Boss Monster

Not sure what level your party is but my one big worry is that almost all the attacks are against AC. Depending on the nature of the party, they might well be able to pump the party's AC (or at least the defender's) to some pretty high levels. I'd expect a level 8 party could have a defender walking around with a 30-32 AC or so with only a bit of work if they have the right utilities and items. A level 10 party might hit 32-34 for the defender. That +15 is going to miss a lot.

And with action points and dailies all unloading on him, I suspect this guy could still get swamped by random nasty effects pretty quick.

In any case, it looks really well designed and like a lot of fun!

Mark
 

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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. :)

A few thoughts on differentiating phase 1 and 2 (assuming the fight is in a crowded festhall or ballroom).

  • In phase 1, perhaps change redirect to something like: 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. If you're not totally cold-blooded, give the PCs a round or two to stabilize the dying NPC with a Heal check or healing power (if they think it's the right thing to do).
  • In phase 2, I'm assuming the partygoers have cleared out. You could add a power where the now-shapeshifted assassin grabs tables or benches and hurls them at the players, perhaps damaging and pushing characters in an area burst 1.
 

I like, that's just the kind of rat bastardly thing I'd do. :)

I removed redirect from the assasin and replaced it with human shield and I removed hamstring from the Lycanthrope assasin and replaced it with Rampant Toss. I moved Howl of Terror to a minor action and gave it recharge 6 and gave Frenzy a recharge 5/6.

A few thoughts on differentiating phase 1 and 2 (assuming the fight is in a crowded festhall or ballroom).

  • In phase 1, perhaps change redirect to something like: 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. If you're not totally cold-blooded, give the PCs a round or two to stabilize the dying NPC with a Heal check or healing power (if they think it's the right thing to do).
  • In phase 2, I'm assuming the partygoers have cleared out. You could add a power where the now-shapeshifted assassin grabs tables or benches and hurls them at the players, perhaps damaging and pushing characters in an area burst 1.
 
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Sounds like a fun encounter. As suggested above in my XP to Saageel, how about a hedge maze for phase 2, with the solo knowing the map and jumping back and forth across hedges... that gives a good mechanic for him being a lurker, but letting the PCs know what direction he went (but not necessarily how to get there). Provided, of course, you want him to be a lurker - I've found that many lurkers lack a disengagement mechanic, which makes them rather lackluster.

Additionally, hedge mazes typically had little nooks and clearings with benches or statues, appropriate for both lovers (aka hostages) and throwing material (as both benches/statues were typically marble).
 

Sounds like a fun encounter. As suggested above in my XP to Saageel, how about a hedge maze for phase 2, with the solo knowing the map and jumping back and forth across hedges... that gives a good mechanic for him being a lurker, but letting the PCs know what direction he went (but not necessarily how to get there). Provided, of course, you want him to be a lurker - I've found that many lurkers lack a disengagement mechanic, which makes them rather lackluster.

Additionally, hedge mazes typically had little nooks and clearings with benches or statues, appropriate for both lovers (aka hostages) and throwing material (as both benches/statues were typically marble).

I'd XP you back for this excellent idea, but I must spread it around first. This is a great idea, and reminds me of the hedge maze in Resident Evil 4. It wasn't big, and wasn't super dense, but confusing and scary at the same time. Here's a video if it, though the maze doesn't start until about 4:30.

[ame]http://www.youtube.com/watch?v=RaxZPCZM5f8[/ame]
 

Thanks for all the help. Games in a couple of hours and this bad boy will see the light of day, assuming I finishing making up my maptools map!
 

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.

I don't like this... Something screams overpowerful here and if the monster breaks the characters, I think this will be the reason.

Also remember you are giving him 2 turns not 2 attacks.
That is 2 turns, 2 minors, 2 standards and 2 saving throws

However if it works, very well done because it does sound cool

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).

The Ongoing 20 Poison just seems harsh. Unless your characters have massive Poison resistance and this is a way to counter some of that, it is too powerful.

