Nilbog
Snotling Herder
Hi
So coming from a 5e background I found that challenging players with a solo or boss encounter usually went well with the inclusion of legendary and/or lair actions, however with this being missing in PF2 I'm finding making the encounters fun, and the right difficulty level quite challenging. I've generally been throwing monsers around Level + 2 or 3 at the group but I find it very dangerous for the group as the bigger numbers means the monsters are critting easier and the group struggles to hit them.
I've toyed with terrain effects but I find they become too circumstantial, and while they add to the encounter I don't always find it works.
For an encounter I'm planning I've done the following, similar to the lines of lair actions. I've taken the Amalgam from Fall of Plaguestone (I won't post the stats here in case it breaks a copyright) and given it a breath attack.
However as this encounter is taking place in a wizards lab where magic is running amok, I've made the amalgam powered by four vats of elemental energy (Fire, Acid, cold and electricity) I've not decided upon the stats for the vats yet, but below is how I plan to implement them:
Lair Actions:
Alchemical Vats: four vats float around the room, each one represents one of the following energy types: Acid, Fire, Cold and Electricity.
These are tied to the Amalgam, and animate it.
Destroying one gives a permanent weakness(5) to that damage type and damages the creature by 10 hp.
Once per round, they empower the Amalgam, granting it 1HP/vat remaining.
For one of its actions the amalgam can use the energy recharge its breath weapon and gain resistance(5) to that energy type (This ability does not function on the round it’s destroyed, if it’s destroyed before its go, otherwise it doesn’t function on the following round)
What do you guys think? also any other ideas for making solo bosses more interesting
So coming from a 5e background I found that challenging players with a solo or boss encounter usually went well with the inclusion of legendary and/or lair actions, however with this being missing in PF2 I'm finding making the encounters fun, and the right difficulty level quite challenging. I've generally been throwing monsers around Level + 2 or 3 at the group but I find it very dangerous for the group as the bigger numbers means the monsters are critting easier and the group struggles to hit them.
I've toyed with terrain effects but I find they become too circumstantial, and while they add to the encounter I don't always find it works.
For an encounter I'm planning I've done the following, similar to the lines of lair actions. I've taken the Amalgam from Fall of Plaguestone (I won't post the stats here in case it breaks a copyright) and given it a breath attack.
However as this encounter is taking place in a wizards lab where magic is running amok, I've made the amalgam powered by four vats of elemental energy (Fire, Acid, cold and electricity) I've not decided upon the stats for the vats yet, but below is how I plan to implement them:
Lair Actions:
Alchemical Vats: four vats float around the room, each one represents one of the following energy types: Acid, Fire, Cold and Electricity.
These are tied to the Amalgam, and animate it.
Destroying one gives a permanent weakness(5) to that damage type and damages the creature by 10 hp.
Once per round, they empower the Amalgam, granting it 1HP/vat remaining.
For one of its actions the amalgam can use the energy recharge its breath weapon and gain resistance(5) to that energy type (This ability does not function on the round it’s destroyed, if it’s destroyed before its go, otherwise it doesn’t function on the following round)
What do you guys think? also any other ideas for making solo bosses more interesting