My First Boss Monster (Ancient White Dragon)

hvg3akaek

First Post
I follow a handful of DnD blogs and podcasts. One I have recently stumbled upon is The Angry DM, who has written a series of articles on "DM Boss Fights":


Go ahead and read them - I'll be here when you get back :ridin


OK, so the idea really intrigues me - I have tried out Gamefiend / Quinn Murphy's "Worldbreaker" concept before, and was impressed to find another viable option to the long, grinding battle with a solo problem.

With an encounter quickly coming up (in a campaign adapted from Stephen Radney-MacFarland's adventure, "Winter of the Witch", found in Dungeon Magazine 162) wherein my players will face off against a rather large and angry white dragon (which I recently purchased just the miniature for!), I wanted to make it a more thrilling encounter than what I expected it to be: Wizard and Psion trap; Fighter holds; Warlock burns. Repeat until cooked through.

ADM's suggestion, where the monster is completely replaced at each stage, and large changes happen to the playing, fit my ideas nicely, and so I built my own boss! (see attached).

I'll go through some of the important changes. First, I loved the idea ADM gave with his dragon, in letting them roll initiative twice, and having an extra chance of saving each round. The only solo I have played that I felt lived up to the title was built similarly: but had three turns every round (Bel Shalor, the Shadow in the Flame; and I still think the only reason he defeated the party was that too many of them weren't posting).

Second, I lessened his immediate powers, so that they could build over time. An aura of 5, with 30 damage a round is pretty severe, so I limited the damage to the "bloodied" stage, and limited the flight-slowing to the second and third stages. His triple attack also turned into a double attack; and in stage three, was changed from a "kill one player good" to a "try to attack many players". Spreading out the hurt is always more fun; and lessens that whole "stop picking on me!" feeling :ridin

I also changed his encounter fear aura (standard action, burst 10) to a minor action (one creature). As written, it is effectively a game-lengthener: Dragon uses a standard action so that everyone else doesn't act. Now, for a third of his life (most likely, not long enough to attack each PC with it) he can use an otherwise not-used action to give a vicious glare at troublesome folk.

He didn't have any triggered actions, so I added in an alternate to the tail-slap; tailored to my party. They like teleporting, and since that would get around so much of his slowing-nastiness, I thought a little knock when they popped in could work nicely. Plus, the whole first stage is about the dragon really looking down his nose at the party. He gazes at them, he holds back as if they are not worth his time, and generally puts up with their attacks...until they anger him!


Stage two starts (or stage one ends?) with a power adapted from the scenario the dragon was from. In it, it's a standard action he can do once per encounter; but I felt that it would fit nicely: he realises that the party are dangerous, and takes to the air, tearing out a chunk of the mountainside as he goes. From there, he goes into artillery mode, breathing and strafing the party, with attacks pulled from his recharge power (5 or 6; so using it at will for roughly a third of the fight sounds about right) and ADM's sample dragon.

This will be tough for a certain fighter, but with the group's ability to send him flying, I doubt it will cause him to sit out for long. The rest of the party is ranged, so even with his new trigger, he will soon be bloodied...and crashing back to the ground!


Now, in stage three, he is ferocious and wanting to be done with the group. His aura is now what it would have been all along, he finally has access to his frost breath (but I have limited it further to just once...but with some miss effects), and he has a "thunderwave / shoulder-slam" like power to show off his new-found brutality.

Instead of slapping those who teleport, he now only catches those who are slow enough to be caught. His Fury power has a benefit if he attacks multiple targets - at this stage, it could all be over quickly if one PC had three attacks; and the bloodied dragon is clearly not thinking that straight. He just wants to lash out at everyone!

Finally, when the party deliver their last blow, he screams once more, and the mountain answers him - an avalanche of snow washes down over the party, either sweeping them away, or burying them (and stopping teleporting, just for fun). After the flying-dragon aspect of part two, and the possible-falling of part 1, I would assume that everyone has taken magical precautions against falling off the mountainside, but if they haven't, they are only getting what they deserve, right? :D




So, there's my attempt at reskinning a creature with The Angry DM's Boss template - what are your thoughts on it? An interesting challenge? Down-right terrifying? Or did I take too much away, is the dragon a little more whelpish now?


-hvg3
 

Attachments

  • Boss - AWD, stage 1.PNG
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  • Boss - AWD, stage 3.PNG
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Mesh Hong

First Post
I really like what you have done with this creature. I especially like your inclusion of everything you need to remember as the dragon shifts from phase 1 to 2 to 3.

