Boss Encounter for 6 lvl 9 PCs

Mesh Hong

First Post
This is an end of side quest boss encounter I used recently that I thought I would share in case anyone was interested. Please note I will try and leave any plot out to reduce the size of the post and anyone interested in adapting this for themselves would probably use their own plot.

This was designed for 6 level 9 characters. My PCs are; Rogue, Infernal Warlock, Bow Ranger, Warlord, Cleric, Paladin.

This encounter takes place in a ‘cave like’ hollow of a large overgrown thorny thicket on an isolated rock island about 10 miles into a massive swampy marsh. The centre of the thicket has an open area of about 125 to 150 feet, with the thorny canopy ceiling ranging from 20 to 30 foot high, giving a dark claustrophobic atmosphere to the encounter. The entrance way is a rough arched tunnel about 100 foot long and 10 foot wide twisting its way toward the centre.

Necessary plot: Local Elf community has worshipped a deity or fey spirit called the “Trinity” for around 50 years, the trinity is Beauty, Clarity and Action. The Trinity has forbade any elf from entering the swamp, long story short – The Trinity has been acting erratically and demanding unusual tribute recently and the Elves would like the PCs to travel to its grove to investigate.

As the characters approach the chamber they can see 3 large statue like elven heads nestled in the undergrowth on the other side of the large chamber. They look like the only visible parts of a large statue overgrown by thorny twisting vines. As they move into the chamber the ‘statues’ eyes open and the heads drift out, one of them igniting a fiery aura, initiative is rolled and the battle is on……

Encounter:
Stage 1
Head of Beauty; level 9 soldier
Head of Clarity; level 9 artillery
Head of Action; level 12 brute

The heads all have an ethereal strand loosely connecting them to a point in the undergrowth (the Bulbous Mass). These strands are only visible occasionally as they catch the light. In other words they cannot be attacked and are there to show that this is in essence a linked creature.

In the second round of combat a huge section of undergrowth rumbles forward (the bulbous mass) the ethereal strands seem to connect to its centre.

Bulbous Mass; level 9 elite controller

The bulbous mass is a writhing ball of roots, the centre 5 foot square is a very dense ball with the squares around it being roots and vines in constant motion.

Stage 2
When the Bulbous Mass is killed keep it in play as an obstacle, saying that the centre square is a solid mass and the squares adjacent to it are difficult terrain due to the root debris. Then the turn after it is killed the centre falls apart revealing the true threat, a Hag Spirit of Spite that had taken residence inside the Trinities base for its own purposes. (again use your own plot).

Hag Spirit of Spite; level 12 elite skirmisher

The ethereal strands of any heads still remaining at this point are connected to the Hag. If any heads remain after the Hag is killed they are no longer under its influence and become passive, drifting back to their original position nestled in the undergrowth.

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Head of Beauty Level 9 Soldier
Large Fey Magical Beast (Head 1) XP 400

Initiative +7 Senses Perception +8
Aura of Absolute Beauty (Gaze, Charm) aura 20; Whenever Head is the
target of an attack or ability the attacker must make a saving throw (vs.
charm effect) or lose the action. (note: encounter and daily powers
cancelled in this way are not expended)
HP 92; Bloodied 46
AC 25; Fortitude 21, Reflex 21, Will 22
Immune Sleep; Cold;
Vulnerable 5 Cold Iron
Speed 5 (hover)

[FONT=D&D 4e icons]M[/FONT] Look of innocence (Standard; at-will)
Attack +16 vs. AC; 1d8+5 damage

[FONT=D&D 4e icons]r[/FONT] Cold Stare of Beauty (Standard; at-will) cold
Range 15; attack +14 vs. Will; 2d6+5 cold damage; on hit target is
immobilised

[FONT=D&D 4e icons]a[/FONT] Mirror of the Soul (Standard; recharge [FONT=D&D 4e icons]56[/FONT]) Cold
Area burst 2 within 15 squares; attack +12 vs. Reflex; 2d8+5 cold
damage; on hit target is knocked prone. Creates Zone of ice that lasts
until the head is destroyed, creatures entering or starting their turn inside
zone must make athletics or acrobatics check DC15 or fall prone. (note
only 1 check per zone each turn)

Alignment Unaligned Languages Common, Elven, Goblin
Str 16 (+7) Dex 16 (+7) Wis 18 (+8)
Con 12 (+5) Int 18 (+8) Cha 20 (+9)

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Head of Clarity Level 9 Artillery
Large Fey Magical Beast (Head 2) XP 400

