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Branching Boss Fights
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# Branching Boss Fights ## What are Branching Boss Fights? Dynamic and evolving encounters are the cornerstone of memorable D&D games. This document is designed to help Dungeon Masters (DMs) transform ordinary boss battles into extraordinary experiences by incorporating multi-phase mechanics. Different phases allow more to unfold in the same combat window, delivering drama, tension, and growth without dragging the fight. ## Why Barriers Matter Phases are not just a design trick - they provide players a look into the soul of the boss. To reveal who a boss truly is, have them change tactics, adapt to players, and shift the battlefield as the fight escalates. The evolution between phases reflects the boss's personality, emotional state, and combat prowess, providing players with a more nuanced and well-rounded boss. *** *"When the half-giant warlord sees her last soldier fall, she drops her shield; not in surrender, but to draw a blade and seek revenge."* *** \columnbreak
## What This Guide Covers This guide discusses how to utilise branching boss fights with event-based triggers, as well as how to modify boss stats by either gaining or losing specific abilities during each phase transition or acquiring an entirely new stat block. At the end of the document, there are two examples for bosses to use as a reference or as enemies in your own games.
### Living Nightmare | Set Up | |:---| | The players are fighting a shadowy beast with purple-blue smoke wrapping around its body. A player lands a devestating blow into the beast and smoke violently erupts from its body. | | Anyone within 10 feet of the creature when this happened is now surrounded by clouds and cannot see anything. Two players are caught in the smoke and as they step out, they are all alone; their allies and the town around them are nowhere to be seen. They are now in their worst nightmare. The players who did not get caught by the smoke begin to hear screams from their allies as they see the beast slink away, badly wounded. | | The remaining players hear distant screams as the beast slips away, and must deice: chase the beast, or save their allies. | | Running Two Options | |:---| | Stay and Help | |:---| | The trapped players endure their nightmares, making Wisdom checks to resist fear and despair. They may escape on their own, or be aided by allies once they determine what the nightmare is from the groans and whimpers of their sleeping allies. Once the players have broken free, they hunt down the beast. Once reunited, the party tracks the beast to its lair. It has gained lair actions and minor strength, but still falls to a united group. | | Chase the Beast | |:---| | With half the group asleep and the other half deciding that the monster is the priority, maybe if they kill it, the nightmare ends. So, they chase after it and continue the fight. The beast has lower AC, one less ability, lower movement speed, and other reductions, and no lair actions. Making it an easier fight overall. However, the players in the nightmare can die, go into a coma or walk away terrified, but it will be a bit harder without the help of their allies. |
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## Main Phase v Mini Phase When designing a branching boss fight, there are two types of phases that can occur throughout the encounter: 1. **Main Phases:** for main phases, they alter the boss and arena in a major way 2. **Mini Phases:** for mini phases, it alters the boss in small ways by providing small effects, both good and bad, for the boss *** These changes help make each fight play out differently, as bosses do not always need a second health bar; they can also gain fun, unique effects based on how players interact with the environment.
### Main Phase vs Mini Phase | Feature | Main Phase | Mini Phase | |:---:|:---|:----| | **Purpose** | Major encounter change. | Small Reactive Changes. | | **Triggers** | Major Story Event. | Small personalised items. | | **Frequency** | Recommended 1 to 3 phases per fight. | Recommnded 2 to 4 small items per fight. | | **Changes** | Arena, objectives and boss stats. | Small buffs/debuffs to the boss. | | **Examples** | A trapped dragon manages to escape and enters second phase. | The players destroy dragon eggs, its hoard or children. |
#### **Main Phases** **Main Phases are large changes to the encounter.** They often represent major story moments, transformations, new objectives, or dramatic changes to the battlefield. These phases can completely change how players approach the fight. A boss can change their stat block in small or significant ways, which adds new challenges for the players to overcome. \columnbreak
#### **Mini Phases** **Mini Phases are much smaller changes that happen throughout the encounter.** Mini Phases are usually tied to specific objects, allies, or resources connected to the boss. Destroying eggs, killing favoured minions, breaking armour plates, or burning research notes are all examples of Mini Phases. Players have a specific number of items to destroy as a secondary objective, and if they destroy all of them, the players get a benefit, but so does the boss, adding a unique flair to the game.
