This is part three of a multi-part series, part one,Reach your players, explores how you can target your AC/High Level players, part two,Monstrous longevity, is how you can use the tools in the Monster Manual to help your monsters live longer. This post will focus on how you can turn a weak monster into a quick and dirty boss.
Your players have done it; despite your elaborate planning to kill them, the deadly traps you set andcursed itemsyou sprayed far and wide, they finally reached BBEG... The fearsome, all-powerful kobold leader known simply as... Meepo.
This is a battle to the death, the toughest battle they've ever fought and all you have to do is build your BBEG between now and the next session... except the group is cheated. Or through a plot hole you forgot, like a tricky spellWish, or just because you forgot to bring your fancy card that you've been drawing all night; now they are very early and about to fight Meep, the most fearsome and fearsome kobold to ever come out of the Kobold kingdom.
You call for a snack/bathroom break and furiously start training the boss monster.
Hiting the Books
To begin with, let's review the specific section of the DMG, it will help inform us on how to become a boss quickly.If you are not interested in how, I suggest you skip to the next section where we will show you what to do:quick and dirty.
There is a very useful table on page 274 of the Dungeon Master's GuideMonster stats by challenge rating. he breaks downProficiency Bonus, Armor Class, Hit Points, Attack Bonus, Damage/Round,eSpace DCafterchallenge assessmentmedium monster. This is a great chart to determine the appropriate stats for your boss when you have time to sit down and build a monster. In this example we don't have that time, instead I think it's an important chart for a rough understanding. You don't need to know that a CR 10 creature has an average of 206-220 HP; although if you look at CR 10 creatures most have less than 150 HP let alone 200 HP. This graphic can be strange.
Instead, the important parts to know are:
Level 1 Monsters (CR 1 - 4)ter50 - 100KSand negotiate15 - 35 damage per round
Level 2 Monsters (CR 5 - 10)ter150 - 200KSand negotiate40 - 70 damage per round
Level 3 Monsters (CR 11 - 16)ter250 - 300 CVand negotiate70 - 100 damage per round
Level 4 Monsters (CR 17+)ter350 - 500+ KSand negotiate110 - 200+ damage per round
I don't expect anyone to remember this, but it's good to have a general idea of how strong a monster of the appropriate level should be. When you learn more aboutASworks, it makes running the game a lot easier. I suggest the GM read Chapter 9 of the DMG, there are a lot of cool rules and systems you can add to your game to make it more than just a standard hardcover DnD adventure game.
Now that we knowASthings should look like this, let's go ahead and start creating our boss.
quick and dirty
Now that we've figured out what things are going to look like, let's go ahead and get a little more information. Let's say we have a level 15 party of 4 adventurers: a fighter, a rogue, a cleric and a wizard and our boss will have minions on the battlefield. For our example, we'll base Meepo, the fearsome and all-powerful kobold, on the Kobold Monster stat block in the Monster Manual.
Phew! Those are some statistics to be afraid of! Although, unfortunately, our level 15 party is slightly stronger than the standard Kobold. But! This is just the base for building our boss.
I suggest you get a note card when you create your boss and follow along. I'll do this for Meep, the Kobold boss.
Before we start, you will need to find a weak monster to adjust the stats. To choose the appropriate monster to turn into a boss, take your party's level plus or minus 1 from it. So a level 2 group can have a boss stat block that originates from level 1, while a level 4 group can have a boss stat block that originates from levels 1 - 3.
Step 1 / Armor Class
Our first stats for Meepo will start at the top of the Stat Block, an AC monster. It's important for Meepo to avoid being hit, but players still need to be able to hit him fairly regularly or they'll stop having fun. This is a simple calculation of:
(Average Character Level / 2) + 10 = AC
This gives Meep an AC of 17, nothing to sneeze at, and allows him to move around the battlefield quite safely. You can of course have different armors for different levels:
Level 1: Leather Armor (AC 11 + Dex Mod)
Razina 2: Ring Mail (AC 14)
Level 3: Armor (AC 16)
Level 4: Plate (AC 18)
Using armor sets for each level helps take some of the work off your boss and can speed up this process. If the stat block of the monster you're working with already has a higher AC, go ahead.
