Designing the Big Bad Evil Guy


Advice


Greetings people of Paizo! Today I bring you, yet again, another question from a still-new GM; making the BBEG. Now, for the few sessions I've run as a GM, most enemies come from the bestiaries which I have in my possession (1-2-3) or NPC's with player classes I generated the night before, but this time around, I want to try out making an enemy from scratch, capable of taking on a party of at least three level 15's. The BBEG (Or Big Bad Good Guy) in my case is the current ruler of my homemade world, a queen if you will, or, in terms of Dark Souls, a Lord. She's a halfbreed (dragon-human) with a look very comparable to to this: https://dumpyourphoto.com/photo/h19fJmCv6N . Now, I was thinking about just using the Great Wyrm Crystal Dragon stat block..but..I also want her to have flare, not just a re-skin, you know? Like a vast majority of her abilities will be from the crystal dragon, but I, like the picture, wanted her wielding a weapon of some sort, maybe two even (I pictured the dragonoid lower half using a bastard sword of equal size, and maybe the human half using a halberd or axe). I want to make the boss fight (if it comes to that) awesome and grand, but I'm afraid of making it broken. I'm going to look into the monster generation pages in the backs of the Bestiaries tonight, but I figured I'd give it a go here and see what's what. Apologies, this post was longer than I expected it to be!

Fellow GMs, if you would be so kind, share with me some of your custom BBEGs! Bonuses for Sorcerer-like humanoid villains capable of taking on parties by themselves! The concept..well, still boggles my mind haha. Maybe a level 20 character against lower level NPCs would make that function, but to me, as of this moment, it seems insanely difficult to do (All this going on the assumption that they're a solo bad guy with no minions in the lair!)

EDIT: They aren't near level 20 yet, they're just nearing level 10, but I needed this for future reference! Plus, if she gets attacked by one of the more..quote "crazy" PC's (he aims to be called goldslayer by killing her one day) (Playing with a Chaotic Evil character) She'll appear frequently, but won't really be an encounter until way later, IF it comes to that


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One problem with solo villains is that they are very easy to kill due to the amount of actions the players can perform before they can do anything. Minions, summoned monsters and outright cheating is really the usual method of making a single boss challenging.

One thing you can do is if the boss is a threat to time itself and can perform a turn after each player's turn due to temporal manipulation.

Another thing is to place him in an environment full of traps or just an environment that is seriously against the party like an active volcano

If the players are under optimized it may be easy to make a villain that directly counters a lot of things that the players do.

The villain could have a magic doodad that allows him to multiply himself.

Or he could be riding a tarrasque.


Malwing wrote:

One problem with solo villains is that they are very easy to kill due to the amount of actions the players can perform before they can do anything. Minions, summoned monsters and outright cheating is really the usual method of making a single boss challenging.

One thing you can do is if the boss is a threat to time itself and can perform a turn after each player's turn due to temporal manipulation.

Another thing is to place him in an environment full of traps or just an environment that is seriously against the party like an active volcano

If the players are under optimized it may be easy to make a villain that directly counters a lot of things that the players do.

The villain could have a magic doodad that allows him to multiply himself.

Or he could be riding a tarrasque.

Riding a Tarrasque would be a hilarious sight no doubt haha. It seems however, I'll indeed have to go with minions, though that may not be so bad. I don't think they'll end up facing off against her in a dangerous location (I can't see her ever being in a place such as that) but traps can definitely be a maybe. The multiple hits thing is a good idea too!I mean hell, look at the Titans, they can wail on someone pretty harshly if they so desire. Under optimized PCs I can DEFINITELY see, one being a Cross-Blooded Sorcerer (Elemental and Draconic) who is the one attempting to slay the Queen. Sorcerers are powerful yes, but he only wears a polar bear pelt and leather pants. She's already written to have a constant companion (A Norn) and now I think I'll add some paladins to boot. Thanks for the advice!


