I’ll never forget the Level 2 boss of my old megadungeon. He was this awful vulture creature, and it was his job to guard the dungeon maguffin at the end of this magical waterway. I made sure to play up the creepy sounds effects issuing from his tunnel lair.  The boss had this badass stunning screech ability, and I wanted to convey how big a deal challenging him would. I’d done the research on all his nifty boss abilities, you see. I knew in my neophyte gamer heart that it would be a tough fight. In addition to the screech, he could protect himself by hovering in place, kicking up blinding rocks and dust. There were special fly-by attacks. Grapples. Swallow Whole rules that I had to learn. And of course there was a massive bonus to hit for all of the above. It was going to be a bloodbath!

I didn’t know how right I was.

My players had been suitably impressed impressed by all the foreshadowing. They strategized. They took the time to buff up. And when it finally came time to roll Initiative, my big bad buzzard was dead in before it got its first turn. This is, I think, a lesson that all GMs pick up early in their careers.

When it comes time to pit your party against a scary boss monster, new GMs will often look at the Challenge Rating and say to themselves, “Here is a hard encounter. The rules specify that this is a hard encounter, verging on deadly. Surely this will be a battle for the ages!” But when the inevitable happens, it can be tough to understand why.

So for today’s discussion, why don’t we trade tales of “the time my solo monster got smoked?” Where were you when you first learned that action economy is a thing? And now that you’re a more experienced gamer, how do you like to mitigate it for solo encounter design? Do you take Magus’s advice and bring in the minions? Do you follow the 5e playbook with lair actions and legendary actions? Or do you make like an ettin and give solo boss monsters multiple full turns? Whatever your take on standalone battles, tell us your tale down in the comments!

 

 

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