Bosses

The Big Bads

Boss fights are challenging encounters intended to threaten parties. They should be very difficult to win against without some form of tactics.

To make strong bosses, do one of the following:

  • Increase all of their modifiers from +4 to +6.
  • Increase their physical modifiers, but drop their mental modifiers by the same amount.
  • Make them resistant to non-magical weaponry.
  • Give them single use spells.
  • Give them a swarm of minions.

Lamia Sorceress (+4)

Large monstrosity, neutral evil

Armor Class 14

Hit Points 25 + 10 per player character

Initiative 15, 5

Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 18 (+4) 18 (+4) 18 (+4)

Senses darkvision 60 ft., passive Perception 14

Languages undercommon


Spear. Melee Attack: +4 to hit, reach 10 ft., one target. Hit: 8 (1d6+4) piercing damage.

Shrieking Curse. Ranged Attack: DC 14 vs. Wisdom, inflicts 4 (1d6) psychic damage to all enemies in earshot that fail to save.

Multi-Initiative. This creature has two initiatives. On the first, she uses her spear. On the second, she uses her curse.

Frantic. At 1/2 HP, add an additional initiative for this creature, allowing it to act three times per round. The GM determines which action she takes on these turns.

Sleepproof. This creature is immune to magical sleep.

A prideful creature with the lower body of a massive snake and the upper body of a giantess. She is ten feet tall when drawn up at her full height.

The lamia is hostile and will refuse diplomacy until reaching half HP. At 1/4 HP, she will attempt to surrender, or failing that, flee.