Step 2 / Hit points
The next change will be to Meepo the Mighty's hit points. This is another simple formula:
Average character level x d20 = Max. HP
Based on what we did last week, we'll have three numbers: minimum, average, and maximum HP. We only care about the max value for the boss, so the Meepo points will be:
15 x 20 =300KS
300 HP is about right from what we've learned about level 3 monsters averaging 250 to 300 HP in the DMG. You can always adjust them if you know your players are consistently taking high or low amounts of damage. Just add or subtract 20 HP at a time depending on your player's strength. It's okay if you screw up the boss's health, you can adjust it while they're fighting the Meep. That's why you're here.
Step 3 / Ability Scores
Now we have to look at Meep the Invincible's skill scores. This is a very tricky point, if we increase it too much it will become unbalanced and can become too strong or too weak if we go in the opposite direction. My rule of thumb is to take the characters level (level 3) and add that number to each skill score of the base stat block we're working on:
Force:7 + 3 = 10 (+0 Mod)
Skill:15 + 3 = 18 (+4 Mod)
Constitution:9 + 3 = 12 (+1 Mod)
Intelligence:8 + 3 = 11 (+0 Mod)
Wisdom:7 + 3 = 10 (+0 Mod)
Charisma:8 + 3 = 11 (+0 Mod)
After adding our +3 to those skill scores, you can immediately see that Meepo is invincible for a reason... at least it's invincible to a Kobold. You can always massage them some more, but taking a weak monster and adding +4 to each skill rating can really help increase their power to make them a suitable challenge for your party.
Step 4 / Protective measures
Now, our Kobold stat block no longer comes with saving throws. That is OK! My rule is that the boss has a number of defense rolls equal to the level his players are at. So it goes like this:
Level 1: 1 save
Level 2: 2 saves
Level 3: 3 saves
Level 4: 4 saving throws
The real kicker is... which one do you choose? For Meep the Strong, we have 3 saving throws. Since Kobolds are naturally Dexterity based, I'll choose Dexterity as your first. Others might be based more on spells your players use frequently or flavor. I usually choose Wisdom so my bosses have a lot, although you can also choose Constitution, but those, combined with Wisdom and Dexterity, are the most used saving throws. I like to give my bosses one of the less frequently used saving throws, like Strength or Charisma, for added flavor. For Meepo is the leader of the Kobolds; he rules fear and power, so I'll give him a Strength saving throw.
Meepo is now proficient in: Strength, Dexterity, and Rescue Wisdom.
Now, to figure out the saving throw stats, let's take the party characters ability bonus (level 15 has +5) and add that bonus to the Meepo stats.
Power: +0 + 5 = +5 To save
Dexterity: +4 + 5 = +9 Dex saves
Wisdom: +0 + 5 = +5 Wisdom save
Let's leave our BBEG skills alone. That's more to taste and depends on you and your BBEG. If you choose to give them a skill, simply add the group bonus ability to that skill. Additionally, if your base stat block already has a saving throw that it is proficient at, it counts towards the number of saving throws your boss can have.
Step 5 / Skills
Kobold abilities aresensitivity to sunlightePack tactics. Now is the time to think about your boss's taste. Keeping the Kobold's default abilities, he's already doing pretty well when he has all his minions around him. Depending on the level we play at, my monsters have different abilities that are always guaranteed to them. These are:
Level 1: N/A
Level 2:Legendary Resistance (1/day)
Level 3:Legendary Resistance (3/day)
Level 4:magical resistance,Legendary Resistance (3/day)
Depending on your boss, it might make sense to give a level 2 or 3 bossmagical resistancetoo, but that's my rule of thumb and what I'd recommend as a minimum for BBEG. Let's give Meep seamless access to level 3 -Legendary Resistance (3/day)so wizards don't just castkeep the personand prevent him from doing anything for the entire fight. If they already have one of these skills, just level them up.
Step 6 / Actions
Now comes how we are going to hurt our players, this is going to be pretty simple. We will give Meep a multiple attack of Enraged and he will get a number of attacks equal to the character's level. This is for martial characters, if they are spellcasters the number of attacks will translate to the number of dice they roll for their skills.