Initiative +7 Senses Perception +8
Aura of Precognition (Psychic) aura 10; Head gains +2 bonus to all
defences against attacks from inside the aura
HP 72; Bloodied 36
AC 21; Fortitude 19, Reflex 22, Will 21
Immune Sleep, Lightning;
Vulnerable 5 Cold Iron
Speed 5 (hover)

[FONT=D&D 4e icons]M[/FONT] Look of Painful Insight (Standard; at-will) psychic
Attack +16 vs. AC; 1d8+2 psychic damage

[FONT=D&D 4e icons]r[/FONT] Eldritch Blast of Fate (Standard; at-will) necrotic
Range 20; attack +16 vs. AC; 2d6+5 necrotic damage

[FONT=D&D 4e icons]r[/FONT] Twin Blast of Light and Dark (Standard; recharge [FONT=D&D 4e icons]56[/FONT]) necrotic / radiant
Range 10; 2 attacks against different targets(one Necrotic, one Radiant);
attack +14 vs. Fortitude; 2d8+5 damage;
Necrotic; on hit the target is weakened;
Radiant; on hit the target is dazed

Alignment Unaligned Languages Common, Elven, Goblin
Str 12 (+5) Dex 16 (+7) Wis 18 (+8)
Con 12 (+5) Int 20 (+9) Cha 18 (+8)

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Head of Action Level 12 Brute
Large Fey Magical Beast (Head 3) XP 700

Initiative +10 Senses Perception +8
Aura of the Hot Head (Fire) aura 2; All enemies entering or starting their
turn inside the aura take 10 fire damage
HP 150; Bloodied 75
AC 24; Fortitude 25, Reflex 24, Will 22
Immune Sleep, Fire;
Vulnerable 5 Cold Iron
Speed 6 (hover)

[FONT=D&D 4e icons]M[/FONT] Angry Slam (Standard; at-will)
Attack +15 vs. AC; 2d8+6 damage

[FONT=D&D 4e icons]m[/FONT] Flaming Slam (Standard; at-will) fire
Attack +15 vs. AC; 3d6+6 fire damage; on hit target takes 10 ongoing fire
damage (save ends)

[FONT=D&D 4e icons]c[/FONT] Flaming Wrath (Standard; recharge [FONT=D&D 4e icons]56[/FONT]) Fire
Close blast 5; attack +13 vs. Reflex; 3d6+4 fire damage; on hit target is
pushed 1 square

Alignment Unaligned Languages Common, Elven, Goblin
Str 22 (+12) Dex 18 (+10) Wis 15 (+8)
Con 20 (+11) Int 16 (+9) Cha 14 (+8)

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Bulbous Mass Level 9 Elite Controller
Huge Fey Magical Beast (body) XP 800

Initiative +2 Senses Perception +8 (blind sight)
Writhing Roots aura 2; creatures entering or starting their turn inside
aura take 2 damage
HP 200; Bloodied 100; see Bloodied Burst
Regeneration 15, does not regenerate if took fire damage in previous
round
AC 25; Fortitude 24, Reflex 18, Will 23
Immune sleep, poison;
Resist 10 psychic; Vulnerable 5 fire
Saving Throws +5
Speed 2 (cannot shift)
Action Points 1

[FONT=D&D 4e icons]M[/FONT] Root Slam (Standard; at-will)
Reach 2; attack +14 vs. AC; 1d10+4 damage; on hit target slides 1 square

[FONT=D&D 4e icons]m[/FONT] Double Root Slam (Standard; at-will)
Bulbous Mass makes 2 Root Slam attacks

[FONT=D&D 4e icons]m[/FONT] Tripping Roots (Minor; at-will) 1/round
Reach 2; attack +12 vs. Reflex; 1d6+4 damage; on hit target is knocked
prone

[FONT=D&D 4e icons]r[/FONT] Psychic Shove (recharge [FONT=D&D 4e icons]3456[/FONT]) psychic
Range 15; attack +12 vs. Fortitude; 2d8+5 psychic damage; on hit target
slides 5 squares and is knocked prone

[FONT=D&D 4e icons]c[/FONT] Bloodied Burst (Immediate Reaction) when bloodied
Burst 5; attack +10 vs. Fortitude; 3d6+5 poison damage; on hit target is
weakened (save ends)

Alignment Unaligned
Skills endurance +14
Str 18 (+8) Dex 6 (+2) Wis 18 (+8)
Con 20 (+9) Int 10 (+4) Cha 10 (+4)