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

Again the Ongoing 10 Poison as an At Will... I get that he poisons a lot but unless your characters have nice saving throw bonuses or poison resistance, it seems overkill

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

Now it is getting a bit silly... As an at will he can make 3 attacks with each one of them doing Ongoing 10 damage? - I do like this but as some kind of Encounter, Recharge or bloodied interupt

Move Actions

Tumble • At-Will
Effect: Shift 4 Squares.
Don't make Tumble an at will - Shifting 4 squares (which is 20 feet) seems a bit much. Make it a recharge at least

Not to mention that since you have given him 2 turns, depending on his initiative roll (being 1 after the other) he could shift 4 times, 4 squares per time... that is 16 squares (80 feet)... who is he, the flash??

Minor Actions

R Bullseye • At-Will
Attack: Range 10 (One Target); +15 vs. AC
Hit: 2d4 + 1 and Target is Slowed (Save Ends).
Avoid giving Monsters Minor Attack powers unless there is a reason for it... (ie they dont have enough attacks)

This guy already has 2 turns to act on (which aside from Monsters with more than one head, you just dont see) so now you are giving him 4 attacks per turn... for a 10th lvl boss that is just too powerful

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
Now I like this one, it sounds really creative

I am unsure if it will play well but it would give any honorable character a reason to pause.. I am unsure if there are enough failed conditions in there but I would imagine the party guests wont be in the fray that much (hiding out of sight) so it shouldnt come up that often

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.

Giving him 3 interrupts seems awfully powerful again.



I think the problem you face with this build is that the add-on powers you have given him (acting twice per turn, getting a minor attack on his turn that also slows, getting 3 interupts, getting to shift 4 squares as an at will move action) just puts his level way outside what it should be.

In creating this character you must first make a Standard (non solo) version of it... then compare that to how other skirmishers of its type look (or even a PC of similar role)... then when you are happy the powers seem balanced, bump it upto to Solo by adding the extra HP, Action Points, Defenses and then think about giving it the ability to hit more than once in a turn to make up for it being on its own.

The result I think is that you would have a Solo that could attack twice (be it as 2 at will attacks or as you suggest that he gets 2 turns) and can use one of his encounters as an at will.

The only way this character comes close to working is if your Party is sooooooo powerful that they need this challenge, otherwise whilst it isnt a TPK waiting to happen, it will leave the players wondering what you smoked when you wrote the monster up.
 

Well I ran the encounter last night, so here is a brief update.

The set up was that they had been hired by "The Dark Lanterns" to go to the princes birthday party and thwart the princes assasin. Basically undercover agents trying to find the assassin before he finds the prince.

So, one of the players meets a girl that he saved when he was a teen at the party and started chatting with her and the prince. It was his job to stay close to the prince. While the others tried to root out the assassin. One of the players just manages to shout "CROSSBOW!" and then the encounter started with a Kill Shot. The player by the prince acts as a human shield and throws the baroness and prince to the ground taking the bolt to the back.

There were several WTF moments as the assassin leaped from the balcony, tossing daggers and slowing the defender, grabbing a chandeler swinging and focusing his deadly attacks on the controller.

See the assassin had actually been hired to kill them, and in the process ruin the princes party. So he had prior knowledge of what each of them was capable of.

My players like to whine a lot when I'm kicking their asses, so lets just say they did a lot of whining.

Phase 1 played out like I thought it would, my highly mobile enemy danced around the battlefield spreading the damage and poison around. Due to some really bad luck and really good luck on the players part Phase 1 didn't last long but I did punish them enough.

I allowed the players to use one healing surge and regain an encounter power between Phase 1 and Phase 2.

I didn't get a good feel of his abilities during phase 2 and 3 as my players critted him 4 times . In phase 3 he was critted 3 times in a row by three different players. I suppose that makes up for the fact that the warlord failed his poison save 3 times.