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If you go the minion route, an interesting way to go is 'anti-party'. Henchmen that appear to be alternate evil versions of the PCs. Or they can just be two over the top henchmen.

For example, a big muscular monk or barbarian wrestler with grapple feats that goes straight for the casters and skinny dex fighter who focuses on fishing for crits and using critical feats or feints or disarms. Just some henchmen that focus more on disabling while the villain puts on the hurt will scare PCs into using tactics.

Dark Archive

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Here's a crazy thought: Turn her into 2 monsters. One is the sorcerer torso (draconic bloodline?) the other is the draconic part, and they each act on their own initiative.

Does that work? Hmm, I guess it doesn't. Players would have to point out what part they hit because they don't share hitpoints or AC. Will saves would be weird for the lower part. Etc. So yeah, it would be weird for Pathfinder standards. Not impossible, just weird.

What you could do is turn her into a human sorcerer who transforms into a dragon as a 2-tiered fight. Make 2 statblocks, 1 for the sorceress, and 1 for the dragon. When the sorceress is defeated she transforms into a dragon. (Perhaps even by shedding her skin.)


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A dangerous environment could be only dangerous for the PCs. Traps have been said but what about some sort of holy, or hallowed ground? You mentioned she's good, the party is presumably some form of evil. Maybe there's a holy artifact than inhibits evil spell casting?

As for her I'd recommend:

17th level Magus (re-flavored as a sorc based rather than wiz based)
Half dragon template -- lose the wings gain quadraped, 50ft move speed, and 2 claw attacks on her front feet.
She would have a fearsome full attack and some decent spell casting. If you want to just DM Fiat it, she could be magus with equivalent sorc level casting, giving her 8th lvl spells.

throw in 4 henchmen, maybe some outsider good guys she planar allied or some cool constructs, and you have a tough battle. If you do decide to pick a dangerous environment it might be too hard and you could weaken her or pull back some henchmen. Depends on your party and point buy etc


Malwing wrote:

If you go the minion route, an interesting way to go is 'anti-party'. Henchmen that appear to be alternate evil versions of the PCs. Or they can just be two over the top henchmen.

For example, a big muscular monk or barbarian wrestler with grapple feats that goes straight for the casters and skinny dex fighter who focuses on fishing for crits and using critical feats or feints or disarms. Just some henchmen that focus more on disabling while the villain puts on the hurt will scare PCs into using tactics.

Hmm, the evil variants of the PCs seems like a good plan, and since said assassin is an ice elemental sorcerer plus white dragon bloodline, a fire version (maybe a relative, a brother or even a father) flame sorcerer would just ruin his day (though that may be too evil). I love the idea of the monk grappler, since as far as I'm aware, Sorcerer's need to use hand movements to cast (without the feats that allow you to work by this I believe). If anything, provided he goes off to face her without PCs discretion, a Tzitzimitl will have been long wandering the lands, and may end up crashing said party

EDIT: Not throwing monsters at him to punish him for attacking her, but it will be known by then he needs her kingdom's help to defeat the beast


the David wrote:

Here's a crazy thought: Turn her into 2 monsters. One is the sorcerer torso (draconic bloodline?) the other is the draconic part, and they each act on their own initiative.

Does that work? Hmm, I guess it doesn't. Players would have to point out what part they hit because they don't share hitpoints or AC. Will saves would be weird for the lower part. Etc. So yeah, it would be weird for Pathfinder standards. Not impossible, just weird.

What you could do is turn her into a human sorcerer who transforms into a dragon as a 2-tiered fight. Make 2 statblocks, 1 for the sorceress, and 1 for the dragon. When the sorceress is defeated she transforms into a dragon. (Perhaps even by shedding her skin.)

....Huh, while I can't exactly do the split bodies thing, that..that was certainly something I never even considered! I appreciate the advice, and maybe I can try to use something like that for another encounter! Really unique, and it could potentially work with a Manananggal type enemy.

