Unique Boss Encounters?


Advice

Liberty's Edge

Hello all,

I've all but run out of creative juice recently... which is unfortunate, as I'm GMing a campaign with a storyline that is created for the most part in my head. The party has just defeated the current "chapter's" boss, and now I need to flesh out the next "chapter". This would be easy, save for one issue: I can't for the life of me think of a cool, unique boss encounter (I usually work backwards from the boss fight to fill in the rest of the "chapter").

All I need from yall are some general, yet interesting ideas for boss encounters. Specifics aren't needed, just the ideas. I can make almost any idea work for this, I just want to make sure to wow my players.

As an example, the boss encounter that they defeated this week is as follows:

The primary BBEG is standing in the ribcage of a massive dragon's skeleton. When the party approaches and starts to attack, he conjures the spirit of the dragon from the bones as an ally.

So, if you could have a boss encounter with essentially no restrictions on your creativity... what would your dream encounter be?

Silver Crusade

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

A fight against a Mythos monster on/inside a meteor headed for the PC's home town.

One I had fun with was a battle on top of a dungeon that was sinking into the swamp over a large McGuffin, against a rival band of adventurers who were attacking from the player's stolen airship.

Lantern Lodge

You could steal from video game RPGs by making a boss that has multiple separate parts that have to all be defeated.


a packlord druid in dire lion wild shape with multiple animal companions


1. A fight aboard a ship sailing on the water is always memorable. Especially if the PC's are aboard the ship and the boss is attacking from the water. Even better if the fighter insists on wearing full plate.

2. A fight at the bottom of a pit/depression with (magic?) boulders up top. Climbing up to the high ground lets the character or boss roll boulders down into the depression hitting any monster/PC that happens to be there. The boulders roll up the opposite side and come back down on the same spaces in the next round. Anyone standing in the way gets hit.

3. An area with superheated/poisonous/volcanic vents. If the PC's observe the area before the battle, they can make out a pattern in which spaces the venting occurs and in what order. If they or (less likely) the boss is standing in the wrong space at the wrong time- blammo!

4. Hang Tough from American Gladiators. Over a bottomless/spiked/lava filled floor instead of gym mats. Strength checks required to hold on. Beware of flying grapplers.

5. Boss is riding a very large/magical mount. Mount must be killed before characters can melee the boss. Ranged and magical attacks still work between boss and characters (boss may have cover).

6. Battlefield lighting varies between bright and pitch dark every couple of rounds. Some characters or boss may be able to see during dark rounds, others can't.

Combine some of the above.


7. Boss battle is a race to the top of a cliff. Character's must fight while climbing.

8. Battle takes place in the snow/ice. Boss is a creature with the cold subtype that never slips on ice or gets stuck in snow. The PC's might, though.

9. Battle takes place in a high wind dust storm. Boss is magically/racially unaffected.

10. Characters must find their way through a labyrinth. Parts or limbs of the boss attack from side tunnels and withdraw until PC's find their way to the boss in the main chamber.

11. Opposite of 7. Battle takes place during a fall or slide down a great distance.


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Here's two that I have run, both of which were well-liked by the players:

  • The "boss" is a giant (as in, when at rest it appears like a large stony hill) snake-like creature called an uktena. On its head is a gem that grants wondrous powers, which the PCs need. In order to kill the creature, it must be shot exactly through the center of the seventh spot from the head--but the spots are only visible when the uktena is well and truly angry. The PCs have to enrage the creature, then survive its wrath until someone can hit the bullseye.
  • The PCs have to protect a group of NPC spellcasters performing an epic spell that takes 10 minutes to cast and requires all of their concentration. About a minute into the ritual, a planar rift is torn open inside the ritual chamber and monsters begin to climb out. The rift slowly grows wider and wider, and the PCs can see truly monstrous forms trying to push their way through the rift, but unable to because it is too small. The PCs are able to attack the rift to reduce the speed at which it grows (or, if they do enough damage, even shrink it a little), but monsters are constantly coming through the rift and they have to balance their attention between keeping the rift a manageable size and preventing the mosters from disrupting the ritual until either the ritual completes after 80-90 rounds or they manage to deal enough damage to seal the rift.

