Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Boss Monster
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Delgar" data-source="post: 5657881" data-attributes="member: 3195"><p>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. </p><p></p><p>BUT I just recently read Angry DM's thread on Boss Monsters which I highly recommend others read so I'm linking it here:</p><p></p><p><a href="http://angrydm.com/2010/04/the-dd-boss-fight-part-1/" target="_blank">The D&D Boss Fight (Part 1) | The Angry DM: D&D Advice with Attitude</a></p><p></p><p>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.</p><p></p><p><strong>Assasin</strong> (Stage 1) Level 10 Solo Skirmisher</p><p>Medium XP 2,500</p><p>HP 186; </p><p>AC 24; Fortitude 22; Reflex 23; Will 22</p><p>Speed 8</p><p>Saving Throws +5; Action Points 1 Initiative +12</p><p>Perception +7</p><p></p><p>Traits</p><p>Supernatural Speed</p><p>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.</p><p></p><p>Shrug it Off</p><p>The assassin may make a saving throw against one save ends effect at the begining of its turn</p><p></p><p>Standard Actions</p><p></p><p>R Kill Shot (poison) • Encounter</p><p>Attack: Range 20 (One Target); +15 vs. AC</p><p>Hit: 3d10 + 7 and Ongoing 20 Poison Damage (Save Ends).</p><p></p><p>m Gouge (poison) • At-Will</p><p>Attack: Melee Weapon (One Target); +15 vs. AC</p><p>Hit: 2d4 + 1 and Ongoing 10 Poison Damage (Save Ends).</p><p></p><p>Slice and Dice • At-Will</p><p>Effect: Shift 4 squares and may make 3 Gouge attacks against any number of adjacent foes during shift.</p><p></p><p>Move Actions</p><p></p><p>Tumble • At-Will</p><p>Effect: Shift 4 Squares.</p><p></p><p>Minor Actions</p><p></p><p>R Bullseye • At-Will</p><p>Attack: Range 10 (One Target); +15 vs. AC</p><p>Hit: 2d4 + 1 and Target is Slowed (Save Ends).</p><p></p><p>Triggered Actions</p><p></p><p>Human Shield • At-Will (Immediate Interrupt)</p><p>Trigger: The assassin is targeted by a melee or ranged attack.</p><p>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</p><p></p><p>Mental Conditioning • At-Will</p><p>Trigger: Becomes Dazed, Stunned or Dominated</p><p>Action: No Action.</p><p>Effect: May make a save to end the effect even if the effect doesn't normally allow a save.</p><p></p><p>Uncontrollable Anger • At-Will</p><p>Trigger: When at 0 hit points</p><p>Action: No Action.</p><p>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.</p><p>Special: Assasin can use this action even if a condition exists that would prevent him from doing so.</p><p></p><p>Str 15 (+7) Dex 21 (+10) Wis 15 (+7)</p><p>Con 15 (+7) Int 15 (+7) Cha 15 (+7)</p><p>Alignment Languages —</p><p></p><p>***</p><p></p><p><strong>Lycanthrope Assasin </strong>(Stage 2) Level 10 Solo Skirmisher</p><p>Medium XP 2,500</p><p>HP 186; </p><p>Regeneration 5 (Looses Regneration for one turn if damaged by Fire or Silver.)</p><p>AC 24; Fortitude 22; Reflex 23; Will 22</p><p>Speed 8</p><p>Resist weapon (Silver weapons ignore this)</p><p>Saving Throws +5; Action Points 1 Initiative +12</p><p>Perception +7</p><p></p><p>Traits</p><p></p><p>Supernatural Speed</p><p>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.</p><p></p><p>Shrug it Off</p><p>The assassin may make a saving throw against one save ends effect at the begining of its turn</p><p></p><p>Fast Healing</p><p>Gains Regeneration 5</p><p></p><p>Standard Actions</p><p></p><p>M Bite • At-Will</p><p>Attack: (One Target); +15 vs. AC</p><p>Hit: 2d6 + 6 Ongoing 5 Bleed Damage (Save Ends).</p><p></p><p>m Claw • At-Will</p><p>Attack: Melee (One Target); +15 vs. AC</p><p>Hit: 1d6 + 3.</p><p></p><p>Rend and Tear • At-Will</p><p>Effect: Shift 5 squares and may make 1 Bite and 2 Claw attacks against any number of adjacent foes during the shift.</p><p></p><p>Move Actions</p><p></p><p>Supernatural Leap • At-Will</p><p>Effect: Shift 5 Squares.