Boss Barriers

by Cheesey093

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Boss Barriers

What are Barriers?

Barriers are temporary effects that make bosses resistant or immune to damage. They force players to adapt, interact with their environment, and overcome unique combat challenges. When used creatively, barriers help prevent boss fights from feeling repetitive or solvable with brute force alone.

Zi-Chin's Tip

Think of barriers like puzzles that change the rules of the battlefield. Ensure the solution feels satisfying when players figure it out.

Why Barriers Matter

Barriers highlight moments of transformation, fear, or power in your boss fights. They offer the opportunity to show off a boss's intelligence or desperation. A barrier isn’t just a mechanical obstacle; it’s a story beat for your players to explore and interact with by scouring the environment and taking the time to understand the boss’s actions before they strike.


Barriers also help pace encounters, offering breathing room for DMs and strategic pauses for players. They provide clear phases of escalation that don’t require using formal stages.


What This Guide Covers

This guide discusses different examples of barriers that can be granted to bosses, the types of barriers, and their formation. At the end of this document will be a list of additional features and two major boss encounters to be used in your games or just as an example on how to implement these features.

Swamp Sage

Example Barrier

The players hear the Amphibithian cast a spell as a yellow light begins to form a bubble shield around him. This orb stops all ranged attacks outside the barrier from hitting the Amphibithian. In order to damage him, the players have to be inside the 30-foot bubble and attack.


To make it harder for players to get inside the barrier (they see a beetle fly through the shield as a hint) and take the Amphibithian out, they need to dodge the boss’ attacks. As the Amphibithian controls the swamp water around the players, Amphibithian hits and pushes them back.


If a player manages to get inside and damage the Amphibithian, the Amphibithian makes a concentration check, and if they fail, the yellow light fades away.Duration: 2 to 3 rounds

Barrier Creation

What Makes a Barrier

Every barrier should have four core components. This structure not only ensures mechanical balance but also helps create consistent and engaging gameplay. By defining how a barrier begins, ends, takes shape, and functions, DMs can design encounters that feel both fair and dynamic.


Components
Component Description
Start Condition When or why does the barrier activate? This component will likely come from your chosen Barrier Origin and depicts what supplies the barrier/causes it to come into effect. Triggers could be health thresholds, environmental cues, or timed events, but can also come from passive sources.
End Condition What causes it to drop? This is based on the Barrier Type and might involve time limits, player actions, damage thresholds, or destroying a linked object. Some barriers persist until a condition is met; others are designed to be broken through.
Shape What form does the barrier take? This component is dictated by the Barrier Formation, and will answer some important questions about your barrier, such as; What does it protect? Is it a dome around a point or just a flat wall? Does it move with the boss? Use the formation type to change how players engage spatially.
Effect What does the barrier do? The effect depends on the Barrier Type, determining whether it blocks, reflects, or absorbs. It might stop magic, physical attacks, or both, and can alter how players interact with the environment.

Narrative

After determining the four core components of a barrier, you can add a narrative layer to explain why the barrier exists. These optional story-based elements add emotional weight to the boss, making the barrier feel like an extension of their identity. By grounding the shield in the boss’s personality, values, or surroundings, it becomes more than just a mechanic; it becomes a statement of who they are and how they shape the world around them.


Narrative Plots
Potential Narrative Descirptions Examples
Emotional Trigger The barrier reflects the boss’s emotional state. Anger might erupt into flames, fear could spread shadowy tendrils, and despair may summon a wall of ice or mist.
Apprentice Sacrifice The barrier is powered by the boss’s followers, willingly (love) or unwillingly (fear). A loyal apprentice creates a holy shield; a fearful one forms a cursed barrier.
Legacy Magic The barrier is tied to the boss’s lineage or an ancient artefact. Removing an inherited cursed item disables the barrier.
The Lair The barrier is shaped by the environment or lair’s magic. Sigils in the ground or fast-growing trees form natural barriers.

Barrier Shapes

Three types of shapes can be applied to a barrier. The way barrier shapes work is by showing where bosses are protected from, whether the barrier fully encases them, or if it leaves them open to attacks from behind. Having different weak points for each barrier requires more thought from the players on their strategy to snuff out the barrier.


1. Full-Body Barrier

A full-body barrier encases the entire boss in a protective barrier. This form will only cover a single target and is the simplest of the formations. Think of them as a covering of magical armour that defends the boss from all angles.