###### Zi-Chin's Tip *These can be used togethe, or seperately. Each option provides you and the players with different outcomes to the battle.*
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## Mini Phases **Mini Phases are designed to make bosses feel more reactive to player actions.** Instead of the boss remaining the same until the end of combat or the current phase, the players can influence how the boss behaves throughout the encounter by targeting specific objectives. *** These objectives should tie back to the boss and hold some meaning to the boss. It could be physical objects such as a diary, schematics, or gold stuff they may need to further succeed in their goals. Objectives could be more emotionally targeted, like killing their family members, treasured possessions (like letters from their parents, or a family portrait). *** Players can use one of the following checks to look for some objects in the room that hold significant value: 1. **History:** To remember a family heirloom they wear. 2. **Perception:** To notice a family portait. 3. **Insight:** To see how they treat their minions and who matters most to them. *** When the objectives are destroyed or removed from the boss, their behaviour changes and they become more emotional (angry, sad, fearful). *** *The boss gains a small bonus for each objective destroyed, like if you destroyed a dragon's egg, the dragon moves at increased speed 20 ft, but is not as mentally there, clouded by anger (reduces intelligence by 2).* *** The boss can have as many of these as you would like to give them. *** If the players target these objectives and destroy all of them, then the boss enters a new state in the game called **“Outrage Mode”.** In this mode, it gains the previous benefits, along with an additional major benefit and a drawback. In this mode, if the players destroyed the eggs, crushed its gold hoard and stole a special gem, then the dragon enters Outrage Mode and gains *+8 to damage but -4 to AC*. So the dragon becomes scarier with the new damage output, but also easier to hit and potentially to kill.
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### Mini Phase Dragon Example | Examples | Small buffs/debuffs | |:---:|:---| | Destroy Eggs | Extra d6 of fire damage, -2 Wisdom | | Destroy Loot | +20 ft movement, -2 Intelligence | | Break its horns | Advantage on Strength checks, -2 AC | | Kill its favourite servant | Immediately uses Legendary Action or takes its turn again, gains a level of exhaustion | | **Enters Outrage Mode** | All previous effects happen plus the following: +8 damage and -4 AC |
**The dragon has four ways that players can influence its behaviour.** Each objective completed causes the dragon to become more emotional, granting it a small bonus alongside a drawback. *** If the players complete all four objectives, the dragon enters Outrage Mode. In this state, every previous buff and debuff remains active, and the *dragon gains an additional +8 damage and -4 AC*. *** The result is a boss that is far more aggressive and dangerous, but also significantly easier to hit. The dragon moves faster, breathes deadlier fire, and fights recklessly, creating a very different encounter from one where none of the objectives was completed. *** **Using Mini Phases allows players to see slow change and buildup in the boss throughout the fight, without any additional phases.** *** As players interact with the environment and target objectives that matter to the boss, its behaviour begins to shift. A once-calm foe may become agitated, reckless, desperate, or frightened, allowing the players to see the consequences of their actions reflected throughout the encounter.
