"Legendary Actions" on monsters


Monsters and Hazards


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The ability to let a specific monster to act outside his initiative is something that, imho, needs to be implemented asap. Absolutely awesome feature. Look at D&D 5th edition for more details.

That stuff + the action economy of path2.0 will make this edition perfect...!

Pls - ^__^;


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This was one of the big things I actually liked in 5.

I'm not sure it's required here though, as the 3-action system, auras, and unique monster reactions and free actions seem to be doing a lot of the stuff I thought legendary actions contributed anyway.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I agree with Elleth... and not just because I just realized she shares a name with one of my favorite PCs... :P

I much prefer a system where monsters and PCs run off the same action economy but monsters have abilities that let them do more with their actions. It's still cheating to make boss monsters work, but it's cheating in a more subtle way that's less likely to break immersion for players.


MaxAstro wrote:

I agree with Elleth... and not just because I just realized she shares a name with one of my favorite PCs... :P

I much prefer a system where monsters and PCs run off the same action economy but monsters have abilities that let them do more with their actions. It's still cheating to make boss monsters work, but it's cheating in a more subtle way that's less likely to break immersion for players.

Some monsters already have stuff like this in PF2, like the Marilith. I would be happy to see it expanded on and show up on more critters, though :)


Yep, some of them have a reaction, but is really limited one, usually an extra attack.

No repositioning/escaping/utlity ones.
Expand, expand! ^^

Silver Crusade

Pathfinder Adventure Path Subscriber

I cheat the action economy all the time in Pathfinder 1E for boss-monsters (I just tell my players its mythic).

In 2E with its much tighter action economy, I'd prefer monsters have powerful reactions and multiple activity actions. The Sea Serpent (despite its bad math), had a plethora of interesting things to do that could keep a whole party occupied on its turn. It would definitely be a legendary encounter.


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Fuzzypaws wrote:
MaxAstro wrote:

I agree with Elleth... and not just because I just realized she shares a name with one of my favorite PCs... :P

I much prefer a system where monsters and PCs run off the same action economy but monsters have abilities that let them do more with their actions. It's still cheating to make boss monsters work, but it's cheating in a more subtle way that's less likely to break immersion for players.

Some monsters already have stuff like this in PF2, like the Marilith. I would be happy to see it expanded on and show up on more critters, though :)

Ngl, I really like how the marilith handled "has a bunch of swords and can hit things in different ways". As a general point on monster design.

Knuck wrote:

Yep, some of them have a reaction, but is really limited one, usually an extra attack.

No repositioning/escaping/utlity ones.
Expand, expand! ^^

Bestiary spoilers, players should keep their grubby mitts off:

  • Choker "Yank"
  • Boar demon "greedy grab" (disarm is technically an attack, but I think this counts for the sort of thing you're hinting at)
  • Mutilation demon "tail whip" (tripping to disrupt movement is pretty similar to repositioning in some of its uses, and it can also be used to knock down fliers)
  • Slaver demon "horn snare" (much weaker than the boar demon ability, but still)
  • Devastator "absorb good"
  • Bearded devil "reposition" (note that this one doesn't quite count, as it's typically used on the bearded devil's turn)
  • Erinyes "weeping wound" (this has primary benefits on the Erinyes' turn, so doesn't quite count either)
  • Special mention to Ice Devil's "Tactician of Cocytus", which functionally gives all allies within 100 feet exactly what you are looking for. Not a reaction either way though.
  • Blue dragon "wing deflection".
  • Ancient red dragon "redirect fire"
  • Air elemental "disperse"
  • Earth elemental "crumble"
  • Minor or greater water elemental "vortex pull"
  • Incredibly niche, but the giant "catch rock" ability
  • Gnoll sergeant's "bark orders" gets an honourable mention for similar reasons to the ice devil.
  • Goblin "goblin scuttle"
  • Goblin dog "duke"
  • Grim reaper's "lurking death" definitely qualifies, despite being an attack.
  • Horse "buck"
  • Lich "counterspell"
  • Demilich "contingency"
  • Ice Yai "Icy deflection"
  • Water Yai "shocking douse"
  • Rakshasa "scoff at the divine"
  • Roper "reactive lash" (only really counts as it's a roper)
  • Rust monster "tail trip"
  • Saxra "rebuffing gale"
  • Viper "slink"
  • Spider "spring upon prey" (only before initiative)
  • Star-spawn of Cthulhu "overwhelming mind"
  • Wererat rogue "nimble dodge"
  • Yeti "vanish" (non-combat only)
  • Masterful rogue "sidestep"
  • The actions symbols definitely helped with skimming that.
    Free actions actually seem often even better for this at a glance.


