JamesonCourage
Adventurer
This sounds inspired by The D&D Boss Fight | The Angry DM: D&D Advice with Attitude:For example I'll use my latest experiment: HP threshhold triggering skill challenges.
What I did is make it so that when an enemy (a boss enemy, preferably solo, but it should work in any combat) hits a certain hit point (2/3 total, 1/3 total, 0, etc), the players go into a "cut scene mode". All other combatants are ignored, and only the players act.
At the start of this cut scene, the enemy/ies to something deadly. For my combat, I had a dragon pin and try to crush and eat a PC. The players have 1 round to solve this issue using skills, describing how they go about their actions.
He goes on to mention The D&D Boss Fight: Colmarr?s Monster Mayhem | The Angry DM: D&D Advice with Attitude, which has several submitted example creatures at the bottom of the article (Level 11 Artillery, Young Red Dragon Level 9 Boss Soldier, Level 25 Boss Brute, Ancient White Dragon Level Level 24 Boss Brute, Hobgoblin Chieftain Level 2 Boss Soldier, Level 12 Boss Skirmisher).The Core Boss Fight System
A Boss is a special type of Solo monster. Mechanically, it has the same hit points, defenses, attacks, damage, and save bonuses as any other Solo Monster, there are a few key differences. The biggest difference is that the Boss Monster consists of three separate stat blocks, called Stages, that it proceeds through as the fight progresses. All three Stages must be defeated or overcome as part of a single encounter and the total encounter is worth as much XP as a normal Solo Monster.
Each stage of the Boss Monster has exactly one third of the hit points of a normal Solo Monster and has no bloodied state. Each stage also includes a triggered action that is triggered when that Stage is reduced to 0 or fewer HP. That action causes the Boss Monster to perform some final action that usually results in it disengaging with the party and ultimately causes the Stage to be removed from the battle completely and replaced with the next Stage as if a new monster had entered the fight. The new Stage rolls initiative and acts normally. This action is called a Stage Transition.
The Stage Transition never requires an action (it’s ‘no action’) and it always includes language that indicates that it is usable regardless of what is happening. It will also specifically note that the old creature is removed from the battle and replaced by an entirely new creature so that nothing carries over from one Stage to the next. This is done to trump and/or prevent any odd rules interactions that might come. Nothing carries over from one Stage to the next; each Stage is completely modular.
The third Stage of a Boss Monster is always its Bloodied Stage. This allows the party to use abilities that key off of a bloodied monster. Thus, each Boss Monster in Stage 3 has a trait that indicates that is always considered bloodied.
Each Stage of the Boss Monster has one action point.
These are pretty much the core rules of the Boss Monster. In order to qualify as a Boss Monster under my system, those are the core rules. Everything else is really just window dressing.
I don't play 4e, but it's some really interesting stuff. I had a battle in my RPG system recently where the PCs had to climb the giant glacier elemental that was fighting them, so they could hit the weak spot on top of its head (it was a close fight, but they pulled it off). Tips like this make for exciting games, no matter the edition, but 4e definitely seems to have a feel for this style of game.
Also, you may want to check out Solo Acts: The Worldbreaker, though I like the former approach more than the latter, personally. As always, play what you like