###### Zi-Chin's Tip *Tie objectives to things the boss values emotionally as it would be more memorable compared to random objects.*
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## Main Phases **Main Phases are designed to create major changes in the encounter, adding complexity and providing a change of pace in the battle.** These phases highlight key story moments as the phase transition occurs; it is like a small cutscene where the boss gains or loses abilities, adapting to player actions. *** These transitions allow the boss's stat block to change, their actions and abilities to change, the aim to shift to different objectives (like running away or targeting civilians), and the map to change in small ways or enter a whole new area. It provides a variety of ways for the map to change and adapt over time. *** **Main Phases are usually tied to an event occurring during the encounter.** This could be a ritual being completed, a powerful artefact activating, a magical creature hatching, a boss absorbing power from nearby objects. Players can influence these events by disabling the artifact, destroying the creature hatching, or finding a way to stop the boss from absorbing the environment. *** Allowing for the player's choices to feel more meaningful. By providing a way for the party to succeed or fail the phase requirements: *** 1. **Successful Outcome:** If they successfully drop a large amount of rubble and debris on a giant, the giant loses his arm, and he begins to run away, trying to escape the party. **Or** 2. **Failure Outcome:** If the players fail to keep a dragon trapped in the next phase, the dragon takes flight and uses aerial attacks to split the party and pick them off one by one. *** These changes help make the encounter feel dynamic and prevent the fight from becoming repetitive. Additionally, there is a more extensive list of partial success outcomes, allowing the boss to take multiple paths, providing more freedom and choices.
###### Zi-Chin's Tip *Let the phases help change the boss and show a different way they can attack. Allow yourself as the DM to create fun transitions with cool new attacks and strategies for the boss.*
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#### **Example Dragon Fight** The players lure the dragon into a carefully prepared trap, pinning its wings beneath heavy chains. Believing they have won, the dragon begins to break free. The players have 3 rounds to reinforce the trap by collapsing nearby structures and piling rubble onto its wings. If they fail, the dragon lets out a deafening roar, snaps its restraints, and bursts from the building into the open skies. The players give chase as the encounter enters Phase 2.
### Second Phase Change | Encounter | Changes | |:---:|:---| | **Trigger** | The players successfully trap the dragon's wings, but the dragon tears itself free and crashes through the fortress wall. | | **Battlefield** | The encounter moves from inside the fortress to the open valley outside. | | **Objective** | Survive the dragon's aerial assault while finding another opportunity to ground it. | | **Combat Style** | The dragon stays airborne, favouring ranged attacks over close combat. | | **New Abilities** | Throws boulders, breathes fire from above, and superheats armour using intense heat (similar to *Heat Metal*). | | **Environment** | Burning forests, collapsing cliffs, and falling debris reshape the battlefield throughout the encounter. |
Unlike Mini Phases, which gradually alter the boss's behaviour throughout the encounter, **Main Phases represent significant turning points in the battle.** They introduce new problems for the players to solve and encourage them to adapt their tactics as the encounter evolves. *** Main Phases allow encounters to evolve naturally throughout combat. Players can see the consequences of their actions, whether they successfully interfere with the boss's plans or fail to stop them. *** **This creates more memorable encounters and helps make boss fights feel like important events within the story rather than simply reducing a creature's hit points to zero.** \pagebreakNum