</p><p></p><p>Minor Actions</p><p></p><p>A Rampant Toss • At-Will</p><p>Attack: Area Burst 1 (Everyone in Burst); +13 vs. Reflex</p><p>Hit: 2d4 + 1 and Target is Pushed 1 and Knocked Prone.</p><p></p><p>Triggered Actions</p><p></p><p>Mental Conditioning • At-Will</p><p>Trigger: Becomes Dazed, Stunned or Dominated.</p><p>Effect (No Action): May make a save to end the effect even if the effect doesn't normally allow a save.</p><p></p><p>Redirect • At-Will</p><p>Trigger: When missed by a ranged or melee attack</p><p>Attack (Immediate Interrupt): +15 vs. AC</p><p>Hit: Slide target 2 squares and knock prone.</p><p></p><p>Uncontrollable Frenzy • At-Will</p><p>Trigger: When the Lycanthrope Assasin is at 0 hit points.</p><p>Attack (No Action): Close Burst 2; +15 vs. AC</p><p>Hit: 2d6 + 6 Push 2 squares and ongoing 5 Bleed Damage (Save Ends).</p><p>Special: Lycanthrope Assasin can use this action even if a condition exists that would prevent him from doing so.</p><p>Effect: After the movement and all attacks are fully resolved replace Lycanthrope Assasin with Frenzied Lycanthrope. Frenzied Lycanthrope rolls an initiative and fights normally.</p><p></p><p>Str 15 (+7) Dex 21 (+10) Wis 15 (+7)</p><p>Con 15 (+7) Int 15 (+7) Cha 15 (+7)</p><p>Alignment Languages —</p><p></p><p>***</p><p></p><p><strong>Frenzied Lycanthrope</strong> (Stage 3) Level 10 Solo Skirmisher</p><p>Medium XP 2,500</p><p>HP 186; </p><p>Regeneration 5 (Looses Regneration for one turn if damaged by Fire or Silver.)</p><p>AC 24; Fortitude 22; Reflex 23; Will 22</p><p>Speed 8</p><p>Resist weapon (Silver weapons ignore this)</p><p>Saving Throws +5; Action Points 1 Initiative +12</p><p>Perception +7</p><p></p><p>Traits</p><p></p><p>Supernatural Speed</p><p>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.</p><p></p><p>Fast Healing</p><p>Gains Regeneration 5</p><p></p><p>Bloodied</p><p>The Frenzied Lycanthrope is considered bloodied</p><p></p><p>Standard Actions</p><p></p><p>M Bite • At-Will</p><p>Attack: (One Target); +15 vs. AC</p><p>Hit: 2d6 + 6 Ongoing 5 Bleed Damage (Save Ends).</p><p></p><p>m Claw • At-Will</p><p>Attack: Melee (One Target); +15 vs. AC</p><p>Hit: 1d6 + 3.</p><p></p><p>C Frenzy • Recharge 5/6</p><p>Attack: Close Blast 2; +13 vs. Reflex</p><p>Hit: 2d6 + 6 Push 2 squares and ongoing 5 Bleed damage.</p><p></p><p>Minor Actions</p><p></p><p>C Howl of Terror • Recharge 6</p><p>Attack: Close Burst 5 (All enemies in burst); +13 vs. Will</p><p>Hit: Target is Dazed (Save Ends).</p><p></p><p>M Groin Stomp • At-Will</p><p>Attack: Melee (One Target); +13 vs. Reflex</p><p>Hit: 2d4 + 1 Target is Pushed 2 Squares.</p><p></p><p>Triggered Actions</p><p></p><p>Final Frenzy • At-Will</p><p>Trigger: When the Frenzied Lycanthrope is at 0 hit points.</p><p>Attack (No Action): Close Burst 2; +15 vs. AC</p><p>Hit: 2d6 + 6 Push 2 squares and ongoing 5 Bleed Damage (Save Ends).</p><p>Special: Frenzied Lycanthrope can use this action even if a condition exists that would prevent him from doing so.</p><p></p><p>M Head Butt • At-Will</p><p>Trigger: When hit with a melee attack</p><p>Attack (Immediate Reaction): Melee; +15 vs. AC</p><p>Hit: 2d6 + 6 Knock target prone.</p><p></p><p>Str 15 (+7) Dex 21 (+10) Wis 15 (+7)</p><p>Con 15 (+7) Int 15 (+7) Cha 15 (+7)</p><p>Alignment Languages —</p><p>© 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.</p></blockquote><p></p>
[QUOTE="Delgar, post: 5657881, member: 3195"] 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: [url=http://angrydm.com/2010/04/the-dd-boss-fight-part-1/]The D&D Boss Fight (Part 1) | The Angry DM: D&D Advice with Attitude[/url] 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. [B]Assasin[/B] (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 — *** [B]Lycanthrope Assasin [/B](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 — *** [B]Frenzied Lycanthrope[/B] (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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Boss Monster
Top