Boss Monster

Delgar

First Post
Okay so this weekend my players will be attempting to thrwart an assasination at a very ritzy party in Sharn. I know that this will be the only encounter of the day and I wanted it to be memorable. In addition to hob nobing with nobles (and knowing my players pissing them off) I decided that I wanted it to be a solo.

BUT I just recently read Angry DM's thread on Boss Monsters which I highly recommend others read so I'm linking it here:

The D&D Boss Fight (Part 1) | The Angry DM: D&D Advice with Attitude

And I thought I'd try my hand at making a memorable boss monster. Let me know what you think? What I should change? Add? Any advice is appreciated.

Assasin (Stage 1) Level 10 Solo Skirmisher
Medium XP 2,500
HP 186;
AC 24; Fortitude 22; Reflex 23; Will 22
Speed 8
Saving Throws +5; Action Points 1 Initiative +12
Perception +7

Traits
Supernatural Speed
The Assassin makes two initiative checks and it takes a full turn on each initiative result. The assasin may take one immediate action between the end of each of it's turns and the start of its next.

Shrug it Off
The assassin may make a saving throw against one save ends effect at the begining of its turn

Standard Actions

R Kill Shot (poison) • Encounter
Attack: Range 20 (One Target); +15 vs. AC
Hit: 3d10 + 7 and Ongoing 20 Poison Damage (Save Ends).

m Gouge (poison) • At-Will
Attack: Melee Weapon (One Target); +15 vs. AC
Hit: 2d4 + 1 and Ongoing 10 Poison Damage (Save Ends).

Slice and Dice • At-Will
Effect: Shift 4 squares and may make 3 Gouge attacks against any number of adjacent foes during shift.

Move Actions

Tumble • At-Will
Effect: Shift 4 Squares.

Minor Actions

R Bullseye • At-Will
Attack: Range 10 (One Target); +15 vs. AC
Hit: 2d4 + 1 and Target is Slowed (Save Ends).

Triggered Actions

Human Shield • At-Will (Immediate Interrupt)
Trigger: The assassin is targeted by a melee or ranged attack.
Effect: The assassin uses an adjacent panicked party guest as a body shield. The attacker can choose to abort the attack, in which case the power is not wasted. If the attacker continues the attack, the assassin has cover against this attack, and a miss against the assassin will instead hit the (minion) NPC

Mental Conditioning • At-Will
Trigger: Becomes Dazed, Stunned or Dominated
Action: No Action.
Effect: May make a save to end the effect even if the effect doesn't normally allow a save.

Uncontrollable Anger • At-Will
Trigger: When at 0 hit points
Action: No Action.
Effect: Shift up to 8 squares, can't end it's movement next to an enemy and make two Bullseye attacks.; After the movement and all attacks are fully resolved replace Assasin with Lycanthrope Assasin. Lycanthrope Assasin rolls an initiative and fights normally.
Special: Assasin can use this action even if a condition exists that would prevent him from doing so.

Str 15 (+7) Dex 21 (+10) Wis 15 (+7)
Con 15 (+7) Int 15 (+7) Cha 15 (+7)
Alignment Languages —

***

Lycanthrope Assasin (Stage 2) Level 10 Solo Skirmisher
Medium XP 2,500
HP 186;
Regeneration 5 (Looses Regneration for one turn if damaged by Fire or Silver.)
AC 24; Fortitude 22; Reflex 23; Will 22
Speed 8
Resist weapon (Silver weapons ignore this)
Saving Throws +5; Action Points 1 Initiative +12
Perception +7

Traits

Supernatural Speed
The Assassin makes two initiative checks and it takes a full turn on each initiative result. The assasin may take one immediate action between the end of each of it's turns and the start of its next.

Shrug it Off
The assassin may make a saving throw against one save ends effect at the begining of its turn

Fast Healing
Gains Regeneration 5

Standard Actions

M Bite • At-Will
Attack: (One Target); +15 vs. AC
Hit: 2d6 + 6 Ongoing 5 Bleed Damage (Save Ends).

m Claw • At-Will
Attack: Melee (One Target); +15 vs. AC
Hit: 1d6 + 3.

Rend and Tear • At-Will
Effect: Shift 5 squares and may make 1 Bite and 2 Claw attacks against any number of adjacent foes during the shift.

Move Actions

Supernatural Leap • At-Will
Effect: Shift 5 Squares.

Minor Actions

A Rampant Toss • At-Will
Attack: Area Burst 1 (Everyone in Burst); +13 vs. Reflex
Hit: 2d4 + 1 and Target is Pushed 1 and Knocked Prone.

Triggered Actions

Mental Conditioning • At-Will
Trigger: Becomes Dazed, Stunned or Dominated.
Effect (No Action): May make a save to end the effect even if the effect doesn't normally allow a save.

Redirect • At-Will
Trigger: When missed by a ranged or melee attack
Attack (Immediate Interrupt): +15 vs. AC
Hit: Slide target 2 squares and knock prone.