2. Bubble Barrier

A bubble barrier encases an area in a protective dome, extending outward from a specific point of placement (which can include the boss itself, as well as static areas in the environment if desired).


Nothing can enter the area unless it matches the barrier's elemental weakness, bypass condition, or dispelling condition. This type is especially threatening to ranged parties, forcing melee within the boundary of the barrier, or careful placement of AoE spells.


Zi-Chin's Tip

Area of effect spells cast on the bubble still work unless the barrier says otherwise, meaning your wizard can strike a powerful fireball off the ground next to the barrier, the wave of fire still passes through even though the spell is stopped on the outside. Encourage clever spell placement!

3. Directional Barrier

A directional barrier covers specific zones of the boss's body, such as front, sides, or rear. This formation encourages positioning and teamwork. The shield might rotate or shift based on the boss's movement.


In this case, the direction the shield faces is locked when a boss's turn ends, unless they take a legendary action that would make them change direction. The design of this barrier is to encourage tactical flanking, baiting, and coordination as the players need to shift around the map to find the weak spots.


Important note: This formation will not function properly when using Theatre of the Mind gameplay, as there isn’t a way to dictate a boss's direction effectively.


Some patterns for this formation may include:


Pattern Mechanic
Frontal Immunity Covering the direction in which the boss faces.
Rotating Clock-Face Changes every round to specific locations around the boss.
Randomised Angles DM rolls for direction each turn, suggest using a d6 for hex gidded maps and a d8 for square gridded maps.

Zi-Chin's Tip

Let players spot the pattern with a Perception or Arcana check to reward good observation.

Barrier Origins

How Barriers Can Be Granted

The purpose of barrier origins is to design encounters where each barrier features distinct activation conditions and behaviours, creating unique challenges for players. Barrier origins offer diverse methods for introducing barriers, each shaping how an encounter unfolds. This variety ensures that barrier gameplay feels less formulaic, encouraging players to stay engaged and think strategically.


1: Reactive Origin

These barriers activate in response to certain conditions, such as when the health drops, react with a certain material, or change phases (either through mythic actions or the Branching Boss Fights module). These barriers require the boss to have a reaction available to activate, or the activation of a mythic action.


2: Spell-based Origin

A boss using a barrier with this origin would have an action or ability that draws on powerful magic to activate a barrier, forcing players to dispel or circumvent the magic. These barriers require an action to activate, and can potentially be countered by certain spells such as Counterspell or Dispel Magic.


3: Support Origin

This barrier type is not conjured by the boss alone. It is earned through the support of others. These shields are formed through loyalty, divine favour, or a connection to the natural world. Some bosses are protected by devoted minions who cast spells to ward their master from harm, or who sacrifice themselves to create a barrier of blood that deflects attacks.


Others turn to higher powers. A boss might drop to their knees and pray to their dark god. In response, a shroud of dark smoke spreads across the battlefield, making it difficult for players to fight effectively unless they find a way to light the area.


4: Shield Generator Origin

Barriers can be created using shield generators, which are inanimate objects that cause a barrier to be created around a target. Advanced technology, magic sources, or even armour can generate barriers. Players may need to destroy these generators or deactivate them through environmental interactions. These will often have an easily identifiable source for the players to locate and interact with.

Spell Levels and Generated

When spells are used by bosses or minions, the spell level is dictated by the amount of shield health generated:


Spells Shield Health
Level 1 Spell 2d12+5
Level 2 Spell 5d12+10
Level 3 Spell 8d12+20
Level 4 Spell 12d12+20
Level 5 Spell 16d12+30
Level 6 Spell 10d20+30
Level 7 Spell 12d20+30
Level 8 Spell 14d20+30
Level 9 Spell 18d20+30

Barrier Types

Each barrier will have a different set of circumstances for activation/deactivation. Below are the five options for a barrier’s type.

  1. Time-based barrier: Lasts a set number of rounds; players must survive until the barrier breaks.
  2. Objective-based barrier: Disable the barrier by interacting with the environment (e.g. pull a lever).
  3. Weak-Point barrier: Hit a hidden spot on the boss, found with player intuition or perception checks.
  4. Susceptibility barriers: Grants immunity to certain elements but also creates weaknesses to break the barrier.
  5. Sightline barrier: Only active if the boss is within sight of an object.

Beneath the description for each type of barrier will be two examples to help showcase why the use of this barrier can make a fight more engaging.

