01-22-2012, 10:08 AM | #31 |
Join Date: Feb 2011
Location: Cambridge, MA
|
Re: [DF] Golem Boss Stats
Restricted movement, multiple battles with little to no chance for rest in between, enemies with crazy special attacks. Occasionally I run lots of fodder at them (fodder being a relative term here--no enemy attack ever does less than 2d of damage unless it's ignoring armor), but I find the bookkeeping gets a little rough with lots of guys on the field, so I'm more likely to have worthy foes or boss fights.
Examples from recent adventures Worthy foes: Revenant A ghostly killer, bent on vengeance against the living. ST: 11 thr 1d-1 sw 1d+1 HP: 12 Speed: 6.5 DX: 14 BL 24 Will: 16 Move: 7 IQ: 10 Per: 10 HT: 12 FP: 12 SM: 0 Dodge: 10 DR: 0 Ghost-Sword (18): 1d+2 fatigue (ignores DR, can only be dodged) Ghost-Claw (16): 1d fatigue (ignores DR, can only be dodged) + follow-up HT check at -1 per point of damage taken or experience terrible pain for 1 minute (-6 to all rolls, or -3 with HPT) Traits: Combat Reflexes, Claws (Blunt); Dark Vision; Doesn’t Breathe, Eat, Drink, Sleep; High Pain Threshold; Immunity to Metabolic Hazards; Indomitable; Injury Tolerance (Diffuse); See Invisible; Unfazeable; Appearance (Monstrous; Universal); Dependency (Mana); Skills: Stealth-14 Class: Undead/Spirit; Worthy Tomb Guardian A great warrior in life, sworn to serve in death as well. Plate armor covers gray skin and black eyes. ST: 19 thr 2d-1 sw 3d+1 HP: 20 Speed: 7 DX: 14 BL Will: 15 Move: 7 IQ: 10 Per: 12 HT: 14 FP: 12 SM: 0 Dodge: 11 Parry: 14 DR: 10 (3 natural, 7 heavy plate) Greatsword (20): 3d+11 cut, Reach 1,2 (trademark move: deceptive 1 random location rapid strike at a 16) Gaze of Fear: Terror (active)—Quick Contest of Will, if the Tomb Guardian wins, victim rolls on Fright Check Table, adds margin of victory to roll Traits: Combat Reflexes; Doesn’t Breathe, Eat, Drink, Sleep; High Pain Threshold; Immunity to Metabolic Hazards, Mind Control; Magic Resistance 2; Indomitable; Injury Tolerance (No Blood, Brains, or Vitals; Unliving); Single-Minded; Temperature Tolerance 18; Unfazeable; Dependency (Mana; Very Common, Constantly); Disturbing Voice; Duty (Defend Tomb); No Sense of Smell/Taste; Social Stigma (Dead Monster); Supernatural Durability (can only be killed if water is splashed on it with a successful Religious Ritual roll); Unhealing; Weapon Master. Skills: Greatsword-20; Brawling-16; Innate Attack-16 Class: Undead; Greater Worthy Notes: Carries fine quality greatsword. Bosses: Alveria, Silver Dragon ST: 45 HP: 50 Speed: 6.5 DX: 13 Will: 15 Move: 6/24 IQ: 15 Per: 15 HT: 13 FP: 23 ER: 20 SM: +4 Dodge: 10 Parry: 13 DR: 15 (3 skin, 12 scales), 5 on eye Long Talons (18): 5d+4 cutting, 5d+4 impaling, Reach C-4 Fangs (18): 5d+4 Impaling, Reach C-3 Tail (18): 5d+4 Crushing, Reach C-5 (Equivalent to 12 lb weapon) Frost Breath (16): 4d (5) Burning, follow-up 1d fat, Cone: 1/D 10, Max 20, width 5, 6 uses per day. Traits: Alternate Form (Elven Spirit); Bad Grip 3, Combat Reflexes, Discriminatory Smell, Eidetic Memory, Extra Attacks (2), Extra Legs (4), Gluttony (12), Horizontal, Miserliness (12), Sense of Duty (Nature), Winged Flight, Hard to Kill +5, HPT, Magery 7, Nictitating Membrane 5, Night Vision 8, Wild Talent (spells only) Skills: Brawling-18, Innate Attack-16 Spells (all at 20): Nature! (likes Create Animal, Animate Plant, Shapeshifting, Spark Storm) Class: Dragon Spirit (Epic Boss) Notes: Alveria’s spirit form is her “true” form, but her dragon form is her “physical” one. If killed in physical form, she reverts to spirit form. The Soulgorger An Elder God, bent on devouring souls and penetrating the veil between the Astral Plane and the mortal realm. It appears as a huge