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Hag Spirit of Spite Level 12 Elite Skirmisher
Medium Fey Magical Beast XP 1,400

Initiative +11 Senses Perception +12
HP 244; Bloodied 122
AC 28; Fortitude 27, Reflex 24, Will 27
Immune charm, sleep, poison;
Vulnerable 10 Cold Iron
Saving Throws +2 see Stubborn Mind
Speed 7
Action Points 1

[FONT=D&D 4e icons]M[/FONT] Clawed Hand Swipe (Standard; at-will)
Attack +17 vs. AC; 1d10+6 damage

[FONT=D&D 4e icons]m[/FONT] Flurry of Claws (Standard; at-will)
2 attacks +17 vs. AC; 1d8+6 damage; if both hit the same target +4
damage and the target is stunned until the end of the Hags next turn

[FONT=D&D 4e icons]c[/FONT] Whirlwind of Razor Claws (Standard; recharge [FONT=D&D 4e icons]56[/FONT])
Burst 2; attack +15 vs. AC; 3d6+6 damage

[FONT=D&D 4e icons]a[/FONT] Spiteful Blast (Standard; encounter) teleport
Burst 2 within 10 squares; +13 vs. Will; 2d8+6 psychic damage; on hit
target is teleported 5 squares and immobilised (save ends)

Fey Step (Move; recharge [FONT=D&D 4e icons]56[/FONT]) Teleport
Hag can teleport 8 squares as a move action

Stubborn Mind (Immediate Interrupt; at-will)
When ever Spirit of Spite is effective by an effect that is ended by a
saving throw it can make an immediate save as a free action

Alignment Evil Languages Common, Elven, Goblin
Str 22 (+12) Dex 20 (+11) Wis 22 (+12)
Con 18 (+10) Int 16 (+9) Cha 16 (+9)


Design / Actual Play Notes:
1: Head of Beauty
The Aura of Absolute Beauty worked well, I have 2 PCs that have bonuses to saves vs. charm effects so it was nice that this could be useful for once. The Zones of ice added a bit of fun to the encounter, by the end there were 7 of them and its always nice to have a changing battlefield. It also added a comedy moment when the Hag failed an acrobatics check and fell prone.

The Head of Beauty was the only part of the Trinity that survived the encounter, so as we left it, it is now a trinity of one.

2: Head of Clarity
Worked well, wasn’t as lucky with its 5,6 recharge. I would maybe think of increasing the Aura of Precognition bonus from +2 to +4, but it would probably be a little unfair.

3: Head of Action
Worked well, this was the first time the PCs had come up against a damage 10 aura and it was a nasty surprise. The Head of Action was quite rightly recognised as a major threat and was the first to be killed.

4: Bulbous Mass
Worked as intended. The regeneration 15 was pretty much a moot point as my PCs can consistently deal fire damage, I think it got to regenerate once. If your party has less access to fire damage you might want to tone it back to 10.

I actually forgot about the Bloodied Burst in the heat of the moment, so I changed it from “when bloodied” to “on death”. This might actually be a change for the better as it give more forbearance to the fight not being quite over.

5: Hag Spirit of Spite
Nasty surprise creature, worked well. As written going into the encounter it also had “Resist 5 all except cold iron”, but this was completely unnecessary so I ignored it (and have taken it out of the stat block)

The Whirlwind of Razor Claws is a bit vicious but fair enough I think on a 5,6 recharge. There was also a comedy moment when the Head of Beauty was inside the burst and the Hag failed her save vs. charm so the attack was cancelled which was amusing.

General Point
I know that Fey do not have a vulnerability to Cold Iron in 4e, in my world some Fey do but most don't. It is basically the 'Old Fey Spirits' that have cold iron vulnerability. My PCs aquired some cold iron as part of a loot package when they were about level 6, I nudged them a few times that they could make weapons from it. In the end they never did so they never got to exploit these creatures vulnerability. The encounter was fine without it, you could maybe switch the vulnerability from cold iron to something more appropriate to your group if required.

Well, pretty long post, I hope it was either interesting or useful. As ever I would appreciate any comments.
 

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Thanks for posting this. It's a really fascinating encounter and an inspiring use of the rules. I'll also save it and send some XP your way. Thanks again.
 

This is actually similar to how I envisioned running a boss monster/solo encounter -- have it be, mechanically, a series of monsters, but describe/dress it as a single monster or entity. Bravo, this is really nice!
 

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