1: Time-Based barriers

Time-based barriers grant the boss invulnerability (immunity to all or most damage types) for a predetermined number of rounds, during which the players must simply outlast the countdown or prepare for the next phase of the fight. The purpose of this barrier type is to have players focus on surviving the boss's onslaught while the timer ticks down.


This increases the difficulty by having the players endure the boss’s attacks, but also allows for creativity in how the players choose to avoid the attacks. Additionally, it allows the players to prepare themselves either with coordinated attacks or environmental objects to gain the advantage when the barrier runs out.

Endurance Rounds

Duration: 2 to 3 rounds

Effect: boss is immune (or resistant) to all damage

Mechanics:

  • The barrier activates at a set trigger (phase change, boss reaction, HP threshold)
  • For 3 rounds, the boss is immune to all damage
Zi-Chin's Tip

It is recommended to make it clear to the players how long the barrier will last. Additionally, time-based barriers should have a maximum time of 3 rounds.

Time-Based Example Bosses
Origin Example Boss Visual Component
Reactive Origin Badly wounded, the boss staggers back and drinks a shimmering potion, gaining brief invulnerability as their eyes flicker with unnatural light. The potion’s glow pulses through their veins. On the final round, the light fades, their eyes dim, and they double over gripping their stomach as the magic violently leaves them.
Spell-Based Origin The boss whispers arcane words that echo and distort the cavern. Flames swirl and erupt from their chest as they channel unstable magic. Rounds 1–2: Heat radiates from the boss; anyone nearby begins to sweat, and cracks appear in the magical shield. Round 3: The shield sputters and releases a hiss of ashen smoke as it collapses.
Support Origin A dying mechanical beast makes a final heroic sacrifice, collapsing its armour onto the boss to shield them and empower their strikes. Players notice the armour weakens faster when the boss uses stronger moves or takes coordinated damage, accelerating its breakdown.
Shield Generator Origin The boss overcharges nearby generators, forming a crackling electric dome that blocks entry unless bypassed magically. Each round, the barrier flickers more violently. By round three, two generators explode, and the dome fades.

2: Objective-Based barriers

Objective-based barriers require players to complete specific tasks to deactivate the boss’s invulnerability. These objectives often involve manipulating the environment, deactivating complex devices, or uncovering hidden power sources.


These barriers shift the party’s focus from damage output to coordination and multitasking. Some players might need to distract the boss while others engage with environmental challenges or split off to complete secondary tasks.

Complete the Task

Choose one of the following objectives:

  • Destroy Object: AC 16, 25 hp; immune to psychic and poison
  • Skill Challenge: 3 successes before failure using Arcana, Athletics, or Insights
  • Occupy a Control Point: Keep one person in the zone for 2 rounds
  • Interact with Environment: pull lever, pushing statues
Zi-Chin's Tip

Drop environmental clues early! A humming stone, pulsing runes, or drained terrain might hint at a barrier source.

Objective Based Example Bosses
Origin Example Boss Environmental Cues
Reactive Origin As the boss took a staggering hit their eyes glow with a weird green magic and an impenetrable shield forms around them. Players must locate a hidden device which would depower the shield so they could easily beat the boss. The players notice some books on a shelf are now glowing with a green hue. Upon closer inspection the players notice one book is glowing the brightest.
Spell-Based Origin An anti-magic field sits in the centre of the battlefield; it is only while the boss is in this area that the players can get damage through its barrier. The players see that the shield the boss has is the same colour as the symbols on the ground in the middle of the room.
Support Origin A wizard waves his hands over one of the apprentices in the room. The apprentice then slams their staff into the ground and mutters random words under their mouth creating a white shield around the boss. The apprentice’s eyes are glowing white, but the eyes are glowing in a weird blinking way.
Shield Generator Origin Pylons scatter the battlefield, providing the boss with a shield for as long as they are active. If players investigate the pylons, they discover that each is powered by an elemental force. Striking a pylon with the matching elemental type will cause it to shut off. Once all are disabled, the boss is vulnerable once more. They hear humming coming from different areas of the room. When investigating they see the pylons now vibrating and shaking rapidly with the orb slowly spinning atop them.

3: Weak-Point barriers

Weak-Point barriers protect the boss from damage unless a specific physical vulnerability is exploited. Weak-points may narratively come from old injuries, damaged armour, or a magic item, and all need to be manipulated in some way to break the barrier.


This type of barrier encourages observation and experimentation. Players might need to use clues from the environment or previous encounters in the campaign to identify the weak spot, then coordinate to exploit it before the opportunity disappears.