Uncontrollable Frenzy • At-Will
Trigger: When the Lycanthrope Assasin is at 0 hit points.
Attack (No Action): Close Burst 2; +15 vs. AC
Hit: 2d6 + 6 Push 2 squares and ongoing 5 Bleed Damage (Save Ends).
Special: Lycanthrope Assasin can use this action even if a condition exists that would prevent him from doing so.
Effect: After the movement and all attacks are fully resolved replace Lycanthrope Assasin with Frenzied Lycanthrope. Frenzied Lycanthrope rolls an initiative and fights normally.

Str 15 (+7) Dex 21 (+10) Wis 15 (+7)
Con 15 (+7) Int 15 (+7) Cha 15 (+7)
Alignment Languages —

***

Frenzied Lycanthrope (Stage 3) Level 10 Solo Skirmisher
Medium XP 2,500
HP 186;
Regeneration 5 (Looses Regneration for one turn if damaged by Fire or Silver.)
AC 24; Fortitude 22; Reflex 23; Will 22
Speed 8
Resist weapon (Silver weapons ignore this)
Saving Throws +5; Action Points 1 Initiative +12
Perception +7

Traits

Supernatural Speed
The Assassin makes two initiative checks and it takes a full turn on each initiative result. The assasin may take one immediate action between the end of each of it's turns and the start of its next.

Fast Healing
Gains Regeneration 5

Bloodied
The Frenzied Lycanthrope is considered bloodied

Standard Actions

M Bite • At-Will
Attack: (One Target); +15 vs. AC
Hit: 2d6 + 6 Ongoing 5 Bleed Damage (Save Ends).

m Claw • At-Will
Attack: Melee (One Target); +15 vs. AC
Hit: 1d6 + 3.

C Frenzy • Recharge 5/6
Attack: Close Blast 2; +13 vs. Reflex
Hit: 2d6 + 6 Push 2 squares and ongoing 5 Bleed damage.

Minor Actions

C Howl of Terror • Recharge 6
Attack: Close Burst 5 (All enemies in burst); +13 vs. Will
Hit: Target is Dazed (Save Ends).

M Groin Stomp • At-Will
Attack: Melee (One Target); +13 vs. Reflex
Hit: 2d4 + 1 Target is Pushed 2 Squares.

Triggered Actions

Final Frenzy • At-Will
Trigger: When the Frenzied Lycanthrope is at 0 hit points.
Attack (No Action): Close Burst 2; +15 vs. AC
Hit: 2d6 + 6 Push 2 squares and ongoing 5 Bleed Damage (Save Ends).
Special: Frenzied Lycanthrope can use this action even if a condition exists that would prevent him from doing so.

M Head Butt • At-Will
Trigger: When hit with a melee attack
Attack (Immediate Reaction): Melee; +15 vs. AC
Hit: 2d6 + 6 Knock target prone.

Str 15 (+7) Dex 21 (+10) Wis 15 (+7)
Con 15 (+7) Int 15 (+7) Cha 15 (+7)
Alignment Languages —
© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
 
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(Probably better off in the 4e fan creations subforum)

I am also a fan of the Angry DM's boss monster articles. I like this creature and had a few suggestions.
  • Defenses look like they are in line with a level 10 solo.
  • Hit points look a little high. If I remember right they should be 1/3 the normal solo HP per "phase", so for a level 10 solo skirmisher with 15 Con should have 137 HP per phase.
  • I think 1 action point per phase was also the recommendation.
  • I don't see a trigger listed for the Redirect and Head Butt powers?
  • I'm a little concerned about the heavy focus on poison damage in phase 1. If the party has a mass resist spell or other easy access to poison resistance it will gut the assassin's damage output in phase 1. Maybe change it to 5 bleed and 5 poison, or increase attack damage to 2d4+6 plus 5 ongoing poison, or allow the assassin to crit on 18+ with gouge (with the low base damage this isn't too huge of an upgrade)
  • Thinking that phase 1 and 2 might be a little too similar in tactics? Maybe you could take a cue from Gamefiend's Worldbreaker creature and have the assassin throw down a smoke bomb at the end of phase 1. The smoke cloud lasts for 2-3 rounds. During this time characters who succeed at a hard perception check can attack the assassin. Those who fail are attacked with a bite.
  • I'd probably make howl of terror a minor action (leaving it as an encounter power). Might add a push to it as well.

Edit: On 2nd read, I'd give Frenzy recharge on 5 or 6. Likely that he won't live long enough to use it again though.

Looks like a fun encounter! I'd just like to know what triggers those immediates.
 
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Stupid Monster builder thinks it's so cool! The triggers were there I swear! I'll fix that.

I'm not too concerned about Poison Resist, I kind of envisioned him as highly mobile and applying poison damage to everyone. I figured phase one, was the end of him using weapons hence the tossing of the daggers.

I Do think phase two is too similar to phase one, I need to mix that one up. Any ideas?

Yah I forgot to change the hit points, but i do want him to be tough, so maybe I'll lower them to 150.

Howl of terror as a minor is a good call.
 
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Thank you! :cool:

Hmm, looks like either you cleaned up the things I'd noticed on my first attempt or else the cleaned up formatting just lets me see things I missed. :) Either way, good stuff.

