Sorry for thread necro, kinda fishing for ideas from people on how to resolve. My campaign has gotten pretty high level and I find myself as DM to be spending far more time trying to balance boss fights around specifically monk stunning strike than anything in the game (and much more consistently fudging rolls for dramatic moments to not get stunned than anything else).
Due to a combination of the power of stun condition and the ease with which the monk applies it (a monk at 12th level has 12 charges and can attempt to stun 12 times per short rest (which is effectively as many as she wants in a boss fight unless I do something significant to stop short resting). This makes it hard to balance big boss battles.
Basically the only RAW solution is to have whatever they are fighting have legendary resistance or a bunch of threatening minions or healers. Otherwise it's is not unlikely that you have a major fight with an archmage or beholder or lich or dragon and have the cool boss battle be monk high rolls initiative and stuns the boss for 5 turns until they die. (and the stun would probably block most legendary and lair actions too).
I find it's a terrible balance design for so much power to be in stunning as it's a giant all or nothing, but I don't want to change how the monk works (she has been playing it for 7 levels now). Just trying to find creative and cool solutions that keep the monk feeling powerful but not trivializing boss fights which should be an epic moment.
Sorry for thread necro, kinda fishing for ideas from people on how to resolve. My campaign has gotten pretty high level and I find myself as DM to be spending far more time trying to balance boss fights around specifically monk stunning strike than anything in the game (and much more consistently fudging rolls for dramatic moments to not get stunned than anything else).
Due to a combination of the power of stun condition and the ease with which the monk applies it (a monk at 12th level has 12 charges and can attempt to stun 12 times per short rest (which is effectively as many as she wants in a boss fight unless I do something significant to stop short resting). This makes it hard to balance big boss battles.
Basically the only RAW solution is to have whatever they are fighting have legendary resistance or a bunch of threatening minions or healers. Otherwise it's is not unlikely that you have a major fight with an archmage or beholder or lich or dragon and have the cool boss battle be monk high rolls initiative and stuns the boss for 5 turns until they die. (and the stun would probably block most legendary and lair actions too).
I find it's a terrible balance design for so much power to be in stunning as it's a giant all or nothing, but I don't want to change how the monk works (she has been playing it for 7 levels now). Just trying to find creative and cool solutions that keep the monk feeling powerful but not trivializing boss fights which should be an epic moment.
Well... yes.Basically the only RAW solution is to have whatever they are fighting have legendary resistance or a bunch of threatening minions or healers.
What makes those guys so special? Would it be reasonable to say that all/most undead and constructs have immunity to stun as a house rule? Can I pretend it should be errata-ed and call it day? Surely monk's stunning fist doesn't work on nearly every monster! Am I missing something?
In terms of balance it would not be reasonable. The lack of immunity is a counterbalance to the otherwise relatively weak Monk class. What the Monk has going for him is an ability that virtually no enemy is immune to.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.