## Trigger Creation: What Makes a Trigger Every transition should have four core components. This structure not only ensures mechanical balance but also helps create consistent and engaging gameplay. By defining how bosses transition, the triggers that occur, how players can stop them, and the outcomes of player actions, DMs can design encounters that feel both fair and dynamic. \columnbreak
###### Zi-Chin's Tip *I suggest keeping a round limit of 3 to 5 rounds to allow enough time, but not too much, so that the task is not too easy.*
### Components | Component | Description | |:---:|:---| | **Trigger Origin** | What pushes the boss into their next stage of power or desperation? Identify the mechanism of change: whether that is the boss is casting a ritual, feasting on characters, drawing strength from a magical item, or gaining a new artefact. There needs to be a source or focus that the boss is targeting or seeking to interact with. | | **Trigger Styles** | What do you want the players to feel during the fight? This is about the pace of the battle. A trigger might build tension over time, creating urgency as the boss grows stronger, or it might depend on how the players act and change based on their choices.Think of it as deciding whether the fight escalates because of a timer or because of what the players do. | | **Players Intervention** | How can players influence or stop the trigger? Provide multiple options so it feels like their choices matter. For example, during a ritual, the players might remove the items fueling it, or physically push the boss out of the ritual zone. Giving more than one approach keeps the fight open-ended and rewards creative thinking. | | **Outcomes** | How much does the boss change because of what the players do? There can be several levels of outcome. A full success makes the boss weaker or skips a phase. A full failure lets the boss reach their most dangerous form. Between those extremes, partial successes can be split into steps (e.g., Halves, Thirds, Quarters), with the boss gaining more or fewer powers depending on how close the players came. This creates flexibility for different scales of success. |
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## Trigger Origin When designing a phase transition, it’s important to think about both the boss’s fighting style and the battlefield around them. A boss’s fighting style might push them to seek more magic by performing a ritual, drawing on an artefact, or unleashing a powerful spell to control others. On the other hand, the battlefield creates opportunities for the players to shape the fight: perhaps by luring the boss under a cliff to drop it on them, collapsing the floor beneath their feet, or driving them into a new kind of terrain. *Combining these perspectives makes the transition feel natural, both as part of the boss’s plan and as a reaction to players’ choices.* *** Below are the details for a fight against a *Frost Giant*, where the players successfully dropped a large rock bridge on top of the Giant. The collapse dragged him down as the ground gave way beneath him, and when the dust settled, the Giant was missing an arm, and his axe was buried beneath the rubble. The second phase begins from this point. *** #### **1: Armour Class Variations** Having the armour class change alters how players approach their attacks. They might rely more on making attack rolls or using spells that require the boss to fail saving throws. *** ***Phase 1:*** The Frost Giant has an **AC of 15**, being covered in a patchwork armour.
***Phase 2:*** He has an **AC of 12**, as his armour being damaged. #### **2: Weapon Variations** Allowing the boss to change weapons after a stage transition alters the flow of combat, shifting from slow, powerful strikes to faster, more frequent attacks. *** ***Phase 1:*** The Frost Giant uses a great axe and a chain attached to a large rock.
***Phase 2:*** Trapped beneath rubble he breaks free but had to rip his arm off. Now he uses the environment to his advantage throwing rocks or breaking stalagmites to use as weapons.
#### **3: Fighting Style Variations** By changing a boss's actions, legendary actions and lair actions players have to adapt and adjust their approach to a new deadly boss. *** ***Phase 1:*** The Frost Giant fights aggressively, using his axe to pull players closer or swinging the rock around himself, knocking players over.
***Phase 2:*** Severely wounded, he tries to run and escape through the cave system. The fight becomes a choice to kill or trap him, as he gains new actions to escape the players. \columnbreak
#### **4 Immunities and Resistances Variations** Changing the boss's resistances and immunities during different stages of the fight can force players to alter their tactics and spell choices, keeping the encounter fresh and challenging. *** ***Phase 1:*** The Frost Giant is immune to cold damage.
***Phase 2:*** Now, with the arm chopped off by the players, the wound begins to burn as the cold freezes over it and turns the blood blueish. They are no longer immune to cold damage and are now resistant.
#### **5: Environmental Variations** The environment can change during a new boss stage, either by affecting the current terrain or moving the players to a new area. This adds complexity and shows progression through the fight. *** ***Phase 1:*** They are fighting in the crevasses of mountains during a snowstorm. The wind is rushing through, parts of the cliffs and edges are dropping from above due to the harsh wind.