Level 1: 1 Attack / Trick Dice
Level 2: 2 Attacks / Trick Dice
Level 3: 3 Attacks / Trick Dice
Level 4: 4 Attacks / Trick Dice
Now, to figure out To-Hit for Meepo the Stabber, it's your Dexterity modifier (although most monsters use your strength) plus your party ability bonus:
To hit: +4 + 5 = +9
The damage from each attack will be where we need to do a little more complexity. It is currently at 1d4 + 4 dagger damage. Doing this three times per turn deals an average of 20 damage per turn. Well, let's adjust the type of damage dice he uses and not dwell too much on the specific type of weapon he uses. It's okay to ignore weapon damage when it comes to creating your monsters. You can taste it like a dagger and still deal d10 damage. It's all about balancing the amount of damage done per turn against the weapon they use.
Level 1: d6
Level 2: d8
Level 3: d10
Level 4: d12
From this we can see that Meepo the Mighty will give d10 + 4 to his attacks. With 3 of these per round, they will deal an average of 30 damage per turn. Which is still a bit low, even considering we'll be giving him legendary actions next step. So how do we increase Meep the Brave's damage?
Well, this is a problem that many martial characters and monsters will face. Due to Meep's size, he naturally doesn't get an extra damage die for this, but since he's a boss monster, we can ignore this decision. At level 2, bosses must deal an extra die of damage when making their attacks, and this bonus will increase with each level. This bonus ignores creature size in favor of encounter balance.
Level 1: 1 damage die
Level 2: 2 damage dice
Level 3: 3 damage dice
Level 4: 4 damage dice
This gives Meepo 3 attacks, each at: 3d10 + 4 for an average damage of 21. In one turn, Meepo will deal ~60 damage to your heroes and will be a truly all-powerful entity for your party to deal with. worry.
Step 7 / Legendary actions
Now, if you remember from the beginning of the article, a level 3 monster should deal between 70 and 100 points of damage per round. Meepo the Dire currently has around 60 damage on his turn, which is a little low, but never fear - Meepo has access to legendary actions!
Any boss isn't a boss until you give it the ability to attack at the end of another creature's turn, and Meepo is no different. At the end of another creature's turn, 3 times, Meepo can make an attack. If Meepo makes all 6 attacks in one round; it comes with an average of 120 points of damage per round. It's a bit high compared to a level 3 monster's damage per round, but Meepo is a boss and it's okay if he overdoes the damage a bit as long as you, the GM, are aware of how your players are progressing. The goal is not to kill everyone, but to give them an unforgettable fight.
Step 8 / Magic
One thing we skipped when creating Meepo the Magnificent was the spell. This can take upwards of 5 minutes, but as long as you have a pretty decent understanding of what spells are good for combat, you should be fine. You can always see what other monsters are using for their spells, like Lich or Yugosloth.
To find out how many spells a monster has, you need to find out if your monster is full, half, or third. Yours are full of wizards: bards, clerics, druids, sorcerers and sorcerers. Half-casters are Paladins and Rangers. Which leaves third casters like Eldritch Knights and Arcane Tricksters. Looking at page 165 of the PHB you can see the spell slot table, or you can take half the group level, rounded up to find out what the max spell slot level your BBEG also has access to.ie if Meepo wizard could cast spells, the group is at 15th level, so he could cast 8th level spells.
Magic attack and DC are based on the monster's spellcasting ability (usually Wisdom or Intelligence) plus its Dexterity, and if it makes a Spell Save DC, plus an additional 8. So a monster with +3 Wisdom and +4 Dexterity will have +7(3 + 4)Magic Attack Bonus i 15(8 + 3 + 4)Spell Save DC. From here you have to select the appropriate spells.
When giving your boss a lot of magic to perform, consider that he probably won't be a martial character and you should skip multi-attacking and maxing out the damage. This is of course based on your desk and your boss.
