Building a Module : Part 4 : Building a Boss

Since we have the first easy encounter build(One Dark Ranger per odd player and one Corrupted Druid per even player), we have a hard encounter left on this stretch of the module which means we have 80xp per player to work with.

I want there to be a giant corrupted treant to fight, so I write it down as a level 7 boss +2, or 120xp. I decide to use a brute for high damage, low attack, low defenses, high HP.

I can safely assume there will be at least 2 players, so a base 190xp pool is fair game, and I can add more monsters to scale afterwards.

I decide that the archdruid who corrupted the treant will be a level 7 boss +1, or 80xp. This puts me 10xp over budget, but this should not be too terrible but something to keep in mind.

To fill out the scaling, I’m going to make a simple corrupted dryad monster using defender stats.

Corrupted Dryad – Level 7 Defender
HP:176 AC:24(20) Saves:6/6/4 DR: 7
Smash +9(48 bashing)

Using the monster spreadsheet, I see that a level 7 brute Boss+2’s base stats are:
HP: 402 AC:24(23) Saves:9
Basic Attack: +10(68)

I decide I’m okay with it’s basic attacks being straightforward:
Slam: +10(68 bashing damage)
Vine Attack: +8(68 slashing damage) range 6.

I know that as a +2 boss, I need to make two bonus attacks per turn. I decide to make the vines attack two targets, and have the slam deal damage in an area around him for one of the attacks.
Slam: 68 bashing damage in a 3 square burst centered on Corrupted Treant. Reflex(19) for 1/2 damage.
Vine Attack: Two targets +8(68 slashing damage) range 6.

For the extra attack, I decide to go with an aura that requires a Fortitude save or stacking debuffs. I decide on 2 rounds for the durations, so even melee characters can move away fast to remove all stacks of the debuff.
Spore Cloud: Each turn, creatures who end their turn within 3 squares of the Corrupted Treant must make a Fortitude save(19) or be Sickened(-1 attack/AC/saves) for 2 rounds. Targets already Sickened are instead Shakened(-2 attack/AC/saves) for 2 rounds. Targets already Shakened are also Blinded(-4 attack) for 2 rounds.

Because this encounter has a lot going on, I decide not to give the treant any more abilities, though most of the time you want bosses to have a few recharge abilities to give them more depth.

Corrupted Treant – Level 7 Brute Boss+2
HP: 402 AC:23(22) Saves:10/7/10 DR: 7
Slam: 68 bashing damage in a 3 square burst centered on Corrupted Treant. Reflex(19) for 1/2 damage.
Vine Attack: Two targets +8(68 slashing damage) range 6.
Spore Cloud: Each turn, creatures who end their turn within 3 squares of the Corrupted Treant must make a Fortitude save(19) or be Sickened(-1 attack/AC/saves) for 2 rounds. Targets already Sickened are instead Shakened(-2 attack/AC/saves) for 2 rounds. Targets already Shakened are also Blinded(-4 attack) for 2 rounds.

Now for the Archdruid, we have base stats of:
HP:191 AC:22(24) Saves:8
At-will attack: +10(48)
Recharge: 73 damage DC19
We remember from the druid before that we need to have the following spell ranks:
Rank 2: Recharge(3)
Rank 3: Recharge(4)
Rank 4: Recharge(5)
I also decide to choose his at-will attack as a rank 1 spell to further show off his power over the other druids.

Jet of Flame (Rank 1): +10(48 fire damage)
R3: Draining Spores(Rank 2): Summon a 6 square cone of spores. Creatures inside it have 50% chance to need to make a Fortitude(19) save or be Exhausted(-5 speed, minimum 1) for 5 rounds.
R4: Fireball(Rank 3): 4 square burst that deals 58 fire damage, Reflex(19) for 1/2 damage.
R5: Wall of Stone(Rank 4): Create 9 square wall of stone. Each square of stone has 91 HP.

So you can see I chose his spells around control and defenses. He’d much rather his minions(including the treant) take the party out than himself.

Now, as a Boss+1, he should have an extra set of actions per turn. To accomplish this, and to give him more spells to feel properly “Archmage-y”, I decided to go with a set of recharge spells that are swift actions.

Lightning Shock(Rank 1): Swift Action. RT +10(38 lightning damage)
R3: Dispel Magic: (Rank 2): Swift Action. Target loses one magical effect. Original caster can make a Will save(19) to prevent removal.
R4: Stoneskin(Rank 3): Swift Action. Target gains temporary DR 11 for 5 rounds. ((73*.8)/5)
R5: Serious Triage(rank 4): Swift Action. Heal target 43 HP. (-20% swift, -20% no-miss)

Corrupted Archdruid – Level 7 Mage Boss+1
HP:191 AC:22(24) Saves:8
Jet of Flame (Rank 1): +10(48 fire damage)
Lightning Shock(Rank 1): Swift Action. RT +10(38 lightning damage)
R3: Draining Spores(Rank 2): Summon a 6 square cone of spores. Creatures inside it have 50% chance to need to make a Fortitude(19) save or be Exhausted(-5 speed, minimum 1) for 5 rounds.
R4: Fireball(Rank 3): 4 square burst that deals 58 fire damage, Reflex(19) for 1/2 damage.
R5: Wall of Stone(Rank 4): Create 9 square wall of stone. Each square of stone has 91 HP.
R3: Dispel Magic: (Rank 2): Swift Action. Target loses one magical effect. Original caster can make a Will save(19) to prevent removal.
R4: Stoneskin(Rank 3): Swift Action. Target gains temporary DR 11 for 5 rounds.
R5: Serious Triage(rank 4): Swift Action. Heal target 43 HP.

Next time I’ll look at filling this part of the module with treasure and gold.

Leave a Comment