Here's one I'm going to run as the final encounter of my Pirate Kingmaker campaign:

  • The PCs have received word that a massive invasion fleet is on its way to wipe out their kingdom (because they've simply been too effective at pirating). They assemble whatever pirate fleet they can and move out to meet the invading fleet. Partway through the battle, sea serpents begin to rise up out of the water and wrap around ships from both sides. After a few rounds, it becomes clear that the "sea serpents" are not individual creatures at all, but rather massive, mouthed tentacles belonging to a Great Old One that has been awakened by the PCs' actions and the battle above its resting place. The PCs have to work out an immediate alliance of convenience with the leaders of the invading fleet and turn the combined might of the heroes of both sides as well as their fleets on the monstrosity before it destroys all of them and the world with them.

  • RPG Superstar 2012 Top 32

    Naga sorcerer that has died and gained the Worm That Walks template...make that the Worm That Crawls....

    A huge chamber with lots of platforms to jump to and fro upon. Under the platforms are deadly swarms. Hidden above the platforms are some kind of crazy grapplers that go after flying PCs. Also, some warlocks with repelling eldritch blasts which try to bull rush the PCs off the platforms.

    A trap-filled lair of ettercap sorcerers with lots of webs, pits, spider swarms, giant spiders, and drider mooks.

    A boat chase, with lots of jumping back and forth between vessels, while being attacked by tentacles from under the surface of the water. Maybe a foot race across the backs of crocodiles to get to the boats first.

    A battle in a giant clock, with spinning gears and moving platforms, chains to ride up and down, and maybe a time-themed enemy (time stop, haste, slow, re-rolls, foresight, etc. etc.)


    Anything that uses the chase mechanics!! Try to catch it before it gets to its strongholds where it can heal or has reinforcements etc.

    I LOVE THE CHASE MECHANICS!!

    Silver Crusade

    Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

    It says something about the game that the most interesting/challenging encounters are negated by the "fly" spell. Gravity is the true challenge, but all it does is punish martials and reward casters.


    DM_aka_Dudemeister wrote:
    It says something about the game that the most interesting/challenging encounters are negated by the "fly" spell. Gravity is the true challenge, but all it does is punish martials and reward casters.

    Flight does (did) nothing to any of the three encounters I listed.


    A trio of bards based on the Marx brothers.

    (No joke I've been wanting to make these for a while now but I'm not running a campaign and thus have no real incentive.)


    Hmm, There was a really epic Dungeon encounter back in the day. The PCs reached the mcguffin artifact at the same time as their rival group, and were both teleported into a demiplane by the artifacts defense spell.
    So it ended up with the PCs and the rival group trapped in a pitch black labyrinth, racing around against the other group while being hunted down by the labyrinths pretty much unkillable guardian.
    Best. Encounter. Ever


    Ettin.
    Werewolf.


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    A Vampiric Dryad Sorceress and her Semi-vampiric awakened (Treant) oak. The fight takes place in an overgrown monestary full of dead trees, so that the dryad can move around a lot and the treant will pick up large stones now and then to toss at the ranged characters.
    Also, the Treant has a clan (10) of tiny, flying fae-creature sorcerers (level 2, 4 or 6, depending on the level of the party), casting magic missiles and being a general nuissance.


    A nymph possessed by a ghost or some kind of demon spirit. She turned mad and the PCs must defeat her without killing, and then perform some kind of ritual to exorcise the evil spirit.

    To make things harder, you can also add lots of low CR feys (the nymph court) trying to protect their queen from the PCs : they can hardly hurt them but they should be a good nuisance : casting lesser confusion or other annoying spells, stealing every weapon a fighter drops during a fight, creating diversions to lure PCs into ambush (treants or awaken trees).