***Phase 2:*** The fight has now become a chase as the Frost Giant is afraid and trying to run away through the different cave tunnels and trying to escape the players. \pagebreakNum
## Trigger Styles Triggers shape how the players experience the fight. They decide whether the encounter feels like a race against time or a test of the players’ choices and consequences. Maybe you want to create urgency as the boss completes their ritual, or maybe you want the fight to evolve based on how the players act. *** There are two types of triggers: 1. **Timer-Based Trigger:** The players must achieve a goal within a set number of rounds before the boss powers up. 2. **Action-Based Trigger:** The boss’s transformation depends on how the players behave overall, with their actions gradually tipping the balance. #### **1:** ***Timer-Based Trigger*** Timer-based triggers create a sense of urgency by giving the players a limited number of rounds to achieve their goal before the boss powers up. As bosses are transitioning, add in clear narrative milestones so players can see and feel the transformation as it builds. *** For example, if the boss is casting a powerful spell, the scene might escalate over several rounds: * **First round:** The boss begins chanting as her minions shield her. * **Second round:** Her voice booms louder, shaking the walls. * **Third round:** Blue energy swirls around her, filling the air with crackling power. * **Fourth round:** She rises into the air as the energy floods her body, preparing to unleash her spell. *** By showing the boss’s progression each round, you not only keep players under pressure but also immerse them in the unfolding story.
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###### Zi-Chin's Tip *I suggest keeping a round limit of 3 to 5 rounds to allow enough time, but not too much, so that the task is not too easy.*
#### **2:** ***Action-Based Trigger*** Action-based triggers put focus on the player's choices. Instead of a timer, the boss grows stronger or weaker depending on what the players accomplish during the fight. These are usually small side objectives that tilt the balance of power; like killing certain minions, destroying objects or protecting NPCs. This style forces the players to divide their attention between either focusing on the boss or splitting their efforts: * If they **focus on the boss** then the players risk a harder fight by ignoring the side objectives; however, they will get through the phase easier. * If they **split their efforts**, then the players may spend more resources during the current phase to make the boss weaker in the next phase, rewarding the players' time and effort. *** For example, if the boss is absorbing energy during the fight from different pylons. The players do not have to deactivate or destroy the pylons but it helps if they do. * **Do not deactivate or destroy any Pylons:** The boss gains a new ability. * **Successfully deactivate or destroy 1 Pylon:** The boss gains the same new ability but it is weaker. * **Successfully deactivate or destroy all Pylons:** The boss feels a bit weaker without absorbing the energy and gains a major debuff.
###### Zi-Chin's Tip *Use foreshadowing and world lore to hint at an objective’s importance before the fight begins. If players miss the clues, you can still show its importance through the boss’s actions, dialogue, or the surrounding environment.*
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## Player Intervention The style of player intervention depends on the trigger you choose. For Timer-Based transitions, they usually offer more direct ways to interfere with the boss’s immediate action (breaking, silencing, disrupting). However, for Action-Based transitions, they are broader, often about the players deciding which side objectives to focus on and how much effort to commit. Both styles keep the fight interactive, but they do it in different ways. *** #### 1: Time-Based Transition With the boss actively working to gain power, the players need to take immediate and direct actions to stop them. The fight escalates each round as the boss gets closer to their ultimate power, so every action the players take feels impactful and creative. The urgency naturally creates multiple points of intervention for players. *** Because every round matters, players are pushed to combine abilities in inventive ways, from speeding allies across the map to breaking key objects as a group. The time pressure rewards teamwork and synergy over solo heroics, since each wasted action narrows the party’s chances of success. With the clock ticking, the fight becomes a puzzle of coordination and clever moves as much as raw damage. \columnbreak
