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Challenging High-Level 5e Characters
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<blockquote data-quote="RoughCoronet0" data-source="post: 9290506" data-attributes="member: 7031665"><p>I've done many things to make my boss monsters more challenging for my players as they have increased in level, introducing one or two such mechanics early on for earlier bosses, then slowly adding more and more as the campaign progresses.</p><p></p><p><strong>Multiple Boss Phases</strong> - Several of my monsters once reaching a certain threshold of hit points lost will change up tactics and unlock different abilities and even change physically, taking inspiration from Mythic feature, bloodied features from 4e, and video game design. One of my favorite multi-phased bosses my group fought was a Corrupted Gold Dragon. The first phase the dragon did fly-by attacks in a hit and run style, or would teleport around the field, using bullet heck tactics. Its attacks weren't as damaging as a normal Dragon of it's CR and it didn't utilize it's multi-attack feature, but forced the party to get a bit creative in closing the distance and trying to keep the dragon from moving around. Once enough damage was done, the second phase caused the dragon to split into four golden drake that could charge and knock prone, bite and toss the PCs into each other or into the waters below the main platform, or grapple PCs and drag them away from the others. They dealt greater melee damage and could gang up on PCs, but didn't have access to the dragon's breath weapons or more magical features. Once all four of the drakes were defeated, the dragon reformed and went into a rage state as it's corruption became fully prominent. The dragon would no longer run or fly around the battlefield, but it was at it's most dangerous with a damaging aura, resistance to ranged attacks and AoEs and a wing buffet that could pull PC's closer to itself and into it's aura and reach of it's bite and corrupt tentacle attacks., not to mention a Breath Weapon that instead of shooting out in a line or cone, would instead burst out 20 feet from itself. It was a lot of fun and kept my players on their toes.</p><p></p><p><strong>Draining Attacks and Abilities. </strong>Something my players have only recently begun to deal with, I use several monsters with the ability to cause temporary Attribute, Speed, Health, Spell Slot, AC, and Attack drain, with mild draining attacks being healed during a long rest and more extreme draining attacks being healed during a short rest. One of the more extreme draining attacks came from my Assassin Crows where whenever they made a talon attack, I would roll a d8 to see which Attribute would be drained by 1d4. Another player got attacked by a Flesh Render who's primary attack in it's multi-attack would lower a PCs AC by 2 on each hit that stacked, which also healed on a short rest. This has definitely given my players a sense of urgency at taking down these threats quickly, despite them never being the big damage dealer on the field. </p><p></p><p><strong>Auto Damage/Piercing Damage.</strong> Another very recent thing that my players have encountered is damage that can't be nullified in any way. This is primarily damage that strikes true whenever a player resists, is immune to, or nullifies damage in some way, and is generally only used by Colossal/Kaiju creatures or god-like creatures. Typically it will simply be a small amount of chip damage, anywhere between 5-10 damage at their current level, and it is untyped, but is meant to represent an unrelenting force that is unlike a typical monster they will battle and is suppose to give a sense of urgency in taking them down or fleeing if necessary, for a prolonged fight will not be in their favor. Later on they will gain artifacts or temporary boons to help mitigate this damage (As that chip damage will increase the closer to lv 20 they get) but for now they are at the mercy of any creature that has this type of damage feature. </p><p></p><p><strong>More powerful lair actions/environmental and terrain effects. </strong>I use a great amount of lair actions that I beef up considerably, allowing for greater support to the Boss monster and it's minions. I'll also add environmental hazards, both natural and supernatural, that cause cause all manner of effects. I typically keep the lair action at Initiative 20 and cause any other effects to take place at the end/beginning of the turn order. </p><p></p><p><strong>Legendary Actions, Bonus Actions, and Reactions.</strong> I tend to be a bit more generous with my legendary monsters and give them around 5 legendary actions, and give them a wider range to choose from. This allows me to spend my 3 points on the big damaging legendary action while still having a couple more points to allow my monster the ability to use its movement legendary action or more standard attack legendary actions. I will also give my monsters more to do during it's turn in combat by adding a few interesting bonus actions, and also providing some reaction features as well.</p></blockquote><p></p>