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    inside the big bad's mind.
    basically a demiplane that's aligned as the big bad and spawns fiend-like creatures to represent the badguy's innermost thoughts and ideals. two ways to run big bad himself. one: big bad takes the form of some kind of golem (advanced, with extra nasties added), who's smashing the pcs with support from his mind.
    way number two is that the big bad isn't actually big or bad. he's trapped in his own mind and the pcs have to free him from some outside influence who take the forms of whatever... something from the far realms would be cool of you can pull it off.


    FuelDrop wrote:

    inside the big bad's mind.

    basically a demiplane that's aligned as the big bad and spawns fiend-like creatures to represent the badguy's innermost thoughts and ideals. two ways to run big bad himself. one: big bad takes the form of some kind of golem (advanced, with extra nasties added), who's smashing the pcs with support from his mind.
    way number two is that the big bad isn't actually big or bad. he's trapped in his own mind and the pcs have to free him from some outside influence who take the forms of whatever... something from the far realms would be cool of you can pull it off.

    Yoink! So going to use this in my Piratemaker game. As mentioned, the ultimate BBEG is a Lovecraftian monstrosity, so anything that deals with psychology or insanity fits right in, and it's a brilliant concept. Thank you.


    Fozbek wrote:


    Yoink! So going to use this in my Piratemaker game. As mentioned, the ultimate BBEG is a Lovecraftian monstrosity, so anything that deals with psychology or insanity fits right in, and it's a brilliant concept. Thank you.

    You're welcome, it's a pleasure to help.

    Liberty's Edge

    Thank you all for replying with some great ideas! Now my only issue is figuring out which of the above to implement and run :)


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    A labyrinth which is a multi-level sphere, with radius 10 feet per caster level of the BBEG. Wandering around are various mindless undead, each of which have a 100gp gem inside their body.
    The BBEG is a necromancer who has a fondness for the spell Magic Jar...

    His body is in a small central room, hidden inside a blast furnace, wearing a ring of Fire Resistance and a Necklace of Adaptation.

    He can locate the gems via Locate Object/Creature, casting any kind of Scrying, or using a Crystal Ball.


    meatrace wrote:

    Ettin.

    Werewolf.

    Ettin werewolf?


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    This is a nice thread for every GM.

    I'll add the first dumb thing that springs to mind.

    I recall Golarion's Moon having a "demonic wound" similar to the Worldwound. Take a Demonologist, or a powerful Demon who wants to go there to reclaim rulership of its army, or a powerful Demonic minion who has accomplished a task upon the world and is going to return to its master, or perhaps even a Diabolist who wants to go there for some crazy reason.
    It could be interesting to fight the guy(s) inside of an "elevator-shrine" that once activated begins flying to the Moon. It is partially open, and its innner section is protected from the dangers of altitude and, later on, from the void of space between the world and the Moon. The outer section, instead, is unprotected and can be used to one's advantage in a combat (forcing someone to suffocate or casting him/her in the open space).


    This is one stolen from my old 3.5 campaign, "Those Who Would Not Sleep". Some is irrelevant now.

    Temple

    The holy people live here, and everybody worships here. At any given time, 10% of the population (~200 Trogs) is usually at this vast spherical dome (1480’ diameter, 740’ ceiling at the top), praying. Also, some of those are learning the doctrine of Bokrug (usually with torturous rituals, endless toil over the stone scripture and hallucinogenic drugs). The walls themselves are the scripture, as the dome is engraved with the chaotic ramblings of The Great Lizard (though only the first 30’ up the wall are considered mandatory). Reading these is maddening, and required a Will 5, +1 cumulative per hour, to not adjust one’s thinking and emotional state. Failure results in moving 1 step closer to Chaotic Evil, and forced to spend 4 skill points on a knowledge skill (either religion, planar or arcana) when those skill points become available, plus spend the next few months (2d4 per point of failure) praising Bokrug. The temple is also protected by the stone golem made by a previous high priest (see below). This is where the high priest and his planar ally reside.

