RPG Evolution: Don't get squashed!

How does a solitary legendary monster withstand the focused fire of a small army of third-level adventurers?
When it came to the finale at my weekly library game, everyone showed up. And that's how I found myself managing nine players vs. a giant monster.

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With that many players—a number that doubles the standard adventuring party—we moved from combat encounter to siege of dramas. The Avatar of Voynich, a plant-like fiend sprouting six pumpkin heads, was designed to do more than just swing a vine; it was engineered to dismantle the party's coordination, both physically and psychologically.

The PCs were trapped in a cabin. Our gnome assassin (Nixel) was down in the cellar after having just defeated the hag (who ended up being the vessel for the Avatar's arrival after her corpse was dragged out by a spirit of the Avatar into the woods), but was infected by her claws, losing a point of Charisma each around as vines sprouted from the wound. He was with the tiefling wizard's (Percipience) owl familiar (Fica), an important form of communication because there were clues in the cellar as to how to stop the Avatar.

Four of the PCs were in the cabin itself, a vulnerable, rickety old thing that provided both cover and potential roof collapse when the Avatar took hold (which it did). Three more attacked it from the woods from behind, with only trees to hide behind.

Every remaining window exploded inward at the same instant. But it was not glass that rained onto the floor—it was a deluge of thick, muscular pumpkin vines, wet with a viscous black sap and bristling with six-inch, hooked thorns. They lashed across the room like organic harpoons, pinning the heavy furniture to the walls and coiling around the rafters with a sound like tightening hemp.

The front door frame buckled, the heavy timber bowing inward until it splintered. Through the widening gap, a massive, glowing blue gourd-o-lantern—the size of a carriage wheel—forced its way into the house. Then another. Two of the five heads of the Voynich Avatar were now gnashing their jagged, wooden teeth just inches from the threshold. Their blue balefire eyes illuminated the room in a sickening, rhythmic pulse of light, revealing that the Voynich wasn't trying to enter the cabin to fight them.

It was coiling around the structure like a constrictor. It was trying to crush the cabin, and everyone inside it, into a single mass of splintered wood and broken bone.

The Mathematics of the Mob​

At 3rd level, a party of nine can output a staggering amount of damage in a single round. If each player manages a conservative average of 8 damage per hit, the boss faces 72 damage per round before account for critical hits, smites, or action surges.

To counter this, the Avatar of Voynich required a significant overhaul in hit point elasticity and action economy. Traditionally, a CR 4 monster might possess 60 to 90 hit points, but against nine players, such a creature would survive exactly one round. To help my poor Avatar survive, he was going to need a few tricks.

The Avatar needed to be tough enough to survive, but not so lethal that it could wipe the party in a single turn. This balance was achieved through a combination of resistances and the implementation of a Legendary Action pool that scaled with the number of participants.

The obvious change was Legendary Resistance and Legendary Actions, both of which are designed to keep monsters from being easily overwhelmed. Ironically, at third level the party didn't cast a single "save-or-fail" spell, opting instead for damage inflicting options, so for all my worry about Legendary Resistance, it never came up.

Legendary Actions, on the other hand, were crucial. In the 2024 edition, monsters all seem to get a base three Legendary Actions, four in their lair (which the Avatar was). But instead of having the Avatar inflict just damage, it also could inflict the Stunned condition. This meant that it could keep some PCs out of the fight while others were trying to free their allies or help up downed foes.

The most useful aspect of the Avatar wasn't a Legendary Action at all, but the "Roper-style" vine drag. This serves a dual purpose: it physically displaces the character, often moving them out of range of their allies' buffs (like a Paladin’s aura or a Bard's inspiration), and it forces the party to spend their own movement and actions to save their allies. The Avatar's tendrils had less hit points and were easier targets; with a six-headed monster chomping on anyone in melee, fighting the Avatar hand-to-hand practically guaranteed someone would go down. When the Avatar wasn't dragging PCs out of the shelter of the cabin, it used its tendrils to tear the cabin's foundation apart, collapsing the roof on some of them.

A battle against a high-hit-point monster can easily devolve into a slog if there is no other objective. To combat this, I introduced three side dramas that functioned as simultaneous encounters, effectively splitting the nine players into smaller, more manageable sub-groups. This mimics the Evil Dead style of horror where the environment is as much an enemy as the monster itself.

"Is it over?" Coyson asked, his voice trembling as he lowered his staff, breaking the heavy stillness.