Strike the Weakness

Goal: Hit the correct location or exploit a vulnerability


Mechanics:

  • A perception (DC 15) or Arcana (DC 17) check reveals weak point
  • Attacks against the weak point need to get over a higher AC (e.g. 18+) or hit it from a certain angle
  • Success bypasses the barrier entirely for that attack or lowers the barrier's HP by double
Zi-Chin's Tip

Reward players who invent their own weak point strategies! Not every solution needs to be pre-written.

Weak-Point Based Example Bosses
Origin Example Boss Weak-Point Clue
Reactive Origin An open wound is barely covered by thick armour. If something can force back the plating, a powerful strike could get through. When the boss lifts his right arm, the stretched hide reveals the injury beneath.
Spell-Based Origin The boss picks up an orb, and the orb begins to whisper, and nothing happens once it stops (this spell is level 5). Or so the party thought until they struck the shield, and their strike hit a glowing red barrier. Which shimmered and rippled after the hit. They noticed that the shield only covered the front and sides of the boss. The shield did not reach the back.
Support Origin The boss gets badly injured, their armour is broken, and they look around in the workshop and notice the failed prototype machine in the room. They hurrily threw the prototype on as extra protection from the party. A wall schematic reveals weak points and the shutdown sequence. Players must hit the correct sections in order (INT check DC 14 to read, then target AC 16 zones or sleight of hand DC 16).
Shield Generator Origin A crystal embedded in the boss’s chest powers a swirling ice barrier. The moment it's struck, the shield flickers and collapses briefly before reforming. The boss uses the shield to absorb hits while repositioning or charging attacks. The crystal has its own AC 17 and must be hit to disable the shield for 1 round. All other areas resist damage unless the crystal is struck first.

4: Susceptibility Barriers

Susceptibility barriers make the boss immune or resistant to most damage types, but introduce a specific elemental* weakness. These barriers often display a visual cue, like flames, frost, or lightning, emanating from the boss that reveals the vulnerability. Players must identify the weakness, conserve the right resources, and adapt their strategy accordingly.


The biggest thing to remember when running a barrier of this type is that players need to have access to the vulnerability. It doesn't have to be easy for them to access, but it is best to have some way for the battlefield or adjacent areas to supply items or environmental effects that are capable of triggering the weakness, or else the players might find themselves devoid of spell slots, locked in a sluggish battle against a boss that refuses to lower their barrier. Clever placement of environmental tools can be used to substitute for magical options for a less-magical party.

Zi-Chin's Tip

Though this barrier most often works with elemental sources, a boss's weakness can come from anywhere. Perhaps a fae’s weakness is iron, or a dhampir grows weak when exposed to garlic.

Use the Right Element

Effect: Immune/resistant to most damage; vulnerable to one specific element or material.


Mechanics:

  • Boss is immune to all damage except one type (e.g. cold, thunder, silvered weapons).
  • Vulnerability is hidden unless revealed with Investigation or Nature check (DC 14–16) or known lore.
  • Using the correct element bypasses immunity and deals +1d6 extra damage (plus +1d6 per spell level above 2, if magical).
Susceptibility Based Example Bosses
Origin Example Boss Weak-Point Clue
Reactive Origin A water boss gains a full body barrier when they enter water and use a legendary action. Once they gain the shield and leave the water, they then have this barrier for two more rounds. Players must reduce water exposure or use quick actions to strip the shield early (e.g. dam, freeze, or magically dry the area).
Spell-Based Origin The wind begins to pick up and circle around the boss creating a tornado around them (bubble shield). To get inside the players must find a way to create a way through like creating a stone wall or using misty steps. Players walking through are swept back. They must teleport, fly, or use clever movement to bypass the spinning wall.
Support Origin Speaking druidic, the boss commands trees to create a directional barrier in front of the boss. The players need to either get to a new angle to attack the boss or burn their way through the leaves and branches. The players notice the trees are easier to climb over from the way they have bent and moved to block the path to the boss.
Shield Generator Origin The boss has a necklace with different shaped crystals, the boss uses a legendary action to snap a crystal off and smash it in their palm. The crystals are different colours and provide different elemental shields. When the boss’s veins glow (e.g. white for thunder), players can disrupt the crystal. Disabling the necklace prevents future shields.

5: Sightline Barriers

A (typically) fixed object or creature on the battlefield will provide the boss with a barrier as long as nothing obscures the direct sightline between them.


