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<blockquote data-quote="MortalPlague" data-source="post: 5864266" data-attributes="member: 62721"><p>Happy to help, Xipe. It sounds like you've got a good idea on your hands, and that's a good way to start things off.</p><p></p><p></p><p>Just a note here; this doesn't apply to all groups, but fighting the same villain for 10 levels or so can be frustrating. Make sure you include lots of smaller adventures and villains the players can defeat along the way so it doesn't feel like they "never win". I've played in campaigns where we were on the same, long quest against the same villain for 5+ levels, and it always gets really tiresome.</p><p></p><p></p><p>I think elites make great bosses, where solos make very poor ones. Solos have a whole collection of challenges that make them tough to run. If you stat this fellow up as an elite, you can give him an elite brute or soldier as a bodyguard.</p><p></p><p></p><p>Artillery and/or controller would work really well. I'd recommend controller, since they tend to be more robust for defenses and hit points, but still do reasonable amounts of damage. Pairing him with an elite brute or soldier bodyguard would be a really good idea, to prevent the PCs from simply focus firing him down.</p><p></p><p>The bodyguard could also give your villain a chance to escape by sacrificing himself in an epic battle. It would also give your PCs a sense of accomplishment to take down the villain's thug.</p><p></p><p></p><p>That sounds like it could be really cool. I would suggest statting him up as a L+3 elite monster each time they meet him. If you want your PCs to become closer to him in power, maybe make him a L+3 elite the first time they meet him, a L+2 the next time, and a L+1 the final time.</p><p></p><p></p><p>Quickleaf has some great suggestions to start from. I find that the Monster Vault monsters have way better design than anything from the earlier Monster Manuals. I mean, the damage is better, the powers are more evocative and imaginative, and the monsters resist being locked down better. Overall, I'd start with a Vault monster as a base if you can.</p><p></p><p>Also, check out <a href="https://power2ool.com/" target="_blank">power2ool</a>. It's a great resource which lets you do up custom monsters, and it figures out the math for you. You can then print a monster stat block which looks totally pro. You can also bring up existing monsters and edit them, so if you find something you like as a base, it's really easy to tweak it for your own purposes.</p></blockquote><p></p>
[QUOTE="MortalPlague, post: 5864266, member: 62721"] Happy to help, Xipe. It sounds like you've got a good idea on your hands, and that's a good way to start things off. Just a note here; this doesn't apply to all groups, but fighting the same villain for 10 levels or so can be frustrating. Make sure you include lots of smaller adventures and villains the players can defeat along the way so it doesn't feel like they "never win". I've played in campaigns where we were on the same, long quest against the same villain for 5+ levels, and it always gets really tiresome. I think elites make great bosses, where solos make very poor ones. Solos have a whole collection of challenges that make them tough to run. If you stat this fellow up as an elite, you can give him an elite brute or soldier as a bodyguard. Artillery and/or controller would work really well. I'd recommend controller, since they tend to be more robust for defenses and hit points, but still do reasonable amounts of damage. Pairing him with an elite brute or soldier bodyguard would be a really good idea, to prevent the PCs from simply focus firing him down. The bodyguard could also give your villain a chance to escape by sacrificing himself in an epic battle. It would also give your PCs a sense of accomplishment to take down the villain's thug. That sounds like it could be really cool. I would suggest statting him up as a L+3 elite monster each time they meet him. If you want your PCs to become closer to him in power, maybe make him a L+3 elite the first time they meet him, a L+2 the next time, and a L+1 the final time. Quickleaf has some great suggestions to start from. I find that the Monster Vault monsters have way better design than anything from the earlier Monster Manuals. I mean, the damage is better, the powers are more evocative and imaginative, and the monsters resist being locked down better. Overall, I'd start with a Vault monster as a base if you can. Also, check out [URL="https://power2ool.com/"]power2ool[/URL]. It's a great resource which lets you do up custom monsters, and it figures out the math for you. You can then print a monster stat block which looks totally pro. You can also bring up existing monsters and edit them, so if you find something you like as a base, it's really easy to tweak it for your own purposes. [/QUOTE]
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