The second bit, while tempting, I prefer her character to be the cross-breed hybrid that she is (it works out with the whole background of the campaign world) , though going from sorceress to dragon would be a shocking change of events. Much appreciated friend!


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This does not exactly answer your question but I find this helpful for making memorable BBGs. Find a way to introduce her long before the players will be able to significantly challenge her. The reaccuring BBG is much more satisfying when you actually defeat it. Plus it adds to the terror. If at level 10 she sends minions to harrass them and foil them and then she shows up at level 11 and trounces the party but does not bother to finish them off this puts the fear in the players and gives them something to improve toward.

In terms of allowing a single BBG to challenge a party I have found the spell stone skin combined with high spell and elemental resistances allows the BBG to hang around long enough to make the fight seem Epic. The high spell resistance and elemental resistances mean it cant' be blown up by the casters quickly and stoneskin is DR but it wears down so it is not a complete block to melee types. This helps ofset the action economy problem of lots of PC actions and few BBG actions.

edtit: durn small keybord


Beopere wrote:


As for her I'd recommend:

17th level Magus (re-flavored as a sorc based rather than wiz based)
Half dragon template -- lose the wings gain quadraped, 50ft move speed, and 2 claw attacks on her front feet.
She would have a fearsome full attack and some decent spell casting. If you want to just DM Fiat it, she could be magus with equivalent sorc level casting, giving her 8th lvl spells.

throw in 4 henchmen, maybe some outsider good guys she planar allied or some cool constructs, and you have a tough battle. If you do decide to pick a dangerous environment it might be too hard and you could weaken her or pull back some henchmen. Depends on your party and point buy etc

Yes! Chaotic Evil to be exact, and yes also, she's Good Aligned, potentially Lawful Good, though I'm not too sure. Hallowed ground that prevents evil-aligned spell casting would be VERY good, though I'll limit it..potentially to the throne room, which would be the encounter space. Maybe the whole city..maybe! It's built upon a cliff that's composed completely out of sapphire, maybe the grand gem is enchanted?

....Magus, of course! I never even thought of using that! Good thing I bought the Ultimate Magic book last week haha Magus works PERFECTLY for the way she would fight, sword and spell, and it works way better than my original idea of plain melee! Oh good day.

Since she is the ruling power of the world, and said evil group is planning on overthrowing her by rallying other evil groups..I think I will end up giving her various Cannon Golems with a few tricks up their sleeves..or, potentially, one Adamantine Golem

Thank you sir, you..you have been a god-send!


Mike Franke wrote:

This does not exactly answer your question but I find this helpful for making memorable BBGs. Find a way to introduce her long before the players will be able to significantly challenge her. The reaccuring BBG is much more satisfying when you actually defeat it. Plus it adds to the terror. If at level 10 she sends minions to harrass them and foil them and then she shows up at level 11 and trounces the party but does not bother to finish them off this puts the fear in the players and gives them something to improve toward.

In terms of allowing a single BBG to challenge a party I have found the spell stone skin combined with high spell and elemental resistances allows the BBG to hang around long enough to make the fight seem Epic. The high spell resistance and elemental resistances mean it cant' be blown up by the casters quickly and stoneskin is DR but it wears down so it is not a complete block to melee types. This helps ofset the action economy problem of lots of PC actions and few BBG actions.

edtit: durn small keybord

Hey don't worry about it, ANY advice on BBEGs is greatly appreciated, plus it's equally RP heavy as it is combat heavy, so the more they can remember, the better!

Yeah, today I decided on having her appear at very early levels, and being a ever present..well..presence haha. I agree completely with the recurring BBEG, I've had them in campaigns where I was a player and I LOVED it, plus eventually one time they went from main villain to powerful ally (we made peace with the Mind Flayer who battled with us for over half a year real time). I think I'll go with what you said, sending some of her paladins at this level, maybe one, to make them nervous, then she herself at the next big encounter.