This type of shield presents a unique challenge compared to the others, as players must find a way to break the line of sight. They can use spells, destroy the environment or kill enemies to do this. It also creates a side objective directly tied to the fight for players to overcome.

Break the Gaze

Effect: Barrier remains active as long as line of sight is maintained with a generator/minion/object.


Mechanics:

  • Identify the source via Perception (DC 14) or Arcana (DC 15).
  • Barrier only deactiviates when the source is obscured (wall, gof, darkness spell) and source is destroyed (AC 15, 30 HP; Immune to psychic damage).
  • Line of sight updates at the end of the turn.
Zi-Chin's Tip

Allow for the players to creatively break the line of sight by breaking walls, columns, use sheets covering the source.

Sightline Based Example Bosses
Origin Example Boss Weak-Point Clue
Reactive Origin TThe boss slams their staff into the ground, firing a laser from a green crystal. The beam creates a shield when the boss is within eyesight of it. The boss has a glowing green hue and flames in their eyes when protected by the beam.
Spell-Based Origin The boss bleeds onto a sigil in the centre of the room. As they chant, a bright crimson light shoots up, hitting and creating a bubble shield. The players can cover the sigil up with a cloak or boxes to stop the shield. The line is transparent, and they notice how, when bugs walk on top of the sigil, the line flickers.
Support Origin The boss kneels before a skylight, chanting a prayer. Sunlight passes through the glass, forming a directional barrier that faces the light. The players can see that wherever the boss's shadow is, there is no shield.
Shield Generator Origin A pink crystal hovers between the boss and a pedestal, arcing with energy. It creates a two-sided barrier as long as line of sight is clear. The shield vanishes when players block or disrupt sight between the boss and crystal (e.g. moving walls, stepping between them).
Example Bosses

Boss Examples

The following boss encounters are designed to showcase how barrier mechanics can enrich a fight both narratively and mechanically. Each example highlights different barriers, while tying them into the emotional arc or environmental themes of the boss. Use these encounters as inspiration, templates, or drop-in enemies to reinforce how barriers can transform a standard slugfest into a cinematic, puzzle-laced encounter.

Thraxis the Betrayed

(Time-Based and Susceptibility Barrier)

Trigger Event:

As the players land a devastating blow to the mechanical body of Thraxis, the runes etched across its frame begin to glow a searing orange. The molten sludge coursing through its metal veins now resembles lava, dripping onto the earth and scorching the grass beneath its hooves. Waves of intense heat ripple outward, and the party watches in horror as arrows melt mid-air before striking their mark.


Barrier Activation: Reactive Origin

A full body of molten radiates outward, creating a barrier. The heat is so intense that ranged attacks like arrows melt before reaching its metal hide. Melee attackers are slowed down due to the intense heat.

  • Duration: 5 Rounds
  • HP of Barrier: 85 hit points max. At 50 hit points, it begins to crack, and at 20 hit points, it partly breaks and parts of it drop to the ground (replacing its damage immunities with resistance to all but cold and psychic damage).
  • Immunity: Thraxis is immune to all damage types during this phase except cold and psychic damage.

Environmental Weakness: Water Susceptibility Thraxis’ molten shield can be deactivated early if players use the environment tactically. In the fight there is a large lake and small pools of water which when submerged in affect Thraxis’ barrier.


Water Type Effect on Shield
Water Spell (e.g create or destroy water) If a water spell is used and covers more than half their body then they are resistant to all damage except cold and psychic until the start of Thraxis’ next turn.
Small Body of Water If Thraxis is pushed into small pools of water then they are no longer immune to all damage until their next turn.
Large Body of Water When Thraxis is fully submerged within a large body of water the molten barrier is immediately extinguished. Thraxis loses all protection from the shield.

Narrative Impact:

Thraxis was not always a monster. Bound by an ancient curse, his mechanical body bears green runes that pulse with necrotic restraint, constant reminders that he is not in control. In moments of pure emotion, particularly fury, those runes shift violently from cursed green to furious orange as Thraxis momentarily overrides the curse. This unstable form of control is driven by anger, creating a battle between his inner rage and suppressed will.


The barrier surrounding him is not simply magical; it is the embodiment of his rage-fueled autonomy. In forcing control through destructive emotion, Thraxis becomes a blazing inferno. The searing heat melts arrows, scorches the earth, and leaves a lifeless path in his wake.