[QUOTE="RoughCoronet0, post: 9290506, member: 7031665"] I've done many things to make my boss monsters more challenging for my players as they have increased in level, introducing one or two such mechanics early on for earlier bosses, then slowly adding more and more as the campaign progresses. [B]Multiple Boss Phases[/B] - Several of my monsters once reaching a certain threshold of hit points lost will change up tactics and unlock different abilities and even change physically, taking inspiration from Mythic feature, bloodied features from 4e, and video game design. One of my favorite multi-phased bosses my group fought was a Corrupted Gold Dragon. The first phase the dragon did fly-by attacks in a hit and run style, or would teleport around the field, using bullet heck tactics. Its attacks weren't as damaging as a normal Dragon of it's CR and it didn't utilize it's multi-attack feature, but forced the party to get a bit creative in closing the distance and trying to keep the dragon from moving around. Once enough damage was done, the second phase caused the dragon to split into four golden drake that could charge and knock prone, bite and toss the PCs into each other or into the waters below the main platform, or grapple PCs and drag them away from the others. They dealt greater melee damage and could gang up on PCs, but didn't have access to the dragon's breath weapons or more magical features. Once all four of the drakes were defeated, the dragon reformed and went into a rage state as it's corruption became fully prominent. The dragon would no longer run or fly around the battlefield, but it was at it's most dangerous with a damaging aura, resistance to ranged attacks and AoEs and a wing buffet that could pull PC's closer to itself and into it's aura and reach of it's bite and corrupt tentacle attacks., not to mention a Breath Weapon that instead of shooting out in a line or cone, would instead burst out 20 feet from itself. It was a lot of fun and kept my players on their toes. [B]Draining Attacks and Abilities. [/B]Something my players have only recently begun to deal with, I use several monsters with the ability to cause temporary Attribute, Speed, Health, Spell Slot, AC, and Attack drain, with mild draining attacks being healed during a long rest and more extreme draining attacks being healed during a short rest. One of the more extreme draining attacks came from my Assassin Crows where whenever they made a talon attack, I would roll a d8 to see which Attribute would be drained by 1d4. Another player got attacked by a Flesh Render who's primary attack in it's multi-attack would lower a PCs AC by 2 on each hit that stacked, which also healed on a short rest. This has definitely given my players a sense of urgency at taking down these threats quickly, despite them never being the big damage dealer on the field. [B]Auto Damage/Piercing Damage.[/B] Another very recent thing that my players have encountered is damage that can't be nullified in any way. This is primarily damage that strikes true whenever a player resists, is immune to, or nullifies damage in some way, and is generally only used by Colossal/Kaiju creatures or god-like creatures. Typically it will simply be a small amount of chip damage, anywhere between 5-10 damage at their current level, and it is untyped, but is meant to represent an unrelenting force that is unlike a typical monster they will battle and is suppose to give a sense of urgency in taking them down or fleeing if necessary, for a prolonged fight will not be in their favor. Later on they will gain artifacts or temporary boons to help mitigate this damage (As that chip damage will increase the closer to lv 20 they get) but for now they are at the mercy of any creature that has this type of damage feature. [B]More powerful lair actions/environmental and terrain effects. [/B]I use a great amount of lair actions that I beef up considerably, allowing for greater support to the Boss monster and it's minions. I'll also add environmental hazards, both natural and supernatural, that cause cause all manner of effects. I typically keep the lair action at Initiative 20 and cause any other effects to take place at the end/beginning of the turn order. [B]Legendary Actions, Bonus Actions, and Reactions.[/B] I tend to be a bit more generous with my legendary monsters and give them around 5 legendary actions, and give them a wider range to choose from. This allows me to spend my 3 points on the big damaging legendary action while still having a couple more points to allow my monster the ability to use its movement legendary action or more standard attack legendary actions. I will also give my monsters more to do during it's turn in combat by adding a few interesting bonus actions, and also providing some reaction features as well. [/QUOTE]
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