The whole single BBG thing may work for awhile, depending on the party's preparation, seeing as how they will need weapons capable of piercing Dragon Scales (not sure how that works just yet). Stoneskin is a definite spell I'll look up no doubt! Elemental resistances will be grand too, considering the main leader whips out nothing but ice spells. Thanks so much for the help! You guys have been awesome

Dark Archive

Well, the double monster is an idea inspired by 4e D&D actually. The original idea was to treat the tentacles of a kraken or the heads of a hydra as minions, so you could still do something like that.


the David wrote:
Well, the double monster is an idea inspired by 4e D&D actually. The original idea was to treat the tentacles of a kraken or the heads of a hydra as minions, so you could still do something like that.

Oh, I never knew that. Hmm, I'll keep it in mind should I use a hydra or Kraken! (Kraken is a most definite haha)


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Check this build that I had composed recently. It is about a Suli Cabalist Elemental Knight Magus getting into Dragon Disciple. I houseruled that the Cabalist magus uses Charisma instead of Intelligence for the casting stat and changed the magus arcanas accordingly, but other than that it should work very nice for your theme.

Suli Cabalist Elemental Knight Magus 12 / Dragon Disciple 8

STATS:

STR 18
DEX 12
CON 14
INT 8
WIS 8
CHA 16

Traits: Magical Lineage (Frostbite), Outlander: Lore Seeker (Frostibite, Shocking Grasp, Chill Touch)

1 Magus Rime Spell
2 Magus
3 Magus Spontaneous Metafocus (Frostbite), Arcana: Arcane Accuracy
4 Magus Incremental Elemental Assault
5 Magus Additional Traits: (Metamagic Master: Shocking Grasp, Reactionary), Enforcer
6 Magus Arcana: Spell Shield
7 Magus Intensify Spell
8 Dragon Disciple
9 Dragon Disciple Spontaneous Metafocus (Shocking Grasp), Power Attack
10 Dragon Disciple
11 Dragon Disciple Elemental Spell, Improved Initiative
12 Magus
13 Magus Extra Arcana: Accurate Strikes, Arcana: Hasted Assault
14 Dragon Disciple
15 Dragon Disciple Eldrich Claws
16 Dragon Disciple
17 Dragon Disciple Spell Perfection: Cone of Cold, Quicken Spell
18 Magus
19 Magus Dazing Spell, Extra Arcana: Spell Blending (Contingency)
20 Magus Arcana: Spell Blending (Permanency)

He chooses Dragonic (Silver) dragon. You can easly reflavor the silver dragon to crystal one.

For tactics about frostbite, monstrous physique and more read this guide.


I tend to always have the BBEG and his band of henchmen that the PCs fight but cannot kill until the final confrontation be CR(apl-1) or equal level to the PCs with NPC gold.

The action economy is the same, the villains just have a gold deficiency, but they have the advantage of knowing the PCs are coming. One of the henchmen could be a gnomish illusionist who can sustain illusions as a swift with the feat--meaning he can maintain two illusions if he doesn't move AND can cast standard spells.

This is the reason the encounter at the end of the First Steps part 1 can kill the party, if the bottle-neck wasn't there it would be so easy to just bum-rush and kill the party.

Summons are fantastic, and necromancers with high saves are also fun since their army doesn't count into the CR of the encounter.

Also, if the villains can they would prevent the PCs from withdrawing, wall of force, or just illusions can do this pretty well. Wall of force behind them, wall of fire in front, wall of fire next to the wall of force, and toasty heroes.


XMorsX wrote:
it should work very nice for your theme.

VERY much so! I greatly appreciate this, thank you! This will definitely put a hole in their plans. Well done friend!


