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Bosses should have half as many actions as there are PCs
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<blockquote data-quote="CleverNickName" data-source="post: 8353599" data-attributes="member: 50987"><p>Yeah, "boss" monsters in 5E take a little more work for the DM...especially at low levels, when you want to challenge the party but you don't want to completely annihilate them. I don't know if it's what you're looking for, but here's what I do:</p><ol> <li data-xf-list-type="ol">Choose a creature to be your "boss monster." An ettercap, for example.</li> <li data-xf-list-type="ol">Make it legendary: give it Legendary Resistance 3/Day, and give it three Legendary Actions (invent them yourself, or borrow them from other Legendary monsters.) Remember to increase the CR by +1.</li> <li data-xf-list-type="ol">Give it three Lair actions. Remember to increase the CR by +1 if the encounter occurs in the monster's lair. Invent these lair actions yourself, or borrow them from other Legendary monsters.) I borrowed mine from the vampire because Why Not?</li> <li data-xf-list-type="ol">Give it some henchmen or allies. Use an encounter balancer (<a href="https://www.aidedd.org/dnd-encounter/index.php?l=1" target="_blank">like this one</a>) to dial in the difficulty you want. For my players and this "boss" monster, I think two CR 1/2 insect swarms would be appropriate.</li> <li data-xf-list-type="ol">Give it a proper treasure hoard.</li> <li data-xf-list-type="ol">Done!</li> </ol><p>[SPOILER="Ettercap Boss Monster"]</p><p><strong><span style="font-size: 26px">Boss E</span><span style="font-size: 22px">TTERCAP</span></strong></p><p><em>Medium monstrosity, neutral evil</em></p><p><strong>Armor Class </strong>13 (Natural Armor)</p><p><strong>Hit Points </strong>44 (8d8+8)</p><p><strong>Speed </strong>30 ft., climb 30 ft.</p><p><strong>Abilities </strong>STR 14 (+2), DEX 15 (+2), CON13 (+1), INT 7 (-2), WIS 12 (+1), CHA 8 (-1)</p><p><strong>Skills </strong>Perception +3, Stealth +4, Survival +3</p><p><strong>Senses </strong>Darkvision 60 ft., passive perception 13</p><p><strong>Challenge </strong>3 (700 XP). In lair: 4 (1100)</p><p></p><p><strong><span style="font-size: 18px">TRAITS</span></strong></p><p><strong><em>Legendary Resistance (3/Day): </em></strong>If the ettercap fails a saving throw, it can choose to succeed instead.</p><p></p><p><strong><em>Spider Climb: </em></strong>The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</p><p></p><p><strong><em>Web Sense: </em></strong>While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.</p><p></p><p><strong><em>Web Walker: </em></strong>The ettercap ignores movement restrictions caused by webbing.</p><p></p><p><strong><span style="font-size: 18px">ACTIONS</span></strong></p><p><strong><em>Multiattack: </em></strong>The ettercap makes two attacks: one with its bite and one with its claws.</p><p></p><p><strong><em>Bite: </em></strong><em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one creature. <em>Hit:</em> 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</p><p></p><p><strong><em>Claws:</em></strong> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.</p><p></p><p><strong><em>Web (Recharge 5-6):</em></strong> <em>Ranged Weapon Attack:</em> +4 to hit, range 30/60 ft., one Large or smaller creature. <em>Hit: </em>The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.</p><p></p><p><strong><span style="font-size: 18px">LEGENDARY ACTIONS</span></strong></p><p>The ettercap can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.</p><p></p><p><strong>Move: </strong>the ettercap moves up to its speed without provoking opportunity attacks.</p><p></p><p><strong>Claw: </strong>the ettercap makes one claw attack.</p><p></p><p><strong>Bite (costs 2 actions): </strong>the ettercap makes a bite attack.</p><p></p><p><strong><span style="font-size: 18px">LAIR ACTIONS</span></strong></p><p>The ettercap's lair is a cramped, dark room or cavern that is choked with hundreds of tiny spiders and curtains of their webs. When fighting inside its lair, the ettercap can use this inhospitable environment to its advantage. On Initiative count 20 (losing ties), the ettercap takes a lair action to cause one of the following effects.</p><ul> <li data-xf-list-type="ul">The ettercap grasps a fistful of webbing and pulls it, causing a section of the webs to tighten. All creatures within a 15-foot cone eminating from the ettercap must make a DC 11 Strength saving throw or be knocked prone and dragged up to 15 feet toward the ettercap.