floating mouth with three eyes on long stalks, translucent feelers that hang down to the ground, and two huge pincers. It has no head, vitals, or neck. ST: 30 thr 3d sw HP: 65 Speed: 6.5 DX: 13 BL Will: 15 Move: 6 IQ: 13 Per: 14 HT: 13 FP: 13 SM: +2 Dodge: 9 Parry: 11 DR: 5 Words of Madness(18): Malediction 2, Hallucinations, resisted by Will, Hearing-Based, uses its mouth Gaze of Annihilation (16): 2d corr, Acc 3 Range 10/100 (dodge only, damages shields) Ray of Weariness (16): 1d fat, Acc 3 Range 10/100 (dodge only, ignores armor) Death Stare (18): Malediction 2, 1d toxic, ignores armor, resisted by HT Pincers (16): 3d+3 cut/imp, Reach C-3 Bite (16): 4d+3 imp, Reach C-2 Traits: 360° Vision (Multiple Eye Stalks, -6 to hit), Appearance (Horrific, Universal), Callous, Compartmentalized Mind 2, Confusion (-3 to Confusion Check), Disturbing Voice, Doesn't Breathe, Doesn't Sleep, Double Jointed, Flight (low ceiling, 10’), Extra Eye, Extra Attacks 3, High Pain Threshold, Indomitable, Injury Tolerance (Homogeneous), Invertebrate, Magic Resistance 2, Extreme Regeneration (Total, once/day, requires Concentration), Regrowth, Supernatural Durability (can only be killed if all three eyes are destroyed), Striking ST 4 (Bite only), Psi Talent 3, Unfazeable, Universal Digestion, Vibration Sense. Skills: Brawling-16; Innate Attack-16 Class: Elder Thing; Epic Boss Notes: The Soulgorger’s motives are wholly incomprehensible to mortals. Negotiation is impossible. This last one they didn't actually kill, in fact they barely escaped with their lives. But a good time was had by all... |
01-22-2012, 10:14 AM | #32 |
Join Date: Oct 2004
|
Re: [DF] Golem Boss Stats
I am heavily impressed!
Thanx for sharing!
__________________
4E books: Basic, Powers, Fantasy, Magic, Thaumatology, High Tech, Ultra-Tech, Martial Art, Supers, Space (SC only), Spaceships plus GCA and 66 of 3E books PDF: 4E as above plus Bio-Tech, DF and more |
01-22-2012, 10:27 AM | #33 | |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
|
Re: [DF] Golem Boss Stats
Quote:
Advantages: Weapon Master+Heroic Archer+Extra Attack+Double Draw+Imbue+ST 15+Strongbow+Forest Guardian 4+Eldritch Talent 6 Skills: Bow at obscene levels, Fast Draw, Penetrating Strike at obscene levels, Multishot at obscene levels, Cutting Strike Gear: Elven Three Arrow Composite Reflex Bow, enchanted with Penetrating Weapon and firing bodkin arrows out of two cornucopia quivers sewn together The character can easily fast draw two arrows, perform a ranged feint, and dual weapon attack, every turn. Three Arrow Bow makes each shot RoF3, and he ups that to RoF 10 with Multishot. Since the Three Arrow Bow has Rcl 1, he needs to hit by 10 to hit with all arrows, but he has obscene Bow skill due to DX 16, Forest Guardian 4, Heroic Archer and loads of points in Bow, making it easy for him to make that roll. The arrows have Armor Divisor (2) due to being Bodkins, and Penetrating Weapon enchantment adds another (2) for (4). Penetrating Weapon Imbuement often adds (10) for a total if (40). The damage is turned into cut via Cutting Strike Imbuement, so it isn't nerfed by Injury Tolerance: Unliving or Homogeneous when fighting against undeads, contructs and their ilk. |
|
01-22-2012, 10:38 AM | #34 |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
|
Re: [DF] Golem Boss Stats
As for what foes work well against my player's characters, well I usually go for worthies with loads of fodder, groups of elite fighters (they recently faced - and lost against - a group of Master Chaos Monks, with the stats given in DF14, except they had striking ST 19, Flying leap 26, Power Blow 36, Karate 26, and maxed flying jump kick), or huge monsters such as the hydra Bruno linked.
