Behemotian Boss Battle
What comes? What rumbles the earth?—loose! stone turns to rubble, rubble to clod—all under foot is mire, each step impossible for Hell's infernal rumble. Steady, steady, steady—firmament shakes, breaks: who could believe in God in a world with the Devil?
What comes? No—that not Devil, that thing: it glows white, its UX strains credulity and yet, contained within, is function to guide man up from ignorance by a spider's thread. Yes! It is a guide to Boss Fights in RPGs: a sequel to Facilitating Fiendish Fights and YE COMPLEAT MANUAL OF UNMANNERLY FIGHTING. Yet it could be Devil if you take the knowledge herein, transform it, and loose it on your players: it will be a Devil of a good time, that is, as you thrill and excite them with the excellence of your boss fights!!
First, of course, we are assuming OSR stylings for system, mechanics, etc. It won't do to assume we are running your pet system—down boy—better to be on the same page. There have been numerous posts theorizing methods of assembling fearsome final fights or marvellous mid-bosses for dungeons. Skerples's boss fight guide and Mindstorm Press's Nested Monster HD, a means to creating a multi-stage fight, come to mind. Actually—and this may surprise you, so please hold tight to your trousers—I am a contrarian and dislike the advice in both of these posts. I've not yet actually found a guide for set-piece fights I thought sufficient for any context, let alone mine.
The issue, more or less—less or more—with the above blog posts is that they do too much where less would do more. Skerples recommends giving boss monsters four discrete moves; the Nested HD post recommends statting up bosses as multi-layered puzzle monsters with discrete attacks keyed to different sections (I.e, a Giant Crab may have a pair of 4HD claws with separate attacks). Mr. Colville has a famous boss design strategy based on pre-planned escalating actions over the course of three rounds (the assumed length of the fight). You will notice in my guide that I recommend a number of techniques from these posts, though of course I came up with these ideas completely independently by interfacing directly with the Platonic ideal of boss fights. The key to my approach is Efficiency of Imagination. It is a moral good to do with one monster trait or ability what others do with three.
WHAT IS A BOSS?
This is incredibly simple: the main factor is that a boss is a monster that is particularly hard to kill and good at killing relative to the other monsters around it. With some dramatic description this is all you need. High HD, low AC, high damage—you get the picture. Until player characters are fairly high level even a single Giant, if staged right, can be an incredibly effective fight. Then, once stronger, they can face two or three Giants. I've provided you with bosses for your entire campaign: escalating numbers of Giants! Wowza!
The problem with the exception based design described in most boss fight guides is basically ontological—why the hell does this guy have so many exceptions in rules and design? Is he God? Moreover it stretches the system in use, requiring all these exceptions which require explaining to the players.
The most I recommend, if one feels the need, is to follow Whitehack's lead and give a boss monster an additional action per round that they, or anyone on their team, can use at any time. But even this is not needed. Rather than rely on hardcoded abilities, I apply "Rulings, not rules" and think through what the monster should be able to do based on its natural capabilities. Trying to hardcode a good boss is a trap: the end result is calculating DPR and mathematizing a perfectly "curated" experience, something more akin to a rollercoaster than a real encounter with a beast beyond imagining (This is the precise risk of the Colville approach: you kill the dream of the game, and so kill a part of yourself and die bleeding).
For instance, in a boss fight inspired by Shakespeare's Tempest, my players fought a Gorgon in a theatre. Instead of coding in some kind of specific AoE attack to deal with the oncoming rush of player characters, I had the Gorgon shatter the wooden stage and attack in an area with a mass of splinters with a Save vs. Breath for those affected—this also turned that area into rough terrain that was hard to move through. This was not planned in advance; with everyone trapped up the Gorgon hoped to make better use of its petrifying breath.
Another example: the famous Chain Devil used its chains for mobility, spun them rapidly around to deflect projectiles, and more despite none of these being coded abilities; simply, these are the kinds of things it is natural for a Chain Devil to do. For boss fights the rule is this: make more generous rulings toward the boss than you would for regular weak guy monsters. If you are consistent in how you describe the boss, then this will not come across as unfair to players. If the dreaded Giant King Corpulo is shown to throw cannon balls from the top of his tower with enough force to kill sauropods miles distant, and at his castle there is a squat rack loaded with four plates each weighing a ton then they will not be surprised if his squeezing grip calls for a Save vs. Death.
The next factor for a boss is personality, not necessarily in the private character of the boss itself but in the overall impression it makes for the players. There is no rule here except imagination, just remember that simple is good. A single strong theme played up again and again (Strength, lust, greed, treachery, etc) will have more impact than a more diffuse presentation. Because a boss is likely a major feature of a floor, region, dungeon, etc, there is room to elaborate more than your standard keyed encounter.