###### 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 Transition Examples | D4 | Boss's Transition | Player Intervention | |:-----:|:---------------|:--------| | **1** | The boss begins a ritual to summon reinforcements. | Break the ritual components, silence the chanting, or collapse the summoning circle. | | **2** | Mage minions are empowering the boss. | Kill the minions, cut off their sight on the boss to sever their magical link, and intimidate them into leaving. | | **3** | Destroying the wings of a dragon. | Lure the dragon to certain areas and crush its wings, and launch explosive barrels at its wings. | | **4** | Artefact charging up to provide the boss with more power. | Discover key arcane words to shut the artefact off, rip the artefact off the boss, and deceive the boss into thinking you have the real artefact before it turns on. |
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#### 2: Action-Based Transition For bosses who will grow stronger or weaker from the player's overall choices rather than against a timer. With how broad and loose these objectives are, intervention shifts from direct instructions to letting players decide which goals to pursue and how to approach them. The flexibility means success can look very different depending on the group’s tactics. The chart below offers a few examples of how these objectives could be completed. \columnbreak
###### Zi-Chin's Tip *There may be countless ways for players to achieve a successful outcome, and as the DM you should allow and encourage creative solutions.*
### Action-Based Transition Examples | D4 | Boss's Transition | Player Intervention | |:-----:|:---------------|:--------| | **1** | NPC wizard casting a spell to weaken the boss. | The players may want to find ways to protect the wizard. They could block ranged enemy sightlines, or cast a protective shield over the wizard. | | **2** | The boss's minion begins opening valves letting in poison mist, if they are all opened the battlefield will be harder for players to move through. | The players can shut the valves off, block where it is coming from, take out the minion before they open too many valves. | | **3** | The players have to protect the sacred idol in the centre of the room, from the bosses minions.| The players can cast spells to make the area around the idol difficult terrain, they could put darkness over the point, or use AOE spells to try and take out as many enemies as possible. | | **4** | The boss steals souls to gain power, and has innocent NPCs nearby. | The players may want to find a way to separate the boss from the nearby NPC’s. Blocking their path with interactive scenery (shatterpoint element).|
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## Outcome The mechanic works by having players take specific actions that can affect the boss in the next phase. They can stop the boss's ritual, take away a powerful item, or kill the boss's minions. Player success determines how the boss evolves, leading to **one of three outcomes:** *** 1. **Successful Event-Based Trigger:** If the players succeed, then the boss is weaker or fails to gain a new powerful ability, making the fight easier and rewarding them for completing the secondary objective. 2. **Partially Successful Event-Based Trigger:** Players may partially succeed, causing the boss to gain a bit more power than if the players had fully succeeded. 3. **Unsuccessful Event-Based Trigger:** If the boss succeeds, they gain more power, making them a more brutal fight for the players next phase.
###### Zi-Chin's Tip *Given the numerous possible pathways the bosses can take, it's advisable to limit the phases to one to three.*
### Caged | Scenario | |:---| | The players step into a vast arena where two glowing electric domes stand on either side, each trapping four prisoners within claw-like restraints. The captives pound helplessly on the crackling barriers as the boss laughs, summoning waves of minions to charge at the players. | | With each passing turn, the boss channels more power, causing arcs of lightning to bind the prisoners tighter and begin draining their life force. The party must decide whether to fight through the minions to strike at the boss directly or risk freeing the captives by breaking the domes or using teleportation spells to pull them out. | | If a player enters an active dome, they risk being caught in the trap and must succeed on a Strength saving throw (DC 15) at the start of their turn to break free. Each pillar has 30 hit points and an AC of 11, and when two pillars are destroyed the entire dome shuts down, freeing the captives inside. | | Every moment they hesitate brings the prisoners closer to death, and the boss closer to consuming their souls. | | **Successful Result** | **Partially Successful Result**| **Failure Result** | |:---|:---|:---| | The party **saves all eight captives**, disrupting the ritual. He loses access to fifth and sixth level spells, his *Strength Score* stays the same, and his weapons do not gain additional lightning damage. | They **save four people**, but the rest are consumed. The boss’s *Strength Score* increases by 4, and his weapons deal an additional 1d4 lightning damage. He cannot use fifth and sixth level spells. | The party **saves two people**. The boss’s *Strength Score* increases by 6, his weapons deal an additional 1d6 lightning damage, and he retains all spells. |
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## Partially Successful Event-Based Trigger When creating outcomes for partial successes, they do not need to be limited to 1 or 2 partials. You can have as many as you would like to in the game. *** A simple boss may only have two possible outcomes, while a more complex boss may have ten or more. The more outcomes you include, the more opportunities players have to influence the encounter and shape what the next phase looks like. *** Partial