So while its fine to just have two balls of enemies knock out each other here and there, memorable combats are often about neat setups and special tactics. So tell us about some of the combat setups that you found creating really interesting combats, perhaps even very deadly ones!
My most recent one, that turned out to be very engaging for the party:
The party heads down a very narrow corridor that has a waterfall of antimagic water (strips the spell buffs off someone, it also serves to stop the undead, a barrier to prevent their exit). It leads into a 30 by 30 ft room. The corners of the room each have a wight (with chainmail so AC 16). In the middle of the room is a circle of dark skulls, and a coffin in the middle (containing a Vampire Spawn). On the far side is a locked door, above the door is a grate leading to a narrow (air vent like) tunnel, containing a Spirit Naga.
This turned into a hell of a fight for the party. The cleric managed to turn 3 of the wights who ran back into the antimagic water, which took them out. However, the vampire got a hold of the scout and started biting into them. Several of the party did not have magic weapons, and so the vampire resistance + normal healing + skull healing made it quite durable. The naga dominated the barbarian, who then started beating into the rogue. The bard managed to disable the skulls using religion, just as the naga came down a second time, casting a 5th level sleep spell, which dropped the bard (would have gotten the rogue as well if they were not an elf). The scout slipped out of the vampire's grasp and moves back to use arrows, but the vampire decides to move onto the unconscious bard and rip into them! The bard is nearly killed, but awakes, and gets the vampire with a Tasha's hideous laughter. The barbarian takes some damage and finally awakens from the dominate, and tries to get the naga through the grate, and the naga retreats with dimension door (to another section of the tunnel).
The party finishes the last wight, and beats on teh vampire. The barbarian than grapples the vamp and pulls her under the water. The vampire takes 20 acid damage from the "running water vulnerability", and is eventually killed.
The party then heads to another very narrow corridor, with another grate. As expected, the naga drops down. The barbarian races ahead to try and grab the naga, but the naga goes first and manages to get off a lightning bolt. In the narrow corridor, everyone has disadvantage on reflex saves and everyone takes the bolt, leaving them reeling. The barbarian does manage to grapple the naga, and they get some hits in, but the naga d doors once again, battered but alive. The party now heads into the final area of the dungeon, swearing vengeance on the naga (who is now enemy number 1)!
My most recent one, that turned out to be very engaging for the party:
The party heads down a very narrow corridor that has a waterfall of antimagic water (strips the spell buffs off someone, it also serves to stop the undead, a barrier to prevent their exit). It leads into a 30 by 30 ft room. The corners of the room each have a wight (with chainmail so AC 16). In the middle of the room is a circle of dark skulls, and a coffin in the middle (containing a Vampire Spawn). On the far side is a locked door, above the door is a grate leading to a narrow (air vent like) tunnel, containing a Spirit Naga.
- The Anti-magic water stripped off one of the players Enhance Ability buffs, the rest of the group used blankets and other equipment to make it through without issue.
- The Dark Skulls act on Initiative 20. They release a pulse up to 40 feet away (aka just outside the room). People that fail a Str Save DC 13 are pulled in 10 feet. This yoinked the scout who had just opened the door into the room (I find its good to prevent the party from using doorways to funnel monsters). Further, the Dark Skull deal 1d8 necrotic damage to anyone in their area, and heals any undead the same amount. The skulls can be disabled like a trap using thieves tools, or religion to purify them.
- The spirit naga pops in its head on its initiative, casts a spell, and then pulls back up into the safety of the tunnel.
This turned into a hell of a fight for the party. The cleric managed to turn 3 of the wights who ran back into the antimagic water, which took them out. However, the vampire got a hold of the scout and started biting into them. Several of the party did not have magic weapons, and so the vampire resistance + normal healing + skull healing made it quite durable. The naga dominated the barbarian, who then started beating into the rogue. The bard managed to disable the skulls using religion, just as the naga came down a second time, casting a 5th level sleep spell, which dropped the bard (would have gotten the rogue as well if they were not an elf). The scout slipped out of the vampire's grasp and moves back to use arrows, but the vampire decides to move onto the unconscious bard and rip into them! The bard is nearly killed, but awakes, and gets the vampire with a Tasha's hideous laughter. The barbarian takes some damage and finally awakens from the dominate, and tries to get the naga through the grate, and the naga retreats with dimension door (to another section of the tunnel).
The party finishes the last wight, and beats on teh vampire. The barbarian than grapples the vamp and pulls her under the water. The vampire takes 20 acid damage from the "running water vulnerability", and is eventually killed.
The party then heads to another very narrow corridor, with another grate. As expected, the naga drops down. The barbarian races ahead to try and grab the naga, but the naga goes first and manages to get off a lightning bolt. In the narrow corridor, everyone has disadvantage on reflex saves and everyone takes the bolt, leaving them reeling. The barbarian does manage to grapple the naga, and they get some hits in, but the naga d doors once again, battered but alive. The party now heads into the final area of the dungeon, swearing vengeance on the naga (who is now enemy number 1)!