I managed to seriously injure 4 of the characters, the defender however was mostly untouched.

So, all in all, the level 10 Solo Boss Monster against my level 7 group was a solid fun encounter. Next time I'd definately add in more atmospheric and terrain elements, but I was literally prepping right up till game time last night.
 

Well I ran the encounter last night, so here is a brief update.

The set up was that they had been hired by "The Dark Lanterns" to go to the princes birthday party and thwart the princes assasin. Basically undercover agents trying to find the assassin before he finds the prince.

So, one of the players meets a girl that he saved when he was a teen at the party and started chatting with her and the prince. It was his job to stay close to the prince. While the others tried to root out the assassin. One of the players just manages to shout "CROSSBOW!" and then the encounter started with a Kill Shot. The player by the prince acts as a human shield and throws the baroness and prince to the ground taking the bolt to the back.

There were several WTF moments as the assassin leaped from the balcony, tossing daggers and slowing the defender, grabbing a chandeler swinging and focusing his deadly attacks on the controller.

See the assassin had actually been hired to kill them, and in the process ruin the princes party. So he had prior knowledge of what each of them was capable of.

My players like to whine a lot when I'm kicking their asses, so lets just say they did a lot of whining.

Phase 1 played out like I thought it would, my highly mobile enemy danced around the battlefield spreading the damage and poison around. Due to some really bad luck and really good luck on the players part Phase 1 didn't last long but I did punish them enough.

I allowed the players to use one healing surge and regain an encounter power between Phase 1 and Phase 2.

I didn't get a good feel of his abilities during phase 2 and 3 as my players critted him 4 times . In phase 3 he was critted 3 times in a row by three different players. I suppose that makes up for the fact that the warlord failed his poison save 3 times.

I managed to seriously injure 4 of the characters, the defender however was mostly untouched.

So, all in all, the level 10 Solo Boss Monster against my level 7 group was a solid fun encounter. Next time I'd definately add in more atmospheric and terrain elements, but I was literally prepping right up till game time last night.

I am glad it worked out but I am shocked

I thought it was a Level 10 Solo against a group of Level 10 players but this was again Level 7 players?? WTH?

I can not see how they survived at all... Considering this guy was allowed to attack 4 times per turn and was doing Ongoing Poison each time...

I built a PC quickly to see how he would take vs your guy.

CB Stats
[sblock]====== Created Using Wizards of the Coast D&D Character Builder ======
Thoradin, level 7
Dwarf, Fighter
Build: Great Weapon Fighter
Fighter: Combat Agility
Fighter Talents: Two-handed Weapon Talent
Background: Dwarf - Outcast

FINAL ABILITY SCORES
Str 21, Con 17, Dex 10, Int 10, Wis 11, Cha 8.

STARTING ABILITY SCORES
Str 18, Con 14, Dex 10, Int 10, Wis 11, Cha 8.


AC: 23 Fort: 22 Reflex: 15 Will: 15
HP: 73 Surges: 12 Surge Value: 18

TRAINED SKILLS
Intimidate +7, Endurance +13, Athletics +13

UNTRAINED SKILLS
Acrobatics +3, Arcana +3, Bluff +2, Diplomacy +2, Dungeoneering +5, Heal +3, History +3, Insight +3, Nature +3, Perception +3, Religion +3, Stealth +3, Streetwise +2, Thievery +3

FEATS
Level 1: Weapon Expertise (Heavy Blade)
Level 2: Weapon Focus (Heavy Blade)
Level 4: Toughness
Level 6: Armor Proficiency: Plate

POWERS
Fighter at-will 1: Cleave
Fighter at-will 1: Reaping Strike
Fighter encounter 1: Spinning Sweep
Fighter daily 1: Brute Strike
Fighter utility 2: Boundless Endurance
Fighter encounter 3: Dance of Steel
Fighter daily 5: Dizzying Blow
Fighter utility 6: Battle Awareness
Fighter encounter 7: Griffon's Wrath

ITEMS
Victory Flash Greatsword +2, Razor Drakescale Armor +2, Amulet of Protection +2
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
[/sblock]

Firstly he rolls initiative and gets 9, your guy beats him without even rolling.

