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Challenging High-Level 5e Characters
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<blockquote data-quote="jayoungr" data-source="post: 9290491" data-attributes="member: 6702445"><p>I like boss monsters with phases--the players defeat one form, and instead of dying then and there, it just changes to the next form.</p><p></p><p>I had one monster design that I was rather proud of. It was a crystal golem that started glowing as it took damage:</p><p></p><p></p><p>My players complained about not getting saving throws every round, which I thought a bit unfair. The golem had AC 18, and the party was level 13, so they were rocking +10 to hit, not counting special tricks like Bardic Inspiration. It was also a large party, 7-8 players, so even with disadvantage, several of them should have been able to hit each round. I suppose they just didn't like the feeling of depowerment that comes with rolling disadvantage--and that might not be a problem for some tables. I ended up compromising by saying they could get a new saving throw if they ended their turn not within sight of the glowing golem.</p><p></p><p>The golem also had two magic-resistant minions, but I find that it's often hard to get players to actually fight minions. When they know who the boss is, they usually figure their best strategy is to dogpile the boss, which can lead to anticlimax if the boss goes down and they then have to mop up the minions afterward.</p></blockquote><p></p>
[QUOTE="jayoungr, post: 9290491, member: 6702445"] I like boss monsters with phases--the players defeat one form, and instead of dying then and there, it just changes to the next form. I had one monster design that I was rather proud of. It was a crystal golem that started glowing as it took damage: My players complained about not getting saving throws every round, which I thought a bit unfair. The golem had AC 18, and the party was level 13, so they were rocking +10 to hit, not counting special tricks like Bardic Inspiration. It was also a large party, 7-8 players, so even with disadvantage, several of them should have been able to hit each round. I suppose they just didn't like the feeling of depowerment that comes with rolling disadvantage--and that might not be a problem for some tables. I ended up compromising by saying they could get a new saving throw if they ended their turn not within sight of the glowing golem. The golem also had two magic-resistant minions, but I find that it's often hard to get players to actually fight minions. When they know who the boss is, they usually figure their best strategy is to dogpile the boss, which can lead to anticlimax if the boss goes down and they then have to mop up the minions afterward. [/QUOTE]
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