The answer came not from the woods, but from Marxenne. With a sudden, violent jerk, her corrupted arm sprang back to life. It snapped upward with the rigidity of a closing trap, her own blackened, wooden fingers clamping around her throat with lethal force.

"Not..." she gasped, her saurian eyes rolling back into her head as her free hand clawed uselessly at the possessed limb. Her scales turned a bruised purple from the lack of air. "...OVER!"

Drama I: The Possession​

The first complication involved an NPC ally, who ended up getting infected by the hag and turned into a plant zombie (a warning for Nixel and Marxenne, our dragonborn war cleric). In that same battle, Marxenne discovered the wound on her arm had rapidly become infected. Her hand started strangling her own throat. This created an immediate moral and tactical dilemma. It required at least two PCs to grapple the NPC and attempt checks to break the possession. The DC to resist the claw increased by 1 each round. It also removed two actions from the party's pool every round as PCs split their focus between fighting the Avatar and helping Marxenne, reducing their total offensive output by over 20%. By forcing players to choose between damaging the boss or saving the PC from themselves, the encounter shifted from a math problem to a heroic narrative.

"He—help," Nixel croaked, his voice little more than a wet rattle.

His hand struck a cylinder of tattered parchment on the shelf. He snatched it, the ancient vellum feeling like dry, dead skin. With trembling fingers, he unfurled the scroll. It was covered in a frantic, spidery script—not the elegant druidic of the woods, but a jagged, inverted dialect of the Old Ways, a "Pruning Chant" intended to reverse the very growth Haggis worshipped.

Nixel’s eyes skipped over the symbols, but the vines at his throat tightened, a thick coil wrapping around his tongue. He couldn't speak. He couldn't form the phonemes. In a final, desperate act, he thrust the scroll upward toward Fica, holding it steady despite the violent tremors racking his frame. He knew Percipience was watching through the owl’s golden eyes.

"TELL HIM!" Nixel’s thought was a silent scream of agony directed at the wizard above.

Drama II: The Cellar Infection​

While the main fight raged in the cabin's common room, Nixel was trapped in the cellar, facing a creeping fungal infection that sapped his Charisma every round.

The mechanic was simple yet terrifying: a Constitution saving throw at the start of each turn, with the DC increasing by 1 each round. Success meant the infection stayed at bay; failure resulted in a 1 point reduction in the Charisma score as tendrils extended from the wound. If Nixel's Charisma reached zero, he knew what would happen--the PC would become a plant zombie like the poor NPC ally, an extension of the Avatar’s will. Nixel, communicating with the party via the Perci's familiar, Fica, alternated between scrambling for clues and trying to burn off the vines while injuring himself in he process. Which is how he found out about...

The splintered remains of the cabin’s parlor became a theater of frantic, desperate motion. Percipience stood amidst the falling rafters, his eyes milky and fixed on the vision transmitted by Fica’s golden gaze. He didn't just speak; he shouted the words like a herald of doom, his voice cutting through the groans of the dying house.

"The Tome is the Root! The Avatar is the Branch!" he shrieked, his hands shaking as he gestured toward the massive, five-headed entity outside. "So long as the ink remains, the God is tethered to this mud! But the tether is a two-way path! If the Root is consumed by flame while the Branch is manifest, the fire will travel the vein! To burn the Book in the presence of the Vine is to burn the God from the inside out!"

He spun around, nearly tripping over a sagging floorboard. "We’ve got to burn the book! Now, while it’s holding us!"

Drama III: The Bonded Book of Voynich​

The most significant twist was the discovery of a sentient, plant-like book bonded to the Avatar. This book shared a life-link with the monster. The book had its own hit points (matching the Avatar's) and AC, but it was vulnerable to fire and slashing damage—the traditional weaknesses of plant monsters. The PCs alternated between trying to kill the terrifying Avatar from a distance and using melee attacks against the book itself, a vulnerability communicated to the PCs upstairs by Nixel downstairs.

This three-part structure ensured that all nine players had something vital to do. The martial characters focused on the Avatar, the rogue dealt with the possession and the basement, and the spellcasters identified the book as the true source of the monster's power. By the end of the session, the Avatar was down to 2 hit points, the book was at 5, and three PC were unconscious. When they finally killed it and destroyed the book, the hard-won success felt earned and fitting for the conclusion of a eight-month arc.