This is a long article on how to create a quick boss for your games, and while there are a lot of words to read, walking through the actual process is simple. When asking your party for a bathroom/snack break, you can quickly grab your weak monster stat block (Level 1) and place it on a piece of paper in 5 minutes. There is no need to beat the game early if you follow these steps:
Find your base, weak monster (like Kobold, Goblin, etc.):
Step 1:CA =(Average character level / 2) + 10
Step 2: HP =Average character level x 20
Phase 3:Skill Values =Level Level + Monster's Common Skill Score
Step 4:Number of protective rolls=level level
Step 5:Skills =Add resistance levels (legendary resistance and magic resistance)
Step 6:Attack=Number of attacks / Number of damage dice / Type of damage dice
Step 7:Legendary stocks
To help you out, I've made a few more weak monster bosses - let me know what you think in the comments!
Introduction to Combat
Each round takes 6 seconds of time in the game world. So a combat that lasts 10 rounds occurs for the characters in the game over the course of a minute.
As a rule of thumb, 3 legendary attacks and 3 normal attacks are pretty good for boss monsters. Take the number of attacks the monster makes in a round and divide it into its damage per round. This is the amount of damage the monster deals per attack. For example, our CR 20 monster deals 140 damage per round.How many reactions can you take? ›
How many reactions can a character use per round/turn? For each round of combat a character only gets one reaction. They regain their reaction each time they take their turn, not at the top of the combat round. When you take a reaction, you can't take another one until the start of your next turn.What is the dash action in 5e? ›
How does Dash work in 5e? Dashing is an action that can be used by any moving creature, whether it's players trying to get away from danger or the DM's monsters giving chase. Using a Dash action grants an additional movement on your current turn equivalent to your current move speed for that turn.How long is 1 hour in D&D? ›
In D&D, a day takes a minute, ten minutes takes ten minutes, and one minute takes an hour.How long is 1 minute? ›
The minute is a unit of time usually equal to 160 (the first sexagesimal fraction) of an hour, or 60 seconds.What is the easiest boss fight ever? ›
- 1 Big Bob Omb - Super Mario 64. ...
- 2 Cloud 'N Candy - Yoshi's Story. ...
- 3 Lucien - Fable II. ...
- 4 Baby Bowser - Yoshi's Story Baby Bowser, referred to simply as Bowser, is the infant version of Mario's arch-nemesis Bowser, and the main antagonist of the Yoshi's Island series.
“Do battle against the Twins, the Destroyer, and Skeletron Prime simultaneously and emerge victorious.” Defeat all three Mechanical Bosses simultaneously in a single battle.
raise the temperature; add a catalyst; increase the concentration of reagents; change the aggregate state of reagents, reduce their size (increase the area of contact of substances).What is the 100 reaction? ›
The 100 emoji is used in digital communication to express or emphasize achievement, support, approval, and motivation. It also generally means “absolutely” or “keep it 100” (keep it real). Related words: keep it 100.
The [4+2]-cycloaddition of a conjugated diene and a dienophile (an alkene or alkyne), an electrocyclic reaction that involves the 4 π-electrons of the diene and 2 π-electrons of the dienophile.Can I use a bonus action after dashing? ›
A bonus action can be used only to do something that requires a bonus action. There's no generic bonus action. does it count as the action it is, for example a bonus action to do a dash action or attack action? If you take the Dash action as a bonus action (as the rogue can), then you have indeed taken the Dash action.Can you dash when flying? ›
Yes. So to clarify you can not dash while on a flying broom? The flying broom doesn't give you a speed or increase your speed. You can always dash off the flying mount and use the "dash" action as the "plummet" action.Can a rogue dash twice? ›
A rogue using Cunning Action and a monk using Step of the Wind can use Dash twice on a turn (action + bonus action).What is the longest D&D campaign ever? ›
Wardhaugh is a Canadian historian known as a host of the longest uninterrupted Dungeons and Dragons campaign. As of 2023, the game is going on for 41 years, since 1982.How far can a DnD player walk in a day? ›
|Pace||Distance Traveled per...|
|Fast||400 feet||30 miles|
|Normal||300 feet||24 miles|
|Slow||200 feet||18 miles|
How Robert Wardhaugh's D&D Campaign Has Lasted 39 Years. Although, Wardhaugh's campaign started off in 1982, technological advances have made it easier to keep sessions going.Is 60 seconds a 1 minute? ›
There are exactly 60 seconds in a minute, exactly 60 minutes in an hour, exactly 24 hours in a mean solar day, and 365.24 solar days in a solar year.Who invented 60 seconds in a minute? ›
THE DIVISION of the hour into 60 minutes and of the minute into 60 seconds comes from the Babylonians who used a sexagesimal (counting in 60s) system for mathematics and astronomy. They derived their number system from the Sumerians who were using it as early as 3500 BC.How many hours is a tear? ›
There are 52 weeks in a calendar year. On average, there are 2,080 working hours a year.