Gorath Bloodhorn

(Susceptibility & Objective)

Trigger Event:

As the players defeat the last of his loyal soldiers, the Minotaur Commander collapses to one knee among the corpses of his kin. He surveys the battlefield, a single tear streaking through soot and blood. The orb in his left hand—lodged deep within his flesh—begins to glow violet and hum violently.


Veins of purple energy crack across his arm and begin spreading into his body. His breathing becomes erratic. With one final twitch of his fingers, lightning bursts forth from his palm, draining the life force of every remaining minion around him. Their bodies shrivel, and shadows of their souls are drawn into the orb.


Suddenly, a maelstrom of black and violet smoke explodes around him. Within the haze, a monstrous silhouette takes form—a monstrous version of the Minotaur, fused with void energy and warped by grief. The chamber rumbles. A final roar tears through the space before the smoke collapses inward, violently flinging players back as the Minotaur vanishes, leaving behind a trail of scorched footsteps and a cracked floor leading deeper into the lair.


Barrier Activation: Reactive Origin

The Minotaur now bears a semi-liquid black-and-purple barrier swirling like sentient ooze across his body. The orb remains embedded in his left hand, still flickering with the stolen souls.

  • Trigger Spell: Whenever the Minotaur casts his level 2 Life Leech Spell, he absorbs life energy from a player. For every 3d8 damage dealt, he gains an equal amount in shield HP, forming a stronger ooze shield.
  • Shield HP Cap: 60
  • Resistance: The shield has resistance to all damage it isn’t immune to or vulnerable to, explained in table below.
  • Effect Duration: Lasts until the shield is destroyed.

Type of Barrier:

Depending on the race or element of the player whose life energy was absorbed, the shield morphs, gaining new elemental immunities and vulnerabilities.


Drained Player Race New Immunity New Vulnerability
Dragonborn (Lightning) Immunity to Lightning Vulnerable to Thunder
Fire Genasi Immunity to Fire Vulnerable to Cold
Sea Elf/Water Genasi Immunity to Water Vulnerable to Fire
Human/Dwarf/Elf Immunity to non-magical slashing/peircing/bludgeoning damage Vulnerable to Force Damage

Narrative impact: the semi-liquid black and purple barrier that moves along the minotaur's body gains new colours if the minotaur uses the life absorption on elemental races.

Barrier Weakness:

The most effective way to shut down the Minotaur’s shield is to target the corrupted orb embedded in his left hand. This orb is the source of his power and the engine behind the Life Leech ability. A good hint for players to notice this is that the semi-liquid swirls around the orb, and once the barrier is activated, it comes to life.


Players who notice can either disarm it mid-combat or use magic to counter the spell. If the players want to remove the orb from his hand, they can make an ability check (DC 17), and they can use athletics to physically overpower and rip the orb out or sleight of hand to stealthily snatch the orb during the chaotic fight. If they are successful, the minotaur loses access to absorb a player's life force, the barrier no longer happens, and the Gorath takes 3d10 psychic damage. However, if they decide to counter the spell, then it temporarily suppresses the ability for one turn.

Boss Barriers

Welcome to the first enhanced boss battle from Zi Chin’s Guide to Epic Fights! This series is dedicated to dynamic, cinematic encounters that push players and Dungeon Masters alike to think creatively.

Artist Credits:

  • Page 1: Xabi Gaztelua – Infantry Shield
  • Page 2: Simon Dominic – Pond Prophet
  • Page 4: Yohann Schepacz – Ephemeral Shields
  • Page 5: Willian Murai – Reflector Mage
  • Page 7: Tomasz Jedruszek – Dismantling Blow
  • Page 8: Borja Pindado – Galvanic Giant
  • Page 9: Svetlin Velinov – Anger
  • Page 10: Rudy Siswanto – Moraug, Fury of Akoum
  • Page 11: Victor Adame Minguez – Ajani, Adversary of Tyrants
  • Page 12: Lie Setiawan – Ox of Agonas
  • Page 12: Noah Bradley – Jaya’s Immolating Inferno
  • Page 13: Pablo Mendoza – The Darkness Crystal

If you'd like to explore more of my design ideas, including the philosophy behind Zi Chin and his role in shaping this content check, then you can check out my blog on Tumblr.

You'll also find exclusive maps and upcoming expansions on Patreon.

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  • Alex Deery - Editor-in-Chief
  • Karl Orallo - Artist (Footer Art)
  • Finn McClusky - Master Coder
  • Jimmy Beaton - Quality Assurance
  • Wren Boulton - Quality Assurance
 

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