the battle. Steal monster abilities from other d20 games, and/or give them spells or spell like abilities with a recharge mechanic. Ie, every turn roll a d6, and on a 4+, the recharge ability recharges, and can be used again on that turn. Animated minions should be resurectable if needed. Simplify your monsters by making effects part of the basic math. Ie, when running a dryad, have all of her attacks assume Shillelagh, and her defenses assume Barkskin. Alternately, have those effects come online when the monster is at half HP, or loses 1/4 HP, etc. Find some quick reference printable tables and such, index cards or quick reference sheets for conditions, etc. for the players. Get them tracking their own stuff. Print out monsters so you can mark down current HP, and whatever notes you need, right on the monster. Also for quick reference. I like to copy and paste stats onto a word doc, clean up the format, make whatever adjustments I need to, simplify redundant stuff, and print 1-3 pages of critters. Minions and such I will only keep 1/4 or so of the statblock. Other people like using an index card per monster. Edit. Got interrupted. [/QUOTE]
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