The sans fight is not considered the hardest because of his stats, but by the fact that he cheats the entire battle. He attacks first. No other monster is able to do that except maybe papyrus but we don't know that because he spares you. Sans also changes when he attacks and his dialogue to throw you off guard.Is malenia the hardest boss ever? ›
It's no surprise that Malenia is the boss with the most attempts on her life. She's largely seen as the toughest boss in Elden Ring and a prestige fight for most Tarnished playthroughs. Second and third place, however, go to Margit and the Limgrave Tree Sentinel, two of the earliest bosses you'll ever face.What was the first boss fight? ›
The first video game with a boss fight was the 1975 RPG dnd. The concept has expanded to new genres, like rhythm games, where there may be a "boss song" that is more difficult.Which hard mode boss to fight first? ›
Queen Slime is the first of Terraria's ten hardmode bosses, not to mention one of its easiest. She's pretty similar to King Slime during her first phase, and you can summon her by using Gelatin Crystals in the Underground Hallow.Can you be invaded if you beat the boss? ›
You can be invaded if you are human no matter what. As long as the other player is within your SL they can invade you.How do you spawn twins? ›
The Twins can be summoned manually using a Mechanical Eye at night (7:30 PM to 4:30 AM). They also have a 1/10 (10%) chance to spawn naturally at dusk once a Demon or Crimson Altar has been destroyed, as long as they have not yet been defeated at least once in the current world.What happens if you spare all bosses? ›
To reach the Sifu true ending, you have to spare all five bosses so you can fully break the cycle of revenge. By doing this, you will attain Wude and not be forced to repeat history over and over again, instead achieving enlightenment.What unlocks after Plantera? ›
Plantera drops a Temple Key upon defeat, allowing access to the Jungle Temple.What is the fastest reaction? ›
The fastest possible conscious human reactions are around 0.15 s, but most are around 0.2 s. Unconscious, or reflex, actions are much faster, around 0.08 s because the signal doesn't have to go via the brain.Why is my reaction speed so bad? ›
Some factors are outside of their control, such as age, left- or right-handedness, and whether the stimulus is visual or auditory. Other factors that affect reaction times are more within their control, like their level of physical fitness, the presence of distractions, and how much sleep they get each night.
Reflexes do slow with age. Physical changes in nerve fibers slow the speed of conduction. And the parts of the brain involved in motor control lose cells over time.What does 🥩 mean in slang? ›
A cut of uncooked red meat, as a T-bone or rib-eye steak, with the light, white marbling of fat. May be used for sexual slang.
A 🦍 emoji symbolizes strength and power.
It can also describe a person with a tough-guy attitude who's a little rough around the edges.
What does 😤 Face with Steam from Nose emoji mean? This face with steam from nose emoji depicts an angry or highly annoyed face, eyes closed, brows scrunched up, and steam coming from the nostrils. It's used to express a variety of emotions, ranging from frustration to pumped-up passion about a particular topic.What is a 2 order reaction? ›
Second order reactions can be defined as chemical reactions wherein the sum of the exponents in the corresponding rate law of the chemical reaction is equal to two. The rate of such a reaction can be written either as r = k[A]2, or as r = k[A][B].Can a reaction be 4th order? ›
The fourth-order reaction rate is more sensitive to the charge densities. In an early period (<34 μs), the fourth-order reaction dominates the overall charge reactions, whereas the first-order reaction dominates after prolonged time (>0.61 ms).What is the 2 2 addition reaction? ›
[2+2] Photocycloaddition is the combination of an excited state enone with an alkene to produce a cyclobutane. Although the photochemical concerted [2+2] cycloaddition is allowed, the reaction between enones and alkenes is stepwise and involves discrete diradical intermediates.Can you take a break while dashing? ›
You can now indicate when you want to take a break by pausing orders after you complete your current delivery, or when you are looking to take a break while not on an active delivery. During your current delivery, tap the menu icon at the top left corner of your screen.Can you Dash multiple times a day? ›
As a Dasher, you choose both when and how much (or how little) you'd like to dash. You can dash all day every day or a little here and there - no commitment required!Does DoorDash compensate for Dash time? ›
A: Dashers who dash in Earn by Time mode will see their pay details at the end of each delivery. Base pay will be calculated using the guaranteed hourly rate and your total time spent on the delivery— from when you accept an order to when you complete it (or it's canceled), including the wait time at the merchant.