    “From the entrance, you are greeted by a group of half a dozen looming troglodytes, some 14 feet tall. They are ferociously brandishing longspears, whose bladed tips are sheathed in a halo of flame which lights the threshold. These statues are very lifelike, and are standing on each side of the path, as if to form a sort of “gauntlet” or to keep you in the middle path. Past the silent guardians is a twenty foot wide stone bridge that seems grown out of the rock floor. The bridge arches slightly over some sort of pit, but the depth can only be guessed as it reaches down into the darkness. From the pit, you hear echoes of screaming and moaning, as if someone is being tortured far below. Beyond the bridge you see torches along pillars, which stand on each side of the continuing path. You cannot see past this point for some distance. Past that buffer of darkness, in the center of your view in the distance, you see a pair of torches illuminating a troglodyte standing, waiting atop some sort of raised section of floor.”

    Currently Aukrugg, the high priest, sits here alone in the darkness, anticipating the destruction of the interlopers by his own hand. He sees this as a test of his strength, and a chance to recover the sword of chaos. If the high priest chases the PCs away or survives while killing some PCs, he will see this as confirmation that he is unstoppable, and his position will be cemented as one of the mightiest high priests, rivaling the Sleeping Lords. Naturally, by “alone” he means himself and those otherworldly beings bound to him by Bokrug’s power, as well as that which he has inherited. What looks like him atop the ramped pulpit is actually a statue of him, designed as a decoy.

    All of the lights in this room are continual flame spells, including the flaming spearheads on the 14-foot statues at the entrances. These are the first encounters. As soon as the last PC passes them and steps onto the bridge, 6 will be animated (3 at a time) from 200’ away by Gyrlx Reiy, the Grey Slaad (flying invisible between the two pits), and 3 of the other 6 will be animated by Gyrlx immediately after. The animated statues will try to trap the PCs from either side on the bridge and cast them into the wailing pits (via grappling and/or bull rushing, taking advantage of size & reach). To help the constructs, Aukrug will skulk closer and use Soften Earth & Stone on the bridge where appropriate before sneaking back.

    Past the bridge there are two sets of pillars: Those bordering the paths from the wailing pits, and those lining the back wall. Each set has 17 pillars, representing the 17 high priests of Bokrug since the founding of this settlement. The high priest are called pillars to represent how their strength “holds the world from crashing down on them”, and to demonstrate that the pillars are needed for this subterranean society to survive. The pillars working their way from the wailing pits are covered with draconic scrawling and hieroglyphs, chronicling the life story and accomplishments of the holy leader which they represent. The 17th pillar, representing Aukrug, is unmarked, save from numerous scratches going along its length. The top of the 700 foot pillar has a large silver collar, and the silver collar has 14 thick silver chains, each of 200’ length. At the end of each chain is a silver ring, which pierces the sensitive genitals of a dire bat, which roosts on the ceiling. The bats are imprisoned in this way by their own pain, but have been trained with the tricks “attack”, “down”, and “stay”. They have also, because of their rather distasteful situation, learned to move and attack as a group, since any two bats cannot vary in altitude by more than 400’ or move farther than 200’ from the pillar to which their sliding collar is fastened to. These dire bats also each have a pierced tongue, with an onyx jewel. Their situation was designed meticulously and after much trial and error by Aukrug, who has tested his limits of necromancy. The bats are commanded to attack, and once they are eluded or defeated, Augruk will animate the slain dire bats as zombies, who continue to attack Aukrug’s foes, feeling no pain should they tear themselves off of their chains. The animation happens later, though.

    Where the pillar-adorned paths meet there is a great stone statue of one of the “Pillars” of yesteryear. This is in fact an old stone golem, made in the image of its creator. Each generation, its obedience has been handed down to the next high priest (Pillar), via some secret phrase which is only available to one who has undergone the Draconic Descent and read the inscriptions upon the Great Seal. Aukrug commands this juggernaut.

