Multi-part bosses

One common complaint about 4th edition is that combat can be a bit of a slog. Solos, in particular, are notorious for this problem. But sometimes, you just really want a big, climactic fight against one really nasty enemy.

What’s a DM to do? As always, we take out the one tool every DM should know how to use, more useful than duct tape, a dremel, a swiss army knife and a leatherman combined: theft.

In this case, we’re stealing from video games. A common staple in video games is the large, multi-part boss fight that changes periodically throughout.

Let me give you an example. I’m coming up to the climactic ending of my campaign. The big bad in question is actually rather small; a halfling-sized warforged named Judgment who is (quite successfully) summoning an entity from the far realms to devour the world.

Now, there are three obvious ways to turn him into the big bad.

  1. 1. Make him a solo lurker and hope I can craft the terrain such that it’s an interesting fight. Not bloody likely.
  2. 2. Turn him into a hulking monstrosity “because of the far realms taint.” Not terribly desirable, since it radically changes the concept of the character.
  3. 3. Make him an elite and surround him with a a more standard encounter. Yawn.

No, no, no. That just won’t do. You see, it’s important to me that the PCs get to fight Judgment as… Judgment. Without getting into detail, suffice to say that a couple of the PCs have a specific and personal (to the players even more so than the characters) vendetta against Judgment as he is.

I also want to make sure that the fight is different and interesting. And so I brainstormed, and here’s what I’ve come up with.

The fight starts off fairly normal. Judgment is just a plain old lurker, not even elite, with a couple warforged and illithids and maybe an umberhulk. When Judgment is destroyed, he shatters into dozens of shards. Hooray, they got to kill the real Judgment!

After the last of the enemies are defeated, however, and before the PCs can take a rest, the shards begin to regenerate into a small army of Judgments. In this form, Judgment is represented as a couple dozen minions, with the nasty ability that every round any one of the minions can deliver a very powerful attack.

Finally, after they defeat the split Judgment, all the pieces coalesce back together into a more abstract, crystalline form. This is Judgment’s final form, and his most difficult. He is now an elite controller who radically alters the way the battles go, drastically reducing healing, making PCs attack each other, and only being hit by rolling under his defense.

I hope this post has inspired you. Provided below are Judgment’s stats in each form.


Judgment Level 12 Lurker
Small Natural Humanoid (warforged) XP 700
Initiative +16 Senses Perception +14
HP 97; Bloodied 48
AC 26; Fortitude 24, Reflex 25, Will 24
Speed 6
M Dagger (Standard; at-will)
+17 vs. AC; 1d8+5 damage.
m Shank (Standard; recharge 56)
+17 vs. AC; 3d8+5 damage and target is weakened (save ends)
Camouflage
Judgment may make stealth checks to become hidden at the end of any movement. If it doesn’t have concealment, it takes a -5 penalty to the stealth check.
Sneak Attack
Whenever Judgment hits a target it has combat advantage against, it deals an extra 3d8 damage on the attack.
Tumble (Move; at-will)
Judgment shifts 3 squares.
Alignment Chaotic Evil Languages Common
Skills Bluff +15, Intimidate +15, Stealth +17, Thievery +17
Str 12 (+7) Dex 22 (+12) Wis 17 (+9)
Con 19 (+10) Int 13 (+7) Cha 19 (+10)

Judgment, Split Form Level 12 Minion
Small Aberrant Humanoid (warforged) XP 175
Initiative +12 Senses Perception +14
HP 1; a missed attack never damages a minion.
AC 26; Fortitude 24, Reflex 25, Will 24
Speed 6
M Harrying Strike (Standard; at-will)
+17 vs. AC; 6 damage.
m True Strike (Standard; at-will, but only one split form may use it per round)
+17 vs. AC; 4d10+5 damage and target loses a healing surge.
Tumble (Move; at-will)
The split form shifts 3 spaces.
Alignment Chaotic Evil Languages Common
Skills Bluff +15, Intimidate +15, Stealth +17, Thievery +17
Str 12 (+7) Dex 22 (+12) Wis 17 (+9)
Con 19 (+10) Int 13 (+7) Cha 19 (+10)