One thing: I wouldn't bother with new initiatives when you go into the next stage, I'd keep the same initiative throughout the combat. There's no real gain to re-rolling, and it just confuses things a bit.

Re: Howl of terror- this is a very bad choice for a standard action for a solo monster, as it does no damage and doesn't even prevent attacks. I'd add psychic damage to it.

The third stage, especially, seems pretty low damage for a solo monster. If he hits with frenzy and two groin stomps, you've only got expected damage of 23 + ongoing 5 (more or less equal to 25ish). A 'standard' 10th level monster should dish out about 18, so a solo should manage in the neighborhood of 72/round. Even with two initiatives, he should be able to manage about 36 per turn. Also, at his final stage, he should be at his most dangerous- so you might want it to be more like 40-45 per turn.

EDIT: Just realized that frenzy is a close blast, so for stage III he should be dealing more like 52 per round, or 27 per turn- so you're a lot closer than I though. Also, I missed the head butt. So, given that neither head butt nor groin stomp are multi-target, I think you're fine. Criticism retracted. :)

Taking a quick look at the expected damage on stage I and stage II... and I'm seeing approx. 30 + ongoing 10 at stage I (looks good!) and 33 + ongoing 5 at stage II (seems fine to me!). Yep, I think you're pretty good!
 

Thanks Jester. Yes I reformated and cleaned it up a little.

What if I change Howl to a minor action rather than add damage?

What about phase II? I think I made it too similar to phase 1, I should probably mix it up a little bit. I was thinking about changing Redirect to something where he tosses one of the players at another player. That sounds fun. :)
 

Coincidentally, I'm running a boss fight (level 20, not 10, however) with a similar structure. What I would suggest doing is putting scene changes and small skill challenges between phases.

If this is at a party, phase 1 would be in the ballroom, and the assassin would utilize the other patrons as living shields. Perhaps give him the ability (whether through powers or just DM narration) to push and pull other NPCs with him as he shifts, so that OAs do damage to patrons (and since they're minions, they'd die). This way, you have an interesting "terrain" feature that makes it unique.

Then, when phase 2 starts, the assassin throws down a smoke bomb and flees, but really is luring the players away to the courtyard where the full moon is shining down on them, as the lycanthrope assassin pounces on them from the some hiding spot (roof, bushes, whatever). You could play this whole phase as a small skill challenge, with the players needing to spot and chase after the assassin through the building (perception, athletics, acrobatics, streetwise, whatever else). Since you'd be in a courtyard, terrain could include things like statues, bushes, fountains, perhaps an inebriated couple being intimate...

Phase 3 would involve the Lycan going moon crazy, grabbing an onlooker (maybe one of the inebriated couple) and flee to the roof of the house. More skill checks to follow (to rescue the innocent person, if no other reason), and the last phase is on the roof of the house under the full moon. Terrain is difficult and includes leaping between levels and smaller buildings. For this whole phase the lycan would use the person as a shield, requiring the players to be creative (only attacking from behind while someone else distracts the assassin, or using "enemy only" powers).

One thing I've done in the past with these multi-phase boss fights is to change the role of the monster between fights. Here, you could have:

  • the first phase would mean the enemy is a lurker, ducking and dodging and hiding in the crowd, then jumping out to attack 3 players.
  • The second phase could feature the assassin as a brute, now that he's transformed. Lots of pushing and shoving the players (into fountains, through windows, off balconies) or grabbing.
  • The last phase might mean he acts like a skirmisher, running around really fast (he'd be in "survival mode") and jumping between buildings, trying to get the players to fall off.

To make things more fun (and slightly evil on your part), have the party's goal at this shindig rely on having as few casualties as possible ("You let that monster kill that lovely woman, the host, and his children, you're not getting anything from us!"). I find story limitations like this stop the players from going nova on a solo, and they stop to think of other ways to kill or capture the big bad.
 

The third stage, especially, seems pretty low damage for a solo monster. If he hits with frenzy and two groin stomps, you've only got expected damage of 23 + ongoing 5 (more or less equal to 25ish). A 'standard' 10th level monster should dish out about 18, so a solo should manage in the neighborhood of 72/round. Even with two initiatives, he should be able to manage about 36 per turn. Also, at his final stage, he should be at his most dangerous- so you might want it to be more like 40-45 per turn.

EDIT: Just realized that frenzy is a close blast, so for stage III he should be dealing more like 52 per round, or 27 per turn- so you're a lot closer than I though. Also, I missed the head butt. So, given that neither head butt nor groin stomp are multi-target, I think you're fine. Criticism retracted. :)

Taking a quick look at the expected damage on stage I and stage II... and I'm seeing approx. 30 + ongoing 10 at stage I (looks good!) and 33 + ongoing 5 at stage II (seems fine to me!). Yep, I think you're pretty good!

wow, 72 damage per round for a solo? I guess I did not interpret the damage iterations correctly when I was making a solo for an encounter recently... no wonder it seemed easy for the PCs.
 

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