</li> <li data-xf-list-type="ul">A Tiny spider drops down from the ceiling and bites one opponent within 30 feet of the ettercap. The creature bitten must make a DC 11 Constitution save or take 4 (1d8) poison damage and gain the Poisoned condition for 1 minute.</li> <li data-xf-list-type="ul">One of the ettercap's opponents accidentally steps on a clutch of spider eggs, causing them to break open and cover a 5' x 5' section of the floor in a thick green slime. All creatures that enter that 5' x 5' square, or begin their turn there, must make a DC 11 Dexterity save throw or fall prone.</li> </ul><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 8353599, member: 50987"] Yeah, "boss" monsters in 5E take a little more work for the DM...especially at low levels, when you want to challenge the party but you don't want to completely annihilate them. I don't know if it's what you're looking for, but here's what I do: [LIST=1] [*]Choose a creature to be your "boss monster." An ettercap, for example. [*]Make it legendary: give it Legendary Resistance 3/Day, and give it three Legendary Actions (invent them yourself, or borrow them from other Legendary monsters.) Remember to increase the CR by +1. [*]Give it three Lair actions. Remember to increase the CR by +1 if the encounter occurs in the monster's lair. Invent these lair actions yourself, or borrow them from other Legendary monsters.) I borrowed mine from the vampire because Why Not? [*]Give it some henchmen or allies. Use an encounter balancer ([URL='https://www.aidedd.org/dnd-encounter/index.php?l=1']like this one[/URL]) to dial in the difficulty you want. For my players and this "boss" monster, I think two CR 1/2 insect swarms would be appropriate. [*]Give it a proper treasure hoard. [*]Done! [/LIST] [SPOILER="Ettercap Boss Monster"] [B][SIZE=7]Boss E[/SIZE][SIZE=6]TTERCAP[/SIZE][/B] [I]Medium monstrosity, neutral evil[/I] [B]Armor Class [/B]13 (Natural Armor) [B]Hit Points [/B]44 (8d8+8) [B]Speed [/B]30 ft., climb 30 ft. [B]Abilities [/B]STR 14 (+2), DEX 15 (+2), CON13 (+1), INT 7 (-2), WIS 12 (+1), CHA 8 (-1) [B]Skills [/B]Perception +3, Stealth +4, Survival +3 [B]Senses [/B]Darkvision 60 ft., passive perception 13 [B]Challenge [/B]3 (700 XP). In lair: 4 (1100) [B][SIZE=5]TRAITS[/SIZE] [I]Legendary Resistance (3/Day): [/I][/B]If the ettercap fails a saving throw, it can choose to succeed instead. [B][I]Spider Climb: [/I][/B]The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. [B][I]Web Sense: [/I][/B]While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web. [B][I]Web Walker: [/I][/B]The ettercap ignores movement restrictions caused by webbing. [B][SIZE=5]ACTIONS[/SIZE] [I]Multiattack: [/I][/B]The ettercap makes two attacks: one with its bite and one with its claws. [B][I]Bite: [/I][/B][I]Melee Weapon Attack:[/I] +4 to hit, reach 5 ft., one creature. [I]Hit:[/I] 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. [B][I]Claws:[/I][/B] [I]Melee Weapon Attack:[/I] +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. [B][I]Web (Recharge 5-6):[/I][/B] [I]Ranged Weapon Attack:[/I] +4 to hit, range 30/60 ft., one Large or smaller creature. [I]Hit: [/I]The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage. [B][SIZE=5]LEGENDARY ACTIONS[/SIZE][/B] The ettercap can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. [B]Move: [/B]the ettercap moves up to its speed without provoking opportunity attacks. [B]Claw: [/B]the ettercap makes one claw attack. [B]Bite (costs 2 actions): [/B]the ettercap makes a bite attack. [B][SIZE=5]LAIR ACTIONS[/SIZE][/B] The ettercap's lair is a cramped, dark room or cavern that is choked with hundreds of tiny spiders and curtains of their webs. When fighting inside its lair, the ettercap can use this inhospitable environment to its advantage. On Initiative count 20 (losing ties), the ettercap takes a lair action to cause one of the following effects. [LIST] [*]The ettercap grasps a fistful of webbing and pulls it, causing a section of the webs to tighten. All creatures within a 15-foot cone eminating from the ettercap must make a DC 11 Strength saving throw or be knocked prone and dragged up to 15 feet toward the ettercap. [*]A Tiny spider drops down from the ceiling and bites one opponent within 30 feet of the ettercap. The creature bitten must make a DC 11 Constitution save or take 4 (1d8) poison damage and gain the Poisoned condition for 1 minute. [*]One of the ettercap's opponents accidentally steps on a clutch of spider eggs, causing them to break open and cover a 5' x 5' section of the floor in a thick green slime. All creatures that enter that 5' x 5' square, or begin their turn there, must make a DC 11 Dexterity save throw or fall prone. [/LIST] [/SPOILER] [/QUOTE]
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