![]() ![]() A good spellcasting BBEG is either: a seemingly unbeatable being that requires a VERY SPECIFIC item or power to beat them OR is actually unbeatable. They also won't give the party a chance to rest AT ALL while in their lair. They'll plan out exactly how they want the fight to go down. They'll make spell scrolls EXCLUSIVELY in preparation for the event. They'll be invisible during the fight while being able to fly as well as having a couple of other buffs. They'll make sure it's permanently warded against scrying and teleporting into. They'll prepare glyphs of warding EVERYWHERE in their lair. They'll do preparations LONG before the party even knows of their identity. Personally, I'm of the mindset that you NEED a mcguffin to defeat a spellcaster of 17th level or higher. They had a grave cleric so when he healed and he saved high level slots for this, healed a large chunk to keep them up for more than a round after.Ī bit long of a post but that is one way to have a intense fight that only has 2 enemies, insteas of pushing to have a caster with a handful of lesser minions. One death which was clinched by the lair action and twice two other members went unconscious. It was a very challenging encounter, for the group of 6 level 7 characters. And a level 8 fighter echo knight cohort to spread the focus. ![]() ![]() The party was raiding his castle so he was aware of their approach he had mirror image helping more with the melee fighters (i had a lot of melee focused characters) and blink (to help remove him from the board at all for targets, this did lead to about 2 rounds of the party having readied actions, some of them worked but it also slowed the fighters since they couldnt always be in range to get their attack which was reduced to a single attack instead of two or three) going right before initiative rolled since they are not concentration.Įven with that, i had a minor lair action that dealt 2d6 poison damage to the party, half on a save. This meant he could resist the physical attacks from the party and still blast them with spells. The strategy was he quick cast any offense spell he had as the bonus actikn and followimg the two spell rule would cast blade ward cantrip as his action. Some additional information is that he rules some islands as a arcanocracy and his police force as golem like creatures, but I don't see how to bake that into the stat block in a creative way.ĭoes it have to be a wizard? I made a powerful 11th level sorcerer with quicken metamagic (other metamagicas you see fit). Are there any good stat blocks to work off of, even if they're homebrew? I need some inspiration and or tips to make this as epic as my players deserve.Įdit: I need to specify that I need help with the battle itself and not character building, since at this point they've already had their personality and motives established. I took a look at the Archmage stat block from 5e but didn't really like it. ![]() I'm afraid of making him too tanky and lose the wizard flavor, but I'm also afraid they'll just pile on, counter his spells and overall beat the everliving shit out of my villain. How should I make it so that the fight still works if the villain is "just" a gnome wizard for a party of 5 level 10 characters? As the tittle says, I'm moving to the last 10% of my campaign, my players came all the way from level 1 to level 10, they figured out who the big bad evil guy is and now all that is left is the final confrontation. ![]()
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