There are too many variables for perfectly clear rules of thumb for boss monster durability and damage. As a rule, the less durable they are the more damage they need to be able to do. Minions can also be used to make up the gap of durability. Let's try giving some guidelines here, assuming a party of 4-6 members:
- Level 1 Party: 6-10HD; 1d6+2-2d6 damage.
- Level 2-3 Party: 10-15HD; 2d6-3d6 damage.
- Level 4-5 Party: 15+HD; 3d6+ damage.
(Numbers are keyed to a d6 standard a la OD&D)
Assigned HD can be split between minions or bosses that work in duos, trios, etc. If cleaving exists in your game, the calculations are totally different for 1HD foes which, at high levels, can pour into boss fights in groups of 20+.
As levels climb, the party acquires so many spells, magic items, dumbass stupid fuck abilities, etc, that the threat the boss must present grows substantially. Likewise, the abilities of the boss or the location you fight in will change the calculations.
BOSS FEATURES & TERRAIN
Right: a Giant or two dumb Ogre brothers make a great boss fight. A tough, big guy. Pepper in some minions (2d6 never fails, but try 2d20 for real excitement) and you've got a stew. Yet the people crave novelty; a beast like me is interested in tactical variety. Once a creature has sufficient strength, how do we juice it up and make it really memorable?
The best boss monsters have one or two things, that's it. Restrain thyself! The Dragon, the Medusa: such classic foes have perfect powers because they are easily explicable and can be played around in meaningful ways. Monster features can be made more interesting paired with terrain, for fights in fixed locations, and weaknesses, a great way to make scary monsters manageable. This is why I emphasize "simple simple" so strongly: you do not need four abilities, nested hit die, or escalating legendary actions when the boss fight exists plugged into the larger dungeon context, with everything that entails. There is already so much going on for the players. Below are some example monster features, with some ideas for how they can interact with terrain or weaknesses:
- FLIGHT: The classic—fantastic for a mobile overworld boss that hounds the party in a hexcrawl. Like Beowulf, the party will likely need to chase it to its lair to properly finish it. If the monster is a defining threat, include some hex features that allow the party to hide from the monster, or some tantalizing treasure where they would be most exposed. Oh—in this world flying and swimming are the same thing. A powerful aquatic monster is one of the most threatening things a party can face.
- BREATH ATTACK: Breath attacks and terrain are brother and sister. A Dragon's lair with numerous corridors, for instance, creates a cat-and-mouse death trap, as the Dragon can project its flames down the corridors. Conversely, cover in the battle arena provides means for the party to safely take the Dragon on. Consider how the breath attack changes the terrain: great mounds of treasure could be melted by the Dragon's breath and create hazardous terrain of boiling goblets and burned rubies that spark into flames, maybe saturating a character that had hoped to use the treasure as cover (Maybe it works, because the Dragon doesn't want to melt its own horde). A Frost Giant in the centre of lake ruins could breathe winter wind over the water to freeze the party's boat in place.
- SIZE AND MIGHT: Most boss monsters will be big and strong, but only some are defined by this. Play this element up with lots of destructible terrain. For instance, a wandering boss could hound the party in an area with lots of passages filled with half collapsed structures that block the way; the boss, in chasing them, can destroy those structures and clear the way. Likewise, it could use rubble for ranged attacks, knock towers down on the party, etc. Size and might can, of course, also be a weakness—try to make a giant rampaging boar inadvertently destroy a bridge, it's shockingly easy!
- SUMMONER: Waves and waves of minions make the boss into a kind of race, especially where the minions are more threatening than the boss itself (I.e, give them a Save vs. Death stinger). Where do the minions come from? If from portals in fixed locations, the party may be able to destroy them. If from the ground, the party will be afraid of getting their ankles grabbed by emerging Zombies and adjust accordingly. If from the sky, then the party needs some way to make a defensive perimeter while the heavy weights of the group chase down the boss. Summoned minions can serve all kinds of functions: for instance, they could crowd around the boss as a barrier, maybe Bats around a vampire (An example of nested HD that is cool), or they could be a Knight's ten squires, all of which are also his lovers—each killed enrages the Knight further and increases his attack power.
- MULTI-PART: When I give a boss multiple parts with separate HD the important thing is that it's not just an extra big health bar. If you need to get passed a barrier before striking the core then, well, that's not meaningful different from just giving the core more HP. Still, multi-part bosses can be useful for cases where a specific body part is tied clearly to a specific ability. Make sure that the party has reasons to target parts aside from the main weak point. For example, a Dragon could have a giant sword impaled in its back that serves as a lightning rod that grabs bolts from the sky to empower the Dragon's chain lightning attack. Statting up this lightning rod explicitly can help the ref figure out when it has been destroyed. You could also give the Dragon a chainsaw arm with only 4HD, but it's made of bones and automatically repairs itself with the flesh and bones of the bodies it attacks. Any more features on this stupid fucking Dragon and it will collapse under its discursive weight—the players will all leave your game if it is also made of slime. Actually it was already too dumb—shiiiiiiiiiiiiit.