Judgment, Final Form Level 12 Elite Controller
Small Aberrant Humanoid (warforged) XP 1,400
Initiative +12 Senses Perception +14
Terrible Sympathy (healing) aura 10; Whenever another creature within the aura spends a healing surge, it heals half as much as it otherwise would and Judgment gains temporary hit points equal to the amount the creature healed.
HP 246; Bloodied 123
AC 26; Fortitude 26, Reflex 25, Will 26; See also obscene geometries below
Saving Throws +2
Speed teleport 8
Action Points 1
R Misdirected Blow (Standard; at-will)
Ranged 20; No attack roll; target makes a basic attack of Judgment’s choice against any creature within 20 squares of Judgment. The target does not have to be within range of the defender, and may even make a melee attack against a distant defender.
Warp Space (Immediate Reaction, when an enemy attacks Judgment with a melee attack; at-will)
The target is teleported 1d6 squares in a random direction and dazed until the end of Judgment’s next turn.
Obscene Geometries
If an attack would hit Judgment, instead it misses. If an attack would miss Judgment, instead it hits. A roll of 1 is always a critical hit against Judgment and a roll of 20 is always a miss. Enemies with combat advantage against Judgment get a -2 penalty instead of a +2 bonus to the attack roll.
Alignment Chaotic Evil Languages Common
Skills Bluff +15, Intimidate +15, Stealth +17, Thievery +17
Str 12 (+7) Dex 22 (+12) Wis 17 (+9)
Con 19 (+10) Int 13 (+7) Cha 19 (+10)

Actually, as I write this addendum (which technically isn’t an addendum since as far as you’re concerned this all went live at the same time), I’ve just finished this fight. It worked out really well, minus some design issues with the last form of Judgment. The PCs were actually rolling too reliably and having a hard time missing him, and on top of that the basic attack thing wasn’t doing much damage. Turned it into a bit of a slog, so after a few rounds I decided to just end it there.

Other than that, though, I think the multi-part boss idea worked beautifully.

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8 Responses to “Multi-part bosses”

  1. This is a fantastic concept. It accomplishes the exact goals you’ve specified. It doesn’t rely on terrain or a massive amount of hit points. Good take on a problem we’ve all faced (as DMS) while keeping it interesting and entertaining for the PCs. I’m a little ticked off that I didn’t think of it first. But that’s why we blog about D&D, to share ideas and make the game better for everyone. Good job.

  2. Interesting idea. Doesn’t seem like you could do this frequently (even frequently in terms of campaigns), but if it was done right I could see the group talking about that session for many years to come.

    Very nifty, Asmor; consider it yoinked.

  3. I disagree, Ktulu. Frankly, if you were so inclined, I think you could credibly do this every single session. In fact, I’m willing to say right now that I will never, ever run a

    The beauty is that it really doesn’t break anything, it’s using the rules of D&D exactly as they were intended. It’s just like having a normal combat where some new monsters jump in later in the round.

  4. I was more meaning in terms of the wow! factor. If done sparingly, I could see this being the great part of the session/campaign.

    If done too often, the players would just begin to expect it.

    But, as I said, it’s still a great idea that I fully intend to use.

  5. This sounds awesome! I’m totally hijacking this for the end-of-paragon tier encounter in my campaign, except the second and third stages will be explained by a primordial possessing him.

    Mind showing the rest of the encounter stats?

    Aaron
    allgeektout.com

    Aaron’s last blog post..Dungeoncraft – in medias res: Exploring Elion

  6. Not really much else to show. I winged most of the rest of it… There was one level 10 Beholder Eye of Flame (could have been two if the PCs had failed a skill challenge), a bunch of Aberrant Flingers, and a Destrachan Farvoice. After they were dead, I through down a bunch of the minion judgments.

  7. Ah, gotcha. Still, pretty sweet. Can’t wait to have the wrath of the Prophet (and the primordial Ragkor) rain down on my players!

    Oh, and I meant end of Heroic tier. Oops!

    Aaron
    allgeektout.com

    Aaron’s last blog post..Dungeoncraft – in medias res: Exploring Elion

  8. Good post!
    And one marvelous idea man!
    I will try something like that in my campaing to!
    Thanks for the hints

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