I've found that Toxifiers and Odifiers in huge numbers (at least 2 per character, often more) also work well, because they blanketed the area with continuous damage that ignores DR, and Difuse makes them hard to take down. |
01-22-2012, 11:04 AM | #35 |
Join Date: Feb 2011
Location: Cambridge, MA
|
Re: [DF] Golem Boss Stats
Or alternatively Flaming Skulls and Neuroids. In some ways, my Revenant (upthread) is a riff on the same theme. I also like them because they're a chance for wizards to be the "damage-dealers," since they can do more damage to diffuse monsters with spells like Air Jet, Explosive Fireball, etc. Imbuements can handle them pretty well also. I'm starting to think Imbuements can handle anything...
|
01-22-2012, 11:07 AM | #36 | |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
|
Re: [DF] Golem Boss Stats
Quote:
The right imbuements mean that the character can handle anything... while FP holds. The trick is to make it impossible for the character to take the -5 for no FP cost, because they are already taking heavy penalties for other, required, effects, and use strength in numbers. |
|
01-22-2012, 11:18 AM | #37 | ||
Join Date: Feb 2011
Location: Cambridge, MA
|
Re: [DF] Golem Boss Stats
Quote:
Quote:
|
||
01-22-2012, 11:28 AM | #38 | |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
|
Re: [DF] Golem Boss Stats
It's HT-5 for the Odifier, and HT-4 for the toxifier. Just use enough of them, and they will fail. Use some Chaos Monks on the backside cursing the players to make sure they fail the rolls, if you feel specially cruel.
Quote:
|
|
01-22-2012, 11:29 AM | #39 |
Join Date: Nov 2005
Location: Midwest, USA
|
Re: [DF] Golem Boss Stats
That's a heavy compendium, Gnome! Thanks for laying that on us!
However, everyone should keep in mind that this encounter is intended as an optional boss for the PC group's first dungeon fought at the very conclusion of the adventure. While I want to make certain damaging him until he runs out of hit points is remotely possible, I'd rather this be an encounter that spotlights supporting characters and the player's cunning more than the heavy hitters. Since the boss will be fighting brand new 250-point characters, I can't make him dish out too much punishment; but the sky is the limit for his ability to withstand damage. Kuroshima, I always find good archer builds fascinating since we discovered the fun of "headshot!" late. Thanks! Good thread. As for my golem, I'm trying to get back into the books right now. Since he guards a fantastic treasure, the PC's will remember him and come back late in the game. Trouble with that is, while he'll still be able to take it, he won't be able to dish it out. I'm now considering some sort of alternate form, where upon "death," his stone shell explodes away revealing a blue fire elemental. He'll have already lost many abilities -- such as regeneration and laser attacks -- by this point due to his magic gem being shattered, making him even less effective as a boss later in the game. As a super-powered fire elemental, he'll still be tough to harm, but his damage will go through the roof. This alternate form approach will hopefully make him a good boss for the 250-point PCs and, later, when they are 500-point PCs. |
01-22-2012, 01:18 PM | #40 |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: [DF] Golem Boss Stats
I wouldn't count on bosses surviving, particularly if you expect the PCs to have damaged him the first time around. I'd consider the design later, once you (a) know if he's survived, and (b) have more idea of the capabilities of your PCs and have more general experience with encounter balance.
|
Tags |
boss monster, monster creation |
|
|