- AURAS: Some monsters have damaging auras. My favourite is Catoblepas, he is so stinky that his stench kills. Engaging in melee becomes extremely dangerous, so any terrain that limits or slows movement compounds the threat. Hence why Catoblepas loves swamps. If your game is a Shounen anime, the monster may be able to manipulate its aura. Either way, canny players will try bottling a Salamander's flame aura.
- MIND CONTROL: A very fun ability. It works best when the party has some chance to avoid it. Most Witch-type creatures require their victims bite into an apple. A magic mirror that switches their soul with a Witch's Boggart is also effective. Once possessed, I like to let the player continue to control their character: in my experience they enjoy being as cruel as possible toward their allies. Your players will probably try to grapple their possessed ally, so be sure to have some means of adjudicating that. I like for the possession to just last forever until the monster is killed, that way the party is really motivated to deal with it.
- ILLUSION: This works best with wandering boss monsters, or in arenas that are laden with illusion before the fight. Here, I don't like to give characters a Save to detect the illusion, the player needs to figure it out with their massive brain. Say a retreating Titania rounds a bend and the party follows. A stiff stone wall blocks their way (really an illusion) so they turn back, assuming Titania teleported or became invisible. Wrong: they could run straight through the wall. Likewise, as Nobunaga at Okehazama, Titania may include one illusion man for each of her Fairy soldiers, artificially inflating the appearance of their strength.
- SHAPESHIFTING: Most shapeshifting monsters should have their available forms defined in advance (i.e, a Vampire' mist form). This is usually used for movement or for disguise (Devil Pig disguising as a really fat chef, for instance). For movement, consider how their alternative forms are useful for the particular environment. A mist Vampire may enjoy having grates to seep through. Where HP is concerned, if it is a concern, I think bosses can just maintain HP between forms. Easier to track that way.
- ETHEREAL: Ethereal monsters probably have a resistance to non-magic attacks, can probably float, and can go through walls and shit. They are, bar none, the best harassing monsters. While in Ghost Queen's domain, have her only pop in and harass the party while they are vulnerable, or tied up in another encounter, then have her slip away. Two considerations: the ghost monster must have some sort of limit, maybe an emotional attachment to the mansion where you face her. Therefore, you could lure her into a pitched battle by destroying a portrait of her husband from when it lived; or put her spirit to rest by proving her husband's innocence in a court of law, whatever. Generally this monster type should be a little weaker as a fighter, because it's already such a pain in the ass. Something like Level Drain is awesome for this.
- RESISTANCES: These are very, very interesting to a guy like me. There's plenty of ways to handle resistances, but I'll describe my favourite. I've come to enjoy Supernatural HD when accompanied with a weakness that adds to the damage value. Let's say you need to roll 6 damage to take down a monster's Supernatural HD, maybe using fire against the Frankenstein adds +2 to damage and, thus, is more likely to cause it real harm. I like this because regular macks still have a shot of hurting the beastie, but using the weakness gives a significant advantage. Another alternative is half damage: a Werewolf that cuts all damage in half save for silver is still very threatening without making the weakness totally required. Complete immunity is okay, too, but it does limit the ability to engage with the monster.
- SPELLCASTING: Assuming Vancian spells, I don't bother with strict spell slots and just list what I want it to be able to cast and how many uses for each. The thang with spellcasting is that the monster is now plugged into a larger set of systems around magic casting: counter spells, magic items that influence spells, etc, all come into play. This can basically involve all or many of the other monster features, so it is quite powerful. It's helpful to, with rumours or w/e, give the players an avenue to figuring out what spells the Wizard boss knows. It's best not to lump too many more features onto a Wizard-type fight, minion Summoning is the classic pairing.
- DUOS & TRIOS: The easiest boss to make funny, because you can just kind of Marx Brothers that shit. Duos and Trios work best when each boss relies on the other in some way: three Oni, one with eyes, one with ears, and one with a mouth, all with shared senses: that's great! Boyfriend and girlfriend Giants, each terrifically jealous, could be played against one another. Without some personality it's totally fine, just a way to better manage action economy and distribute the threat. One of the best boss fights I've ever run was just four Dragons and 20 Ghoul underlings spread across an entire open air dungeon floor.
Look there are so many of these I can keep going forever. Teleporting, armour destruction, earthquakes, elemental control, plant control, seduction powers, ooze body (slippin under doors n shit): each has its considerations.
