Boss Monsters

The concept is sound:

I don´t personall, even in a 4e game like Solo=boss. A human should never be a solo. Elite is about equal in power to a PC. But if I read solo, I want mechanics and fluff match.

A dragon is a huge beast. This is a solo monster. A beholder too. They have always been solos.

I´d rather have a more general rule: Monsters may make double attacks against lower level opponents by taking -4 to hit and AC. (Maybe -2, mabe -3, i didn´t exactly do the math)

Instead of solo, elite, minion I´d rather had different size categories that do exactly this.

A solo is a huge-gargantuan beast. A giant is elite.

Acutally 3.0 did this with size modifiers to a certain extend.
Giants took a good penalty to hit and to AC, but gained some good damage and HP boosts. This (in 4e terms) effectively made a 10th level (hit dice) giant an 8th level elite.
The problem was high strength and natural armor usually counteracting the size modifiers which was a shame.

5th edition porbably does not need size modifiers at all. Without attack bonuses as a function of level, a big giant just has a lot of hp and clobbers very well. He is stil hit by low level opponents quite well, but his high hp and damage makes him a dangerous threat.

I am not sure if no attack bonus per level is a very good idea. Really depends how the fighter gets ahead in terms of Attack bonus. Only beeing +1 to hit above the wizard seems wrong.
 

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Solos need to have special classes of abilities that allow them to shrug off effects and operate outside classic turn order, otherwise they are as uninspiring as the original MM1 Solos.

I agree with this. I would even go further and state Solo Monster design should focus on the drama of fighting this uber creature over the life of the battle.
If a Solo creature should say last 15 rounds then calculate in "blooded" condition changes.

Your basic Orc does not take a lot of thought or space to write up. Give the space to the Beholder, the Dragon, the Remohrazz, to make truly memorable battles.
 

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