So firstly your guy takes his first turn.
He uses his Encounter Power : 3d10 + 7 and 20 ongoing poison

Gets a 19 + 15 and hits
Thats 23 damage taking my Fighter down to 50hp

Next he uses his Slice & Dice and uses one of his Gouge attacks against my Fighter

Rolls a 9 + 15 = 24 and hits
That is 2d4 + 1 (6 damage) and my guy is down to 44hp

Next he uses his normal gouge attack

Rolls a 13 + 15 = 28 and hits
That is 2d4 + 1 (6 damage again) and my guy is down to 38hp

Next he uses he takes his first Action Point to shift 4 squares away using his Tumble and now he uses his Minor Bullseye attack

Rolls a 15 + 15 = 30 and hits
2d4 + 1 (and slowed) (7 damage) and my guy is down to 31hp

Next he takes his 2nd turn

Here he uses his Minor first
Rolls a 6 + 15 = 21 and misses

He gets miffed that he missed and uses his 2nd action point

Rolls a 14 + 15 = 29 and hits

2d4 + 1 (and slowed) (6 damage) and my guy is down to 25hp

Next he uses his slice and dice as he moves closer again

Rolls a 15 + 15 = 30 and hits

That is 2d4 + 1 (5 damage) and my guy is down to 20hp

Then he uses his Gouge attack again

That is 2d4 + 1 (3 damage again) and my guy is down to 17hp

... oh and unless he gets someone to grant him a Save or throw some healing surges at him, he is going to be dying next turn.

I also tried to have my guy hit yours...

First round he uses his Daily : Brute Strike

Rolls a 8 + 15 = 23 and misses

He uses his Action Point and tries it again

Rolls a 12 + 15 = 27 and hits, doing 34 damage (barely 5% of his HP and that was with a Daily and an Action Point)

.. I did this just for fun but I was just quite surprised that you would pit a 10th lvl solo against a 7th lvl party. Of course I had him unleash everything at one player to begin with and he would appear much weaker after that but to that one player, without a save or a heal - he is dying! ;)

That being said, I am glad your encounter worked out well - I would be fearful if you were my DM for the threat of a TPK each session!! but no doubt would have been lots of fun.
 

I think I may have forgot to edit the hit point total in the first thread. Each phase I had the assassin have 140 hit points.

Well ongoing damage of the same type doesn't stack, so worst case scenario is I could have had everyone at 10 poison. One or two of the characters have a little poison resist so it's not that threatening to them.

I only have a 50% chance to hit the defender with AC attacks. Very early on the Ranger nailed him with an attack that gave him a -2 penalty to attack rolls. Meaning I'm now at less than 50% to hit the defender. LUCKILY i managed to keep him slowed and prone and away from me! Even when things look grim for my party, the warlod can dish out some serious healing with several of his powers taking the party from almost dead to full. Not to mention the annoying wizard that targets Will and messes up my bad guys on a regular basis. The blackguard basically gave almost everyone a +4 to damage for the entire encounter. My players aren't totally optimized but they definately form a cohesive group and foil all my plans!

You have to realize that if players can go alpha in an encounter they can dish out a lot of pain and they can take a lot of pain to with a good leader. Warlords can make amazing leaders dishing out bonuses, extra attacks and some very solid healing.

Even though I did have 4 out of the 5 characters bloodied, and 1 or 2 into single digit hit points. They were at no point ever in danger. But I do admit enjoying listening to the wizard squeal when the assassin nailed him with 3 gouges. Stupid Wizards Escape!

Anyway, it was fun, it did take a long time to run though, as we play over maptools and have been on hiatus for the past 7 months, but it was a good campaign re-opener.
 

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