I can’t help but wonder if all the stages are not kicking out enough damage, or more specifically not targeting enough enemies. To explain, a dragon usually has a recharge 5/6 breath attack that does reasonable damage to a large area (hopefully 3 or more PCs). This is usually its main form of attack when available, backed up by its lesser multiple attack against a single target which isn’t as dangerous to the entire group but is still dangerous to its chosen target.

Now I am not saying each stage of the dragon needs a breath weapon attack, but I am saying that I would consider a burst, blast or area attack with a recharge for each stage.

Another slight issue with having a 3 stage boss is that 305 HPs doesn’t give the creature a lot of time to use its abilities (if it were facing my group I would say that it would have 2 rounds if it was lucky, and would actually have a very good chance of not being able to do anything at all!). Acting twice each round should help but a single critical hit from the PCs might render a large chunk of your effort wasted.

If this is an important fight I would consider using the old solo HP expression which would equate to each stage having 375 HPs instead of 305 HPs. That might ensure it its second turn in each stage.

Other than those general comments I think this is a solid creature, but here are a few specific comments for you to consider.

Stage 1

Frightful Gaze
Is this supposed to be 1/round or 1/turn. I am just checking because the creature acts twice in a round and can only use this minor action once.

Its OK as 1/round but 1/turn would obviously be more dangerous though you would have to restrain yourself from just targeting the same PC all the time to maintain the air of balance.

Set the Tone
I really think that the Dragon should come out of the gate fighting, as it stands it doesn’t really have an alpha strike. I would consider giving it an encounter (or maybe recharge if you are feeling cruel) power that would strike fear into the PCs.

:melee: Snapping Jaws (standard, encounter)
Kurikveaeri makes a Bite attack against all enemies in reach

Now that would give them something to think about.

Stage 2
I don’t really see why it needs to reroll its initiative, it might be simpler for it to just keep the initiative it is on, this will keep the action flowing while changing the initiative mid round might cause a few minor issues.

Again in this form it is pretty solid, but is only targeting 1 or two creatures each turn. Maybe it could have a close blast power.

:close: Tail Sweep (standard, recharge :6:)
Close blast 4; attack +27 vs. Reflex; 4d10+12 damage; on hit target is pushed 4 squares and knocked prone; on miss half damage

Stage 3
In this stage you have included the 30 cold damage aura, from personal experience this is a monstrous power and guaranteed damage. This power alone makes the dragons final stage fearsome and memorable.

Stage 3 looks good, the only thing I might consider is changing the Frosted Breath attack to recharge 6 to add another layer of lethality, but this might be overkill. Of course just because the breath attack recharges doesn’t mean you have to use it if the combat has already been epic enough.

Transition Events
I really like the transition events and can see how they fit in and will work with the encounter. They are clear enough for anyone else to understand and use as is or adapt to their own situation.

You are being very generous allowing a saving throw every 20ft when falling, but I will make no other comment than that as it is probably something specific to your game style and precedent.

Conclusion
This is solid and interesting solo creature, it could be made tougher but depending on the group that are facing it it might not need it. Good work.
 

hvg3akaek

First Post
I really like what you have done with this creature. I especially like your inclusion of everything you need to remember as the dragon shifts from phase 1 to 2 to 3.
Thanks! :) And thanks for your in-depth reply!



I can’t help but wonder if all the stages are not kicking out enough damage, or more specifically not targeting enough enemies. To explain, a dragon usually has a recharge 5/6 breath attack that does reasonable damage to a large area (hopefully 3 or more PCs). This is usually its main form of attack when available, backed up by its lesser multiple attack against a single target which isn’t as dangerous to the entire group but is still dangerous to its chosen target.
I will admit that it was tailored to a group of 4, so it didn't need that many burst attacks - that, and it would rarely get more than two of the PCs in such an area. I was refocusing the attacks around not doing pure damage, either - stage 1 has a little controllery action (in the targeted stun effect); stage 2 has the advantage of distance, as it takes to the air for it's artillery runs; and stage 3 allows it to really start pumping out damage, with a 30-damage aura, a breath attack, and it's Fury attack.

