D&D 5E (2024) Tuning big single creatures into multi-part-creatures.

Multi-part boss monsters are a

  • Good idea

    Votes: 18 69.2%
  • Dumb idea

    Votes: 4 15.4%
  • Other

    Votes: 4 15.4%

I could see that AoE effects can indeed hit all parts, but they inflict only half damage. So if you have 3 or 4 parts, AoEs are still in sum more useful than not using AoEs, and they would be better than if it was just a single enemy. But also not excessively so.
 

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I like the sticking to only 3 max numbers. When I run combats with more than 3 monster types it places more load on my brain than it is worth usually.

I tend to like easy systems to add. This sounds rather easy if the picky parts like AOE spells and stuff can be figures out without nerfing the PC abilities. I do not think I would like it if the DM suddenly threw on me a dragon and then said I cannot hit all 8 parts of it with fireball.

There was a thread a while ago about staged monsters and having fights draw out that way. The dragon is killed and then a shadow emerges out of it or something. Movie stuff like when the demon pops out of Sardo Numpsa after already fighting.

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I think it can work sometimes but I would reserve this for special or unique monsters, the ones you want to stand out. Having 9 subparts might also be a bit much for me but that doesn't change the concept. On the other hand I almost never use solo monsters (they've never worked well under most circumstances), and it kind of reminds me of lair actions.
 

I did this to good effect for a high level, god-hunting D&D game for a convention. I tweaked the formula a little each session and finally landed on a pretty good solution. There is a thread around here somewhere.
 

from experience having 3 parts is the sweat spot
I like the sticking to only 3 max numbers
doesn't change the concept
I reduced the number of parts by making use of Bloodied. I.e. bloodied wings reduces fly speed.

Keeps the same feel, but i agree, I did get a bit carried away with 9 parts. Could be convinced to reduce it further.

Edit: 3 to 5 parts sounds about right IMO.
 
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Nice idea, but could be tricky to balance.
I don't see how it would be any more tricky to balance than fighting 3-5 normal creatures.
How do PCs target an individual area of the large creature
there are no facing rules, so just pick a part within range. Same rules as if you had a rider and mount or a bunch of tiny creatures (with AoE exception)
are some portions higher or lower AC, or at disadvantage to attack),
also keep things pretty consistent between parts most of the time: Same AC, same saving throws, same resistances, etc.
All parts share the same stats, but you can always make exceptions.

I.e. only the head can take Psychic damage.
What’s the why? So players can target parts and have an effect when part controlled?
Stalker0 laid it out nicely
1) Gets to go multiple times on the same round.
2) Cannot be taken out by a nova alpha strike (damaging a part does not transfer damage to another area).
3) Ensures control conditions are not insanely impactful (aka one paralyze and the monster is basically out of the fight)
 

I reduced the number of parts by making use of Bloodied. I.e. bloodied wings reduces fly speed.

Keeps the same feel, but i agree, I did get a bit carried away with 9 parts. Could be convinced to reduce it further.

Edit: 3 to 5 parts sounds about right IMO.
Personally, I don’t mind running large numbers of creatures in combat, especially when several of them are identical, like the four “leg” creatures. But YMMV.
 

Having played a lot of Battletech* in the day, I've done component breakouts for a few creatures - most recently a Gargantua for a one-shot in Ravinca where it was attacking the city and the PCs had to find a way to stop it. One of the things they found they could do is focus fire on an arm and by depleting its HP, make it lose an arm attack. They then caused it to fall by taking out one of the legs.

* Battletech breaks a mech out into Head, Left/Right Torso, Center Torso, Left/Right Arm and Left/Right Leg, with components of outer armor and internal structure. Once the outer armor is pierced, you have a chance to start doing critical damage to the internal structure, taking out weapons, detonating ammunition, damaging critical controls and possibly even sniping the pilot. Once internal structure is taken out, damage transfers "inward" to the Center Torso, eventually destroying the mech entirely through attrition.

Some of this can be translated to D&D, allowing PCs to reduce attacks, negate certain abilities or hit critical weak points that feel like something more than chewing through bags of hit points. Works for anything of about Huge size or better, especially Gargantuan+ (the old Colossal of 3E) from being just a slugfest vs. hit points. Somewhat reminiscent of the old "Shadow of the Colossus" video game.
 


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