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    The Bestiary has a lot of greatness in it. I don't think they need to include Legendary actions. The monsters have a lot of flare and feel to them. More so than other games of the same genre.
    just my thoughts :)


    I can't stress this enough.. but a full party aiming to kill a single boss is way too overpowered imho. 1 reaction for an aoo isn't enough; 1 control/escape that trig before dmg is flying to him, could be ok! - i don't see the problem with a normal party of 4 players, really...

    The problem is more obvious with a party of 5+ players, where a single boss is usually (if you follow the rules) less and less effective when the numbers of players goes up. More players = more reactions/turn needed to keep it dynamically alive.

    Sure, as DM we can tweak here and there to keep the balance (more hp on it, hazards, etc... ;P), no problem with that, but could be useful a list of legendary actions (reactions) to put as "add-on" to single monsters, scaling with number of players in the party, to let the "bunny" become "THAT Bunny that could jump from the darkness BigBadBoss" xD


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    The different reactions of some monsters already go in this directions. Legendary monsters could have more than 1 reaction or free actions (with specific triggers) - that would siffice for me as another take on legendary actions.


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    Pathfinder Lost Omens, Rulebook Subscriber

    I think a lot of the reactions for the cooler monsters are a good step in this direction, but it still feels like its not really enough for the 1v4 (or 5... or 6...) scenarios that big monsters can find themselves in. I'd like to see more free actions that are triggered by certain things instead of reactions since once players know the monster used their reaction they just go ham on it and destroy it when they take their 4 turns in a row. (Which is a totally valid strategy, but one that just doesn't feel very interesting to me as both a GM and a player.)


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    pf2 doesn't do well the 1vs many boss encounter.

    the reason is not action economy or anything like that, the reason is Accuracy.

    a hard boss encounter vs a single boss would end with casters only applying their spells 1/5 times, martials hitting just once very 2 rounds, and etc.
    on the boss side, it will totally demolish what it strikes, but it strikes not too often.

    the end result would be an encounter that's not enjoyable from either side:
    a monster that acts way too little (comparatively) and players that do too little on the monster regardless of their abundant actions.


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    shroudb wrote:

    pf2 doesn't do well the 1vs many boss encounter.

    the reason is not action economy or anything like that, the reason is Accuracy.

    a hard boss encounter vs a single boss would end with casters only applying their spells 1/5 times, martials hitting just once very 2 rounds, and etc.
    on the boss side, it will totally demolish what it strikes, but it strikes not too often.

    the end result would be an encounter that's not enjoyable from either side:
    a monster that acts way too little (comparatively) and players that do too little on the monster regardless of their abundant actions.

    True, really true. A party+4 threat numbers needs to be adjusted..

    ehi, we can create a "reaction/free/ability action list that costs xp with each option appended on the boss, of max party lvl+3 or +2! (more hp=10xp, movement reaction=20xp, and so on)
    that could be a good compromise between a dynamic encounter and numbers balance ^^;


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    Knuck wrote:
    shroudb wrote:

    pf2 doesn't do well the 1vs many boss encounter.

    the reason is not action economy or anything like that, the reason is Accuracy.

    a hard boss encounter vs a single boss would end with casters only applying their spells 1/5 times, martials hitting just once very 2 rounds, and etc.
    on the boss side, it will totally demolish what it strikes, but it strikes not too often.

    the end result would be an encounter that's not enjoyable from either side:
    a monster that acts way too little (comparatively) and players that do too little on the monster regardless of their abundant actions.

    True, really true. A party+4 threat numbers needs to be adjusted..

    ehi, we can create a "reaction/free/ability action list that costs xp with each option appended on the boss, of max party lvl+3 or +2! (more hp=10xp, movement reaction=20xp, and so on)
    that could be a good compromise between a dynamic encounter and numbers balance ^^;

    I feel like this sort of thing would work better as a template, and if it alters the difficulty to simply adjust the effective level (much like Elite) of the boss, the template in part scaling with the original level of the boss.

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