With this in mind, horizontal winds (also known as “crosswinds”) in excess of 30-35 kts (about 34-40 mph) are generally prohibitive of take-off and landing.Can you cash out during a dash? ›
A: Yes, you can cash out at any time, up to once per day. Do note that any earnings in your balance that you don't cash out by midnight on Sunday will be deposited in your bank account (with a 2-3 day processing period) as a weekly direct deposit.Can I dash from my house? ›
With Package Pickup, consumers can request a Dasher to pick up their prepaid packages from their home and drop them off at their local carrier, including UPS, FedEx, and USPS.What race is best for rogue D&D? ›
- 8 Elf.
- 7 Bugbear.
- 6 Changeling.
- 5 Kenku.
- 4 Tabaxi.
- 3 Owlin.
- 2 Kobold.
- 1 Human.
Action Surge is a 2nd level Fighter ability that grants a full second action, this can be used to double-Dash!Can you triple dash as a rogue? ›
Yes a rogue can move three times their movement in one round
Use their full normal movement speed. Use 'Cunning Action' to Dash for a Bonus Action, moving your full movement speed again.
The 10 Rounds boxing workouts are 30 to 40 minutes long, and feature functional music that will drive your rhythm and help give you the energy to pack power in every punch. Every workout also targets your core.How many rounds is a min? ›
Each round takes 6 seconds. 60 seconds to a minute. So 10 rounds a minute.How long does a 1 minute spell last? ›
so a 1 minute spell lasts 10 rounds so that for example sleep spell will keep a monster sleep for 10 turns of the caster.How many rounds of combat is 1 hour? ›
correct... 1 minute equals 10 rounds... 10 mins = 100 rounds... an hour, God forbid a combat should take that long, equals 600 rounds of everybody and every thing taking a turn.
If you enjoy boxing you will love this program! I burned a little over 300 calories in 38 min for the 10 rounds of boxing, endurance and agility, weights, and core. Average and max heart rates were 126 and 170 bpm, respectively, with most of the workout in the lower zones with all of the instruction.How long does a rage last? ›
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.Is 10 rounds enough for home defense? ›
While a 10 round capacity is our minimum recommendation, there are a few reasons why you may want to choose a firearm with even more capacity.Does 1 round equal 1 bullet? ›
Cartridge: A unit of ammunition, made up of a cartridge case, primer, powder, and bullet. Also called a "round", or “load”. Sometimes incorrectly called a “bullet”.What does 3 rounds mean? ›
The expression is something you say to a newly wed couple. They represent the necessities you need in life: a round bike wheel, a round clock face, a round spool of thread and the sound is radio. You need to have all of these essential needs met in order to get married.How long is a round in combat? ›
A DnD round of combat take 6 seconds to complete. During one round of combat we assume each person is acting and moving concurrently. We split the round so each player and opponent gets a turn.What is the time stop spell? ›
You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4+1 turns in a row, during which you can use actions and move as normal.How long can you hold a spell? ›
According to the official rules, you can only maintain concentration until the start of your next turn (see Sage Advice). That said, it's probably a common house rule (which probably includes Jeremy Crawford's table) that you can maintain concentration for more than six seconds.How fast is a spell in Harry Potter? ›
So our spells are traveling somewhere between 18.26 and 22.825 feet per second, or 12.45–15.5625 miles per hour.What is the 1 10 rule for combat? ›
The 1:10 rule is a commonly used roleplaying mechanic that limits the time players can make choices about their actions to ten times the length of action their character can take. In combat this means that when a player's turn comes up, they are given one minute to make up their mind about what they want to do.
A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.What do you roll to hit in D&D? ›
To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target's Armor Class (AC), the attack hits.