Also note that it has a total of 3 APs (one per stage), and it acts twice in each round (Draconic Alacrity). That means it will be doing two claws each round in stage 1; two fly-by attacks or Tomb attacks in stage 2; and two Fury attacks in stage 3. I think that's going to be a lot of damage! :)


Now I am not saying each stage of the dragon needs a breath weapon attack, but I am saying that I would consider a burst, blast or area attack with a recharge for each stage.
It is definitely a good idea - though the recharge I am unsure about. One thing The AngryDM did with this "Boss Monster" idea was to move away from recharges. A 5+ recharge now is an at-will power for one of the three stages, and so forth. This allows each ability to be more strongly tied with a stage, and creates the stages a little more thematically.

Also: Collapsing Shelf for stage 1; Spiraling Dive for stage 2; and Frosted Breath & Death Scream for stage 3 :)

Another slight issue with having a 3 stage boss is that 305 HPs doesn’t give the creature a lot of time to use its abilities (if it were facing my group I would say that it would have 2 rounds if it was lucky, and would actually have a very good chance of not being able to do anything at all!). Acting twice each round should help but a single critical hit from the PCs might render a large chunk of your effort wasted.

If this is an important fight I would consider using the old solo HP expression which would equate to each stage having 375 HPs instead of 305 HPs. That might ensure it its second turn in each stage.
A good point :) I think the PCs are critting for 70-100 damage at the moment, but will have 1-2 levels increase before meeting this fellow.

On the other hand, the "Boss Monster" stages are only meant to last about 2 rounds each. Acting twice each round means it would get 4 chances to save against any horrible effects, and 4 chances to use each of it's action points. Plus, if they *do* trap it down for one stage - well done to them :D Then it 'escapes', and the scene changes.

As to the HP change, I did have the old solo HP in there at the start, but felt that it was too much, and dropped it. The game is actually one we play at work (in our lunch breaks), and we've taken to dropping all HP by ~20% (mainly to reduce the time for each encounter). Monster damage has risen, accordingly, to keep the battle fierce. I am considering raising the HP again - in effect, each stage could take up one lunchtime game, if we wanted to stretch it out a bit. But I'm also unsure as to how my party would feel about one three-day spanning encounter :p


Frightful Gaze
Is this supposed to be 1/round or 1/turn. I am just checking because the creature acts twice in a round and can only use this minor action once.
Yeah, it's worded as 1/round... It was initially a stun effect (and there only being 4 PCs, I didn't want to take half the party out in one turn!). I'm thinking that with only being dazed, it could work as 1/turn instead...then he could chase down those pesky controllers, and they'd have to spend their rounds running away! :D

Will think more, but it's definitely a good option!


Set the Tone
I really think that the Dragon should come out of the gate fighting, as it stands it doesn’t really have an alpha strike. I would consider giving it an encounter (or maybe recharge if you are feeling cruel) power that would strike fear into the PCs.
That's a good call. I had the literal "encounter fear power" (Frightful Presence), but changed it to the one-target gaze.

On the other hand (again), does he need an opening attack? The "Snapping jaws" power is a nice idea, but what if at first, he is high and mighty, proud and arrogant, and thinks little of this incursion to his domain? In some ways, the alpha strike could very well be his devastating "Collapsing Shelf Escape", which can really mess the party up, and sets the tone for the rest of the fight - where he takes his gloves off, so to speak.

Is that too late to have an 'alpha strike' attack? :erm:


Stage 2
I don’t really see why it needs to reroll its initiative, it might be simpler for it to just keep the initiative it is on, this will keep the action flowing while changing the initiative mid round might cause a few minor issues.
Yup, the reroll initiative thing is part of AngryDM's template, and I have yet to see if it works well or is an over-complication. I imagine it is to reinforce the change of stage, and to shake up the initiative order a little. The new stage is somewhere between a whole new encounter and a continuation of the last. I could see it going either way - if the second stage is on a new day, the reroll will be fine. If it's on the same day and we are pressed for time, it may well not happen.

Again in this form it is pretty solid, but is only targeting 1 or two creatures each turn. Maybe it could have a close blast power.
It is definitely lacking a close attack power, but that is mainly because it wants to stay airborne for this entire stage. If the party can ground it and stick it there, that is a major benefit for them - and I'm happy to award them for their tactics :D

Plus, if he had a close burst attack and was grounded, then I might be comfortable leaving him there, instead of using fly-by attack to get out of the road!

Stage 3
In this stage you have included the 30 cold damage aura, from personal experience this is a monstrous power and guaranteed damage. This power alone makes the dragons final stage fearsome and memorable.
:D
I was thinking of building up to it, but realised that it was probably not necessary - stage 2 should be flying, so no need for it there.

There was reason for the three ranged guys to get away from the dragon in stage 1; but in stage 3, it will be of utmost importance! (and the fighter's regen will be put to the test! :devil:

Stage 3 looks good, the only thing I might consider is changing the Frosted Breath attack to recharge 6 to add another layer of lethality, but this might be overkill. Of course just because the breath attack recharges doesn’t mean you have to use it if the combat has already been epic enough.
It's a nice idea, but as mentioned above, he's not expected to last more than a couple of rounds. Two Fury attacks with an AP to use his breath after Storm Front to get him into position is probably enough. Plus, I'm lazy, and don't want to track recharges :D

Transition Events
I really like the transition events and can see how they fit in and will work with the encounter. They are clear enough for anyone else to understand and use as is or adapt to their own situation.
Thanks! :) Some text was taken from AngryDM's templates, and I liked how he expressed certain elements (even when reading them yourself felt like stating the obvious, writing them down made it very clear and understandable).

You are being very generous allowing a saving throw every 20ft when falling, but I will make no other comment than that as it is probably something specific to your game style and precedent.
Heh :)
Yeah, the mountainside isn't a sheer drop, but a casual, brutal, tumble. Plus, these PCs are epic.
It was actaully written that way in the encounter, and I decided not to change it because two of the party have teleport movement speeds, and three of them have ways to fly (the wizard has a daily to let the whole group fly).

Conclusion
This is solid and interesting solo creature, it could be made tougher but depending on the group that are facing it it might not need it. Good work.
[/QUOTE]Thanks again for your feedback and suggestions :) There are definitely some ideas up there that I will play with over the next week or so!
 

Mesh Hong

First Post
I'm embarrassed to say that I forgot to read you actual initial post before diving in and assessing your creature! :blush:

For a party of 4 it seems fit for purpose to me. You seem to know what you want and what will work and I think it should be a good encounter.

As to playing in your lunch break at work..... I'm amazed..... and impressed.
 

Thatwackyned

First Post
The biggest problem I find with Solo's is that they can be tied down and Nickelled and Dimed to Death.

In our game, the Warden, Wizard, Sorc and Paly were fighting a Large Elemental. The Elemental had 2 bursts, one Stun and one Daze.

The Wizard cast Stinking Cloud, the Warden used Boiling Cloud, the Sorc cast Prescient Defense and the Paly used Shielding Smite on the Warden. We surrounded the Elemental, so every round around 40 damage just from being close to us and hitting us with the bursts.

In you situation, use Zones to keep the party seperate. Fear, Stun and Daze are going to be your friend. Don't allow them to set up position, come to them, then retreat once they put their Zones up.
 

hvg3akaek

First Post
I'm embarrassed to say that I forgot to read you actual initial post before diving in and assessing your creature! :blush:

For a party of 4 it seems fit for purpose to me. You seem to know what you want and what will work and I think it should be a good encounter.
heh :p fair enough! Glad that that little bit of info makes the boss seem better-fitting :D

If there were the normal party of five, I would definitely be reworking a number of the elements, as you suggested above.

As to playing in your lunch break at work..... I'm amazed..... and impressed.
Yah, it's pretty good! There are also organised soccer and football games, as well as a number of other activities. :p Of course, lunchtimes are unpaid, so if you take longer, you gotta stay back later to make up for them, but it's worth it :)
 

hvg3akaek

First Post
The biggest problem I find with Solo's is that they can be tied down and Nickelled and Dimed to Death.
How do you think the changes of stage help with this?

Conditions on the dragon will end at the end of each stage, and each stage's transitions allow the dragon to move. So he should be breaking free from anything the party place on him at least twice in the combat.

The Wizard cast Stinking Cloud, the Warden used Boiling Cloud, the Sorc cast Prescient Defense and the Paly used Shielding Smite on the Warden. We surrounded the Elemental, so every round around 40 damage just from being close to us and hitting us with the bursts.
If this were to happen, a stage change would cause the party much pain, then the dragon would be flying around above them, hopefully stopping the wizard from sustaining his powers, but definitely keeping away from the melee guys.
In the final section, he'd have his own auto-damage: 30 cold a round. That would hopefully serve to dissuade them from all closing in. :p
 

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