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Matuka
2020-03-15, 02:16 PM
I made a final boss for a group of lv 7s. This monster was alluded to earlier in the campaign as a guardian of an ancient workshop used by the bbeg that has killed dozens of adventurers and injured hundreds more. He left before they got there and they weren't told why. He's back after months of not mentioning him, so I need his fight to be good and tough. It is a large sized, Frankenstein meets orc graveyard construct with a metal right arm. At the end of the arm is a wrecking ball. This wrecking ball normally acts as a normal fist, but can dislocate due to being attached by a large chain. So, got any advise, please?

Sam113097
2020-03-15, 04:54 PM
What part of the boss fight would you like advice on? Starting up the monster? Running the combat?

MrStabby
2020-03-15, 05:24 PM
So for the ball I would advise allowing the character to replace an attack with an ability to force a dex save or take damage and be incapacitated by the ball until the end of their next turn. Boss monsters absolutely need abilities to even up a fight - the ability to break concentration or hold up a dangerous adversary for a turn can slow their demise considerably.

Secondly you probably want to add a tactical ability to screw with the PCs plans. Maybe some kind of chaotic arcane surge: At the beginning of each turn the construct rolls on the following table and casts the associated spell

1-2 Misty Step
3 Invisibility
4 Blink
5 Invisibility Purge
6 Destructive wave

Throw in some legendary saves and some legendary actions:

1 Move, this move does not trigger attacks of opportunity
2 Attack, Gell makes a single attack
3 Static Discharge, each creature within 10ft of Gell must make a dexterity save or take 3d8 points of electricity damage, on a successful save they take half damage


Finally, for the ancient workshop you might want some layer actions:

1 lightning strike, as per call lightning
2 Poison gas cloud - as per stinking cloud
3 Animate an object in the workshop, as per animate objects

Hopefully this gives you some ideas?

Matuka
2020-03-15, 08:36 PM
So for the ball I would advise allowing the character to replace an attack with an ability to force a dex save or take damage and be incapacitated by the ball until the end of their next turn. Boss monsters absolutely need abilities to even up a fight - the ability to break concentration or hold up a dangerous adversary for a turn can slow their demise considerably.

Secondly you probably want to add a tactical ability to screw with the PCs plans. Maybe some kind of chaotic arcane surge: At the beginning of each turn the construct rolls on the following table and casts the associated spell

1-2 Misty Step
3 Invisibility
4 Blink
5 Invisibility Purge
6 Destructive wave

Throw in some legendary saves and some legendary actions:

1 Move, this move does not trigger attacks of opportunity
2 Attack, Gell makes a single attack
3 Static Discharge, each creature within 10ft of Gell must make a dexterity save or take 3d8 points of electricity damage, on a successful save they take half damage


Finally, for the ancient workshop you might want some layer actions:

1 lightning strike, as per call lightning
2 Poison gas cloud - as per stinking cloud
3 Animate an object in the workshop, as per animate objects

Hopefully this gives you some ideas?

It does, thank you very much

Matuka
2020-03-15, 08:46 PM
What part of the boss fight would you like advice on? Starting up the monster? Running the combat?

Should he have any minions or does he sound like he'd be better solo?

MrStabby
2020-03-15, 09:02 PM
Should he have any minions or does he sound like he'd be better solo?

Minions are always a good idea - the challenge is to get the right balance so the boss is still awesome. A couple of moderately powerful genuine threats are good and a handful of distractions of a much lower CR would let Gell retain the focus whilst still making it just a bit harder to trivialise the encounter.