Oh, I do love me some illusion magics, since nearly every player I've GMed for or played beside NEVER thinks about illusions, hell, I myself have a hard time with it occasionally. Thanks for the tips! Leaving the PCs a difficult escape may come in handy, since I've read about so many players fleeing when the fight could've been won


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Storm Sorcerer Arcturus wrote:
XMorsX wrote:
it should work very nice for your theme.
VERY much so! I greatly appreciate this, thank you! This will definitely put a hole in their plans. Well done friend!

Glad you liked it. From the Lore Seeker options, change chill touch with cone of cold, it will help more once you have perfected it. Also, because you are going to make this a 20th lvl character, consider delaying Spell perfection for 19th lvl and apply it on Chain Lighting. Replace Spell Blending (Permanency) or (Contingency) with Dazing Spell which I have apparently forget to add.


XMorsX wrote:
Glad you liked it. From the Lore Seeker options, change chill touch with cone of cold, it will help more once you have perfected it. Also, because you are going to make this a 20th lvl character, consider delaying Spell perfection for 19th lvl and apply it on Chain Lighting. Replace Spell Blending (Permanency) or (Contingency) with Dazing Spell which I have apparently forget to add.

Mm! Good points, though I may switch some of the spells for fire variants, or at least change the energy type of the spell, since it would make it all the better; the main PC, who's being an assassin..irritatingly enough, is a crossblooded boreal/draconic Sorcerer, who uses nothing but ice attacks, so a nice flame dragon knight would be the perfect counter to his onslaught. Man, you really thought this out!I hope I'll be able to run him to the best of our expectations. Lightning spells would also be grand..use fire to melt his ice, then electrocute them, marvelous!


Well, you have elemental spell so you can turn shocking grasps and frostbites to do fire damage. Unfortunately there are ot other 1st lvl spells with similar effects to completely replace them. In this case make sure that you start with a Gold dragon and it is better to take Fireball as your perfected spell. Change Eldrich Claws with Empower Spell. Change one spell blendings with Dazing Spell. Bring on the pain with a perfected dazing empowered intensified fireball (throw in quicken instead of smthing if you wish too) then go into melee with monstrous physique and rime frostbite for heavy damage, entagle and intimidate from enforcer. Don't forget the metamagiced Shocking Grasp too. In general there is a lot of potential with this character, master him and you will make a nasty surprise to your players.


XMorsX wrote:
In general there is a lot of potential with this character, master him and you will make a nasty surprise to your players.

I shall try my best! Combat wise and everything of the sort he's a force to be reckoned with, but, if you don't mind me asking, what's he like personality wise? Or should that be left up to me? Just curious since my campaigns are generally 50% Roleplay 50% Combat


Storm Sorcerer Arcturus wrote:
XMorsX wrote:
In general there is a lot of potential with this character, master him and you will make a nasty surprise to your players.
I shall try my best! Combat wise and everything of the sort he's a force to be reckoned with, but, if you don't mind me asking, what's he like personality wise? Or should that be left up to me? Just curious since my campaigns are generally 50% Roleplay 50% Combat

He never actually saw play in order to make him a personality. Initialy I imagined him as a charismatic social being, knowing how awesome he is, training in order to learn to harness his powers and reach his full potential. As his powers unfold, he realises his dragonic heritage and seeks the origin of his ancestry, as well as his greater purpose on this world. Or something along these lines anyway. You should customise him anyway to fit your needs.


XMorsX wrote:
He never actually saw play in order to make him a personality.

Aw, that's a fear I have for most of my NPCs as well. I do hope my players stick around long enough to get into the good parts I have written.

XMorsX wrote:
Initialy I imagined him as a charismatic social being, knowing how awesome he is, training in order to learn to harness his powers and reach his full potential. As his powers unfold, he realises his dragonic heritage and seeks the origin of his ancestry, as well as his greater purpose on this world. Or something along these lines anyway. You should customise him anyway to fit your needs.

Mm! No, this guy works perfectly for the campaign I plan on setting up. I shall indeed customize him in the necessary plot ways, but other than that he's fantastic and should be well able enough to handle the party, with an ally or two of course

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