    “The dome floor in the center looks like a constant and somewhat failed effort has been made to keep it flat and smooth, but sections are torn up, scooped out or covered with debris and discarded food remnants (animal parts and bones). Immediately, between the two sets of pillars, where the two paths meet stands another great Troglodyte statue, which seems to be holding a hand up high as if beseeching the heavens, only his upturned talon is holding a flame, triumphantly. Up ahead is what looks like a manufactured tapering cliff face, where between two torches stands a troglodyte in what looks like regal attire. He seems to be in some sort of trance.”

    If the PCs either touch the golem or approach the decoy, all hell will break loose. The golem, three Slaadi and Diakreigg will all attack at once, along with the decoy and 6 copies (7 decoys in total) as medium animated statues (see each creature’s entry for individual tactics). Aukrugg and his cohort will rush to the dire bats and animate them to bolster the ranks, then buff up and join in the fight.

  • Aukrug the High Priest of Bohkrug; The 17th Pillar (Troglodyte 9th level cleric of Earth & Chaos, 5th level Thaumaturgist)

    Prep: Hero’s Feast (self, cohort, familiar, ally, all 10 clergy in main area), Greater Magic Weapon, Meld Into Stone, Status, Owl’s Wisdom, Bless, Magic Circle vs. Law, Magic Stone (3 stones as 1d6+1… 1d6+4+1d6f), Invisibility, Guidance (8 rounds) à Immune to Fear, +1 to 1st attack, W17, +1 hit

    Ideal tactics by round: (on opportunity, uses Animate Objects, plus golem, plus Slaadi, plus giant crocs… mass bear’s endurance!)

    1) Righteous Might à Large (-1AC/hit, 10’ reach), +2NAC, +4str, +2con, DR 6/good
    · AC 29 (31 vs. Law), +12/6 melee (+16/11 longspear; 2d6+8+1d6f), +16HP (151), F13
    2) Divine Power à BAB=16, +6str, +16thp*
    · +22/17/12/7 melee (+26/21/16/11 longspear; 2d6+12+1d6f), +15/10/5/0 ranged
    3) Divine Favour à +3 attack & damage (luck) – 10 rounds
    · +25/20/15/10 melee (+29/24/19/14 longspear; 2d6+15+1d6f), +18/13/8/3 ranged
    Post 1-3 Tactic: Use prayer when close, then fight until powers begin to run out or tactics require defensive posture.
    Tactic: When fight begins, go cast Animate Dead (56 HD worth; 2 Giant Zombies; bolstered by desecrated area)
    Trick – Contingent Summoning: When takes any real HP (not temp hp), 1d4+1 Giant Fiendish Crocs appear around attacker and team up to annihilate. Last 28 rounds.
    Defense: Sanctuary, then Summon Giant Fiendish Crocs, mass bear’s endurance & use curing spells
    When Bunched: Use Chaos Hammer, Greater Command (“fall prone” or “drop carried”), Dispel Magic (burst), Sound Burst
    Escape: Obscuring Mist, meld into floor/wall, heal up… ethereal armor with ghost touch spear also very helpful.

  • Aukrug’s Cohort: Diakreigg, ½ fiend troglodyte “dragonborne” (2nd troglodyte, 6th sorcerer); was once a planar ally, now a willing companion.

    Prep: Hero’s Feast (+12thp, +1Will, immune fear), Bless (+1attack), Shield of Faith (+4deflAC), Invisibility, Magic Circle vs. Law
    Personal = Extended Alter Self (120 min) into a Vrock (2d6 claw, 1d8 bite, 1d6 talon, large, 50’ flight, 11 NAC, +8 spot & listen; lose equipment though), plus Extended Mage Armor (+4AC, 12hr, to offset loss of armor) plus Chill Touch (6 x 1d6, plus F15 or -1 str), Desecrated the area, and dipped claws into centipede venom (F14, 1d6/1d6dex), also Message for secretive communication

