All that really does is just gives the BBEG more hit points (which you could just give them more in the first place), or just encourages the party to nuke the BBEG all the quicker (and they already have plenty of incentive to do so).For Solos, I advocate that they have a a certain amount of the fighter's Second wind ability depending on their a type. A brusier type solo boss would have two uses of a Second Wind that restores their health to full. A Spellcaster solo may have one use of a full HP restore Second Wind. BBEG's may have up to three.
One of the issues in 5e with solos is the lack of immediate threat. When you throw high level boss monsters at a party in 5e, they just rush in like they do with every other monster.
In 3e, boss monsters often had enough offense to destroy a player, so you had to be more careful with them. Now the boss still died pretty quick, but that threat creates fear and uncertainty in the players, and sometimes has them change their tactics.
I do think one of the best changes in 5e was making lair actions auto at 20 init...and I think it makes sense to do that for solos in general. Initiative just doesn’t work for solos. Going last in imitative as a solo basically means you don’t really go period, it has a tremendous swing in power.
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