Radagast’s descent was a masterclass in desperate, martial precision. As he plummeted toward the frozen heart of the Avatar, the two remaining mastodon-sized gourds snapped at him, their wooden jaws closing on nothing but the slipstream of his passage. He twisted in mid-air, the heavy rhomphaia held in a white-knuckled grip, and brought the curved blade down with the full weight of his momentum.

The steel bit deep, sinking into the primary vine-junction that served as the creature’s central nervous system. The impact resonated through the ice-slicked core that Andrias had weakened. With the sound of a glacier calving, the crystalline structure shattered. The ice acted as a wedge, driven home by Radagast’s strike, splintering the Voynich's woody heart into thousands of jagged, frozen shards.

The effect was a gruesome chain reaction. The gargantuan heads shivered, their blue balefire eyes flickering and dimming to a dull, bruised grey. They let out a final, rattling gasp—the sound of air escaping a punctured lung—before they began to shrivel. The tumescent rinds crunched and smashed inward with a heavy, wet groan, the massive structures collapsing in on themselves like rotted fruit in a cider press.

The "Rule of Three" Dramas​

Candidly, I didn't plan this. I ran multiple battle simulations trying to figure out how the heck the Avatar was going to survive nine PCs, with the real possibility they might not all show up. I also didn't intentionally separate the PCs -- the two rogues were down in the cellar, but one was terrified by the hag and fled, leaving Nixel and Fica separated from the party when the Avatar collapsed the cabin's roof. Three PCs joined late, so they came at the monster from behind, attacking it at a distance (well, not quite, three PCs just charged it from different directions).

What that resulted in, however, was three different dramas: the frantic clue-searching in the cellar as Nixel tried to save himself and the party; Marxenne trying to stop her possessed hand from choking her to death; and the casters destroying the book tied to the Avatar to banish it for good. All the while, the tanks whacked away at the Avatar the old fashioned way, even as it dragged them through the forest, smashing them against trees and stunning them in-between taking big bites of those who got dragged too close

And yet despite the chaos, it worked. Of the PCs who were actually fighting the Avatar, only five were inflicting damage: one was in the cellar, one was buried, one was trying to destory the book, and one was fighting her own hand. And yet everyone felt like they were doing SOMETHING, and each PC was critical to the survival of the group as a whole.

The finale of this arc taught me something important about how epic boss battles should work: not just hit points and armor class and actions, but multiple environmental factors at once (searching for clues, collapsing cabins, burning books) that gives everyone a chance to risk it all while under immense pressure. Sometimes, heroics isn't just battling bags of hit points, but finding the right clue at the right time.

Your Turn: How do you run big group boss fights?
 

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Michael Tresca

Michael Tresca


I've never run for that large a party but it sounds like you did a cool job of it. Main thing is keeping pace up, which must have bee hard.

Legendary for lower level monsters would make a HUGE difference to make bosses feel actually, well, boss-like. Goblin boss who throws gobbo "we serve!" flunkies in the way to take the damage for him? Yep. 5E would have done well to put many more in, or templates for legendary at different tiers.
 

I've never run for that large a party but it sounds like you did a cool job of it. Main thing is keeping pace up, which must have bee hard.

Legendary for lower level monsters would make a HUGE difference to make bosses feel actually, well, boss-like. Goblin boss who throws gobbo "we serve!" flunkies in the way to take the damage for him? Yep. 5E would have done well to put many more in, or templates for legendary at different tiers.
Yeah the biggest problem was "legendary actions for low level parties." The Roper-mechanic essentially created four minions each round for the PCs to worry about, which kept them busy. The rest was all just mechanical chaos thrown in based on the circumstances (they idea was they were supposed to destroy the book OR the Avatar, not both at the same time, so it was a race and ended up being a wash).

And just to be clear: yes, I did then have a dimensional vortex open up and attempt to suck them into a time portal (it didn't work, but I was ready!).
 


Love that Voynich is your big bad...

Did you spring this on them? Voynich manuscript - Wikipedia
Naturally. Bonus points to you, because you just figured out what the "book" in my campaign was (I mean, I feel a little bad naming the big bad after the guy who was trying to swindle people into thinking his fraudulent book was worth all that money...okay not that bad). It was named the Naturom Voynich, modeled after the Voynich Manuscript, the Codex Seraphinianus, and the Naturom Demonto from Evil Dead.
 

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