  • Diakreigg’s Familiar – Fiendish Bat (Diminutive Magical Beast) [not in combat]
  • Gyrlx Reiy, the Gray Slaad (12HD Planar Ally – Medium Outsider (extraplanar, chaos))
  • Inac-baator, the Red Slaad (Large Summoned Outsider (chaotic, extraplanar))
  • Rotuu, the Blue Slaad (Large Summoned Outsider (chaotic, extraplanar))
  • “Water Dragons” - Fiendish Giant Crocodiles (Summoned Huge Magical Beasts (extraplanar))
  • Statue/Animated Object, Medium Construct (7 of these)
  • Statue/Animated Object, Large Construct (9 of these, 3/spell)
  • Stone Golem (14HD)
  • Dire Bats (Large Animals) 14 of these things
  • Dire Zombie Bats (Large Undead) up to 14 of these things

  • RPG Superstar Season 9 Top 16

    1: Were-elementals. Think about it, the moon controls the tide, I could totally see a were-water elemental. Sunspots for were-fires...it's a work in progress.

    2: Knife-master fighter with a backup in archery. I'm basically thinking of Caine from the Chronicles of Amber series. I doubt anyone would recognize him, but if they do, respect. Get him some swordbreaker daggers from APG and make him handy at disarms.

    3: Maybe visual inspiration is the way to go. http://fantasygallery.net/engle/art_4_The-Bleed.html


    A coral-encrusted body sits firmly rooted to an ancient throne. The opening in the roof reveals a spinning maelstrom that threatens to swallow eternity. Though he can barely move a mere flick of his fingers can undo magic or redirect spells at other targets. Those who close into melee must hack through his coral body, each attack revealing corded energy that makes up his true form.

    My players will someday face this. He is years in the making.


    I had my group step through a strange mirror to enter a weird, backwards reality for a fairly straight-forward quest complete with a fairly mundane BBEG. They go back through the mirror only to find that it created twisted versions of themselves that got loose in the real world and had been soiling their good names with some incredibly wicked deeds. (I had copied their character sheets the week before.) To make it more challenging, their dopplegangers were quick to use bystanders as shields and would even target innocent people to get the heroes off their backs. It was one of the craziest fights ever.

    This only works if you are really familiar with their characters.


    Cathedron wrote:

    I had my group step through a strange mirror to enter a weird, backwards reality for a fairly straight-forward quest complete with a fairly mundane BBEG. They go back through the mirror only to find that it created twisted versions of themselves that got loose in the real world and had been soiling their good names with some incredibly wicked deeds. (I had copied their character sheets the week before.) To make it more challenging, their dopplegangers were quick to use bystanders as shields and would even target innocent people to get the heroes off their backs. It was one of the craziest fights ever.

    This only works if you are really familiar with their characters.

    Yoink#2.

    This thread rocks, as do the posters in it.


    I had a rogue villain that my PC's first met at 2nd level who started out as a serial killer/rapist. After they killed him the BBEG (A mythos worshiping Worm that Walks Cleric) raised him as a Juju zombie Oracle. When they killed a second time, I decided to wait till they were up to 10th level before they faced him as a skeletal champion. Dust clears Algernon Roseslip was dead for a third time.

    I thought I was done with him, but I decided to just mess with my player's heads and when they were finally assaulting the aforementioned Worm that Walk's stronghold I placed his spirit in a room of mirrors directly before the throne room. There was no combat, and he was pretty much nothing but a disembodied voice, but my players seem to remember him even more than the ultimate big bad

    Dark Archive

    BBEG + Minions

    A large commercial building of some type... (mill, spice shop, silk shop so on...) Has a False ceiling made of paper (or illusion) with BBEG Minions thieves hiding in the rafters. Fill the place with equipment / supplies and what not to force PC to stand in certain areas and create difficult terrain. Station Minions above open area or above small boxes to land on.

    Heros enter...

    BBEG is alone...

    Heros think we got this sucker...

    Minions drop down and surprise heros and Flank attack for much Backstab.

    or maybe some of the minions stay in the rafters using distance weapons to support their BBEG.


    A worm that walks in a mansion with the haunted template.

    The worm swarms through the different cracks and small holes sniping at the party then fleeing to other rooms where the chasing pc's get all beat up by the hauntings in the other rooms.

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