For features, remember that you can come up with literally anything, as long as you don't have too many clogging one creature. Put Ghost Uncle in your next game: he is ethereal and can "get your nose" anywhere on your body, because that was his favourite game with his nephew in life. He'll take your arm, your leg, your ears, etc, and then donate them to Skeletons who need a body more than you do. Make a 2d6 table to see what part he grabs, with more essential pieces a rarer result (genitals at 2 and torso at 12). That's the boss fight.
CONSIDERATIONS FOR STATIC BOSSES
In a dungeon game a boss can serve multiple roles. There may not be a set "end goal" in a dungeon, so the boss needs to serve some other function. Common functions include:
- Protecting a great treasure
- Acting as a mobile threat
- Interacting with the dungeon level (or dungeon as a whole)
The main difference between the first two is the movement of the boss. With set-piece fights we have a greater ability to think through the interaction between the space and the boss than with standard monster encounters.
Static set-piece bosses can be used to guard significant treasure hoards, magic items, or an important shortcut through a dungeon. It is likely the party has some rumour or notion of the boss's presence; otherwise, it may be foreshadowed within a dungeon: Orcs in the Mines of Moira scrawl engravings of the great spider, Shelop, that lives in the level below. A classic example is Beowulf's dragon: because it flies around like a douchebag Beowulf has good reason to go fight it within its lair.
The advantage of the static monster is terrain. The addition of verticality and cover is often enough to make the boss arena a little more dynamic than your standard fight. This on its own is often enough. Yet, as described above, things become more interesting when the boss is tied to the terrain. Here are two examples from my own game:
- Two Robot Cyclopses with machine guns, hitting them from the front they have AC3, from the rear AC7. There were two large pillars in the room so that the players could wrap around and hit them from the rear. Simple but effective.
- A giant Roartisserie Chicken that shot flaming grease from its mouth. Its arena was made up of the bones of chicken drumsticks. Because it had no eyes, it could only see when the party moved through the bone floor. Thus, the party could attract its breath attack and control its attention; importantly, the grease would stain the hit location and continue to burn. As the fight went on, movement became more limited.
Because players will usually know a static boss is coming, it is fair to pump the difficulty and the reward up more than for other boss types. Likewise, it is fair to have a boss that is concerned with guarding its location and won't give chase to the players; in these cases, don't run the boss like an idiot. Even a stupid Evil Statue will take captives, or lay traps, or use ambushes.
CONSIDERATIONS FOR WANDERING BOSSES
Wandering bosses do not necessarily show up in any particular terrain. The question here is how flexibly they may navigate the present dungeon environment. Take the classic Giant, or a similar monster: being so big, players will be able to run away by crawling through holes or going through person-sized doors. The Ghost Queen described earlier is just the opposite, and can hound the players wherever. It is also possible to present paths that the boss monster is especially good at following—maybe it is a big Evil Ape, and so can brachiate through vines with ease.
By having some logic to where the boss will or won't go the players can work around this. Victory will come from setting ambushes, or otherwise tricking the monster. This interplay with the dungeon is highly rewarding for players. Given the presence of the whole dungeon environment as a potential battleground it is often best to make the wandering monster less powerful than you would a static beast.
Broadly speaking, you get two types of monsters in this role which I will call hunters and stalkers. Hunters do lots of damage but are, typically, vulnerable if caught in an ambush. They will kill one or two player characters and then retreat. Stalkers, instead, are tough but slow. The party can lead them around the dungeon, but always have to worry about the stalker slowly coming behind. Both types are most fun when combined with random encounters.
I've enjoyed using Arnold's UNDERCLOCK to represent a predatory boss monster hunting the party.
CONSIDERATIONS FOR FLOOR/REGION-INTEGRATED BOSSES
It is also possible to integrate bosses with dungeon floors or hexcrawl regions. I've only done this once so in this area I am also a mere neophyte. The way I did it was by plopping an Evil Tree with like 30HD in the bottom of a dungeon, and having its roots connect to various rooms while its vines served as random encounters. The monster's roots plugged into a generator that let it use a powerful lightning bolt attack; if the party shuts the generator off they lose light in the dungeon but disable the boss's attack. Very cool!
The important thing here is to have the integration of the boss and the area interactable; I think interactability is basically over-rated, but with those sort of thing—where the dungeon becomes the fight—the sky is the limit, and some forethought as to how the players can interface with this location-monster will pay dividends in play.
I'd like to try out a few more monsters of this type, as it is quite neat. Write your own blog post about it if you give it a whirl.
CLOSING REMARKS
My sincerest and most humblest hope is that thou reader will have the confidence to put a Giant next to a big pillar and say "sick boss fight."
Thanks for reading!