PDA

View Full Version : Belial's BBEG Building



Belial_the_Leveler
2009-01-08, 01:09 PM
So, you have a group of PCs that have memorised the monster manuals and the campaign is reaching its end. You want a BBEG with a unique feel but you can't come up with a monster stat block on the fly and also be sure it will be appropriate-or you don't want to spend too much time thinking about what stats would be balanced.
Here's a guide of sorts, steps and guidelines that can help you build a unique creature suitable for a BBEG encounter.

Step 0: concept
Before everything else, you must have a concept in mind. What BBEG would you like to have? Demon? Fiend? Giant? Someting else? And what would you like it to be? A tank, a cannon, a leader or something with mixed abilities?
A good idea helps choosing abilities.

Step 1: CR and type
Assign a CR, usually 1 or 2 points higher than the party's ECL. For a difficult campaign, assign CR 3-4 points higher. For a horror campaign, assign CR 5-6 points higher.
Then assign a BBEG type from the list. The choice determines HD size, good and bad saves, BAB, skills and some secondary abilities:
Aberration: d8 HD, average BAB, good will saves, 2 skill points per HD, darkvision to 20 ft, immunity to insanity and confusion.
Celestial: d8 HD, good BAB, all good saves, 8 skill points per HD, immunity to petrification and 2 energy types, resistance 10 to 2 other energy types, protective aura (as per angel). Celestials get 1 less lesser ability (see below)
Fiend: d8 HD, good BAB, all good saves, 8 skill points per HD, immunity to poison and 1 energy type, resistance 10 to 3 other energy types, greater teleport (as per demon). Fiends get 1 less lesser ability (see below)
Dragon: d12 HD, good BAB, all good saves, 6 skill points per HD, darkvision 60 ft, low-light vision, immunity to magical sleep and paralysis, 2 extra HD after all other HD calculations. Dragons get 1 less lesser ability (see below)
Elemental: d8 HD, average BAB, 1 good save, 2 skill points per HD, darkvision 60 ft, elemental traits and immunities.
Fey: d6 HD, bad BAB, good reflex and will saves, 6 skill points per HD, low-light vision, immunity to charms and compulsions.
Giant: d8 HD, average BAB, good fortitude save, 2 skill points per HD, low-light vision, large size
Undead: d12 HD, bad BAB, good will save, 4 skill points per HD, undead traits and immunities.

Step 2: basic stats
After selecting CR and type, it is time to calculate your BBEG's base stats. Start either with the elite array for its ability scores or assign the same point-buy as the PCs. Then, assign four times the BBEG's CR as points to increase its stats in a point-by-point basis. These reflect racial bonuses. As a rule of thumb, don't assign more than 12+CR of those points on a single stat.
Finally, you may wish to assign aging bonuses/penalties (if any).

Step 3: special abilities
To make creature creation easier, both special abilities and unusual traits have been categorised in three tiers.
Greater abilities are very powerful but few and they usually increase a creature's stats. A BBEG has 2 greater abilities.
Lesser abilities are more numerous and of average power. They mostly deal with the BBEG's special abilities and attacks or further increase stats. A BBEG has 4 lesser abilities.
Least abilities are the most numerous but not as powerful. They deal with physical characteristics and weaker (usually noncombat) abilities. A BBEG has 6 least abilities.
Choose from the list below. Some abilities are marked to indicate what creature types mostly use them;

Greater
Spellcasting: choose a primary casting class; the BBEG has spells per day and spells known as a caster of that class with a level equal to its CR-3. Celestials usually are primary casters as are some few fiends.
Spell-like abilities: The BBEG can cast a number of spell-like abilities whose total spell levels equal 3 times the BBEG's CR. Such SLAs should be available to standard creatures of the BBEG's type; the BBEG can use those SLAs as many types per day as a standard reature of that type. I.E. a CR 20 fiend BBEG could get unholy aura at will because the Balor has it but it could not get Crushing Fist of Spite because no outsider has it. If you want to give a BBEG non-standard SLAs then they should cost twice as much and exceptionally useful SLAs should not be usable at will.
Many fiends and celestials have this ability.
Increased HD: The BBEG has more HD than other creatures of its CR. Increase its base HD by 60%. Dragons and Giants all have this ability as do some outsiders. This ability can be taken twice for creatures with tremendous physical might (e.g. the tarrasque has 48 HD at CR 20)
Increased Ability Scores: The BBEG has higher ability scores than other creatures of its CR. Add a number of points equal to its CR to its racial ability score total to assign as desired. Some high-end fiends have this ability.
Alternate HP: The BBEG gets bonus HP not from consitution but from another ability score (usually charisma) Some undead have this ability.
Ethereal: The BBEG is Ethereal and can manifest like a ghost as well. It has no strength score on the material plane-though it normally has it in the Ethereal plane. It has no natural armor in the material plane (though it normally has in the ethereal) but it gets a deflection bonus to its AC equal to its charisma modifier.
Ghosts, spirits, hauntings and posessing demons can all have this ability.
Resist Magic: The BBEG has a very high resistance to magic. Taken once, this ability gives SR 20+CR. Taken twice, this ability gives magic immunity.
Constructs and some rare undead and demons have this ability.

Lesser:
Spells: As per greater but as a CR-7 caster. Does not stack with greater. Dragons usually have this ability.
SLAs: As per greater but only gives points equal to CR. Does not stack with greater. Some outsiders and undead have this ability.
extra HD: As per greater but only 25% extra HD.
extra ability scores: As per greater but only gives points equal to half CR. Does not stack with greater. Dragons usually have this ability.
natural armor: the BBEG gets a natural armor score equal to its CR. Taken twice and if the BBEG has increased HD, it gives a natural armor score equal to the BBEG's HD. Most creatures except fey have this ability once.
Spell Resistance: SR equal to CR+13. Many outsiders have this ability.
Damage Reduction: DR 5 if the BBEG is CR 6 or less, DR 10 if CR is 7-12, DR 15 if CR is 13-20, DR 20 if the BBEG is epic. Basic DR needs 2 qualities to bypass (usually material+alignment). If it is just one quality, increase DR by 5. If it requires more than 2 qualities (e.g. good+law+cold iron) decrease DR by 5. Many outsiders and dragons have this ability.
Regeneration: The BBEG has regeneration equal to its constitution modifier, bypassable by 2 common damage types. Taken twice the regeneration doubles and only 1 common damage type bypasses it. Taken 3 times the regeneration triples and special conditions must be met to bypass it (i.e. the tarrasque's regeneration)
Enhanced Defence: Choose a defence (AC, fortitude, reflex or will). You get an additional ability modifier (e.g. charisma modifier) as a bonus of a type of your choosing to this defence. This ability can be taken many times, the effects applying to a different defence.
Some fey and undead have this ability.
Energy Weapon: You get a breath weapon comparable to that of a dragon of your HD. Damage die size is d10 if you're nonepic, d12 if you're epic. You may choose nonstandard breath weapons such as a shadow dragon's energy drain or a pyroclastic dragon's disintegrating breath. This ability doesn't actually have to be a breath weapon; as long as it mechanically stays the same, the flavor may adapt to any energy attack such as a blast from the BBEG's hand, eyes or other body parts. (anyone seen Braveheart?)
Innate Weaponry: The BBEG has a special magic weapon that is a supernatural ability rather than an item with an enhancement bonus equal to CR/2. Such weapons can't be destroyed, disarmed or looted because they're part of the BBEG and they disappear when the BBEG is killed. They don't count against the BBEG's treasure allotment. Of the standard creatures only the Balor and the Solar have such weapons-but there's no reason a BBEG could not; they're far too cool to leave out.
Special Ability: Categorising all abilities of all creatures is impossible. This is a general category for all other abilities. Give your BBEG an existing special attack or special quality roughly comparable to a strong spell a wizard of the same CR could cast. E.g. a beholder's antimagic cone or one of its strongest rays would be such abilities for a CR 16 BBEG. A disjunction ray (gibbering mouther) would be an ability for a CR 18+ BBEG. You can, ofcourse, make new special abilities but they might not be balanced so consider each one carefully.

Least:
Extra Movement type: Give the BBEG another method of movement such as flight, burrow, swim, float. Ground Speed should be 30 +10 ft per size category over medium. Fly speed can be as much as twice that for average maneurability and better or three times as much for poor. Other movement speeds are half the ground speed.
Extra natural attacks: The BBEG gains a pair of extra secondary natural attacks e.g. 2 claw or wing attacks or 1 bite and 1 tail attack. Alternatively, it gains a single extra primary attack e.g. bite OR a single special physical attack such as pounce, rake, crush, tail slap, improved grab, swallow whole or constrict.
Extra limbs: The BBEG gains a pair of extra limbs e.g. hands or tentacles that can be used to manipulate items and wield weapons. If the BBEG already has existing limbs that can perform natural attacks then the extra limbs can perform the same natural attacks.
Extra Immunities: The BBEG gains an extra immunity to a common energy type or attack form (such as form-altering attacks, all fortitude-based effects or all mind affecting) or two lesser but similar immunities (such as critical hits and sneak attacks, vile and corrupt damage, disease and poison, ability damage and drain, death effects and energy drain)
Extra SLAs: as per greater and lesser abilities but only CR/2 points
Natural Armor: as per lesser ability but the bonus is halved. Some physically weaker creatures have this ability.
Fast Healing: the BBEG gains fast healing equal to its constitution modifier. Some outsiders have this ability.
Spell Resistance: equal to CR+8. Dragons and some fiends have this ability.
Affliction: the BBEG has an energy drain, ability drain, ability damage, poison, disease or curse it can deliver with a touch, grapple or natural attack. The amount of drain or damage or the strength of the poison/disease/curse should not be higher than comparable abilities of equal CR creatures. Energy drain and ability drain are usable 1/round and allow no saves. All others are usable as many times as the specific attack that delivers them is usable and allow a save to negate.
Special ability: same as the lesser ability but only generally weak for that CR or noncombat abilities should be least abilities. E.g. a Balor's flaming body is weaker than the 4th lvl spell fireshield so it is a least ability. A succubus' change shape is noncombat ability so it is a least ability.

NOTES: Unless otherwise noted, abilities that add numerical bonuses to any stats can be taken only once. Abilities that add different special abilities or qualities (including different SLAs) can be taken more than once.


Step 4: adding up stats
Now that you've chosen abilities, time to add up stats. Your BBEG has base HD equal to its CR. Modify for any abilities that increase HD, rounding up.
Assign ability increases by level and feats.
Calculate HP, skills, defences, initiative, armor and standard/full attacks.
Write down the character sheet and explain how special abilities work.

Step 5: final notes
Your BBEG is ready. You may play it against the PCs any time. Note that with the rules above a BBEG should be strong enough a challenge for unoptimised PCs without any stat-boosting items. If your PCs optimise then you can further add stat-boosters. Otherwise, prefer to add flavor-oriented items or stat boosting based on inherent bonuses.