Like a Boss?


As a DM or player, boss fights really need to bring something unique and challenging that regular combat does not. Most tackle this issue by using powerful and unique creatures from the Monster Manual at the end of particular adventure or campaign arcs. Doing so however, often leads to predictable scenarios and all too often simple whack a mole style combats, with everyone standing around attacking each other. 

This is perfectly acceptable, but in the spirit of raising the bar, I would like to discuss a few additional options for boss fights to encourage more engaging and strategic play. 

First, the boss is the boss for a reason. There should be something “magical” or powerful about them that separates him or her from their regular underlings. This doesn’t have to be the typical options like a magical item or overpowered stats. These encounters often take place in a fantasy setting with rules usually constructed for the players, as a game master you can break the rules.

Make your Boss above the law.

A prime example I see happen which underwhelms the idea of a boss fight, are short 2 round fights. Players can often down an enemy with massive health pools in short work, due to a range of powerful abilities. To counter this, I often ignore damage the boss takes for the first few rounds of combat. This however will not work if your boss is a glass cannon which will down players in a single strike.

Your boss is a bad guy right? That’s why your players are trying to stop him. Bad guys don’t play by the rules. There’s nothing stoping you from just gifting your boss unique abilities, from outside of the games mechanics (except whining from rules lawyers).
 If you have a boss like a beast, or something with a high dexterity who likes to move around, suddenly BOOM! He has immunity to opportunity attacks. Oh that’s not enough? He can also leap 20ft in any direction as a move action, landing on the same square as a player instantly knocks them prone.

Is your boss a tough bulky brawler? Well now he is immune to damage until a player specifically targets his “Achilles heel”. Maybe they have a bad knee or there’s a magical crystal attached to their forehead which needs to be shattered.

Make your boss Mechanical.

Mechanics are something that tabletop boss fights are often found lacking. Taking inspiration any popular computer game can be a great way to intensify a fight. Why not have 2 bosses that when they are near each other take half damage. Players may have to attempt to separate the pair by shoving them 10ft apart, or incapacitate one whilst finishing the other.

Perhaps a boss may “enrage” at half their hit points or after 4 rounds of combat, gaining an extra attack and +3 to hit. While enraged the boss might also have immunity to bludgeoning damage and gain the ability to knock people prone.

Another fun option can be to have bosses “stampede” or charge the players, bowling them over (knocking them prone) and damaging them in the process. Perhaps while they are knocked over, roots sprout from the ground and attempt to restrain players. These kinds of enemies should do lowered damage but have larger health pools. 

Finally have a feature in the room become increasingly draining or debilitating per round, making the players lose their precious to "hit chance" or modifiers the longer they are around the item and its aura. This encourages players to spread and move the fight around further then what they may typically do. 

Finishing the boss.

Giving fights unique twists encourage the players to engage more actively and create more memorable encounters. Players like "rule lawyers" will want to question these options as they exist outside of the "rules of the game". I find it handy to remind players that as the DM your word is law when it comes to your game. Try looking towards some MMORPG games or RPG games to help you create more fun boss encounters. There are plenty of great examples from games like World of Warcraft, Rift, or Torchlight.

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