I talked to my players and they are okay with replacing this week's session with a one shot boss fight. They have not been told anything about the boss, and they will not be telling me anything about their characters.
snip
I will return to report on the battles later this week.
So I ended up doing this. When I can finally wrap my head around what happened I'll post the details.
The first fight was more or less as anticipated. Symbol (stunning) is brutal, teleporting as a legendary action is ridiculous, and the one PC who was able to meaningfully contribute was no match for Moloch in a 1v1 match.
The second fight, the one that I'm still trying to figure out, ended up going well until the players saw the Deck of Many Things on their magic item list (I rolled randomly and it somehow came up). This would have been fine except the rogue decided that, since the deck had thirteen cards, it would be a good idea to wait until he engaged Moloch and then draw thirteen cards. Things went very wrong for everyone involved in short order, and both Moloch and the Rogue ultimately ended up banished to the Astral Sea after destroying the entire battlefield (I spent two hours working on that map!) and playing around with a Portable Hole and a Bag of Holding. The majority of the characters survived and returned as heroes. Booting Moloch from their plane is really the best they could hope for anyway. Killing him sends him back to the Nine Hells, so it's fair to say that they accomplished their goal as much as was realistically possible.
So I ended up doing this. When I can finally wrap my head around what happened I'll post the details.
The first fight was more or less as anticipated. Symbol (stunning) is brutal, teleporting as a legendary action is ridiculous, and the one PC who was able to meaningfully contribute was no match for Moloch in a 1v1 match.
The second fight, the one that I'm still trying to figure out, ended up going well until the players saw the Deck of Many Things on their magic item list (I rolled randomly and it somehow came up). This would have been fine except the rogue decided that, since the deck had thirteen cards, it would be a good idea to wait until he engaged Moloch and then draw thirteen cards. Things went very wrong for everyone involved in short order, and both Moloch and the Rogue ultimately ended up banished to the Astral Sea after destroying the entire battlefield (I spent two hours working on that map!) and playing around with a Portable Hole and a Bag of Holding. The majority of the characters survived and returned as heroes. Booting Moloch from their plane is really the best they could hope for anyway. Killing him sends him back to the Nine Hells, so it's fair to say that they accomplished their goal as much as was realistically possible.
Ok, let's imagine three scenarios. And note, as per the DMG, Legendary actions can only be used by a creature at the END of another creature's turn.
awesome tactics follow...
The first fight was more or less as anticipated. Symbol (stunning) is brutal, teleporting as a legendary action is ridiculous, and the one PC who was able to meaningfully contribute was no match for Moloch in a 1v1 match.
Is it in a book outside the SRD?Did no one use Dimensional Anchor? (Yes, I know the latter isn't in the 5E SRD.)
Did no one Counterspell? Did no one use Dimensional Anchor? (Yes, I know the latter isn't in the 5E SRD.)
Did they even have those spells prepared? The scenario was (if I remember correctly), that the DM did not know the group's characters and the players did not know what they were fighting.
As of right now we don't even know:
# of PCs
level of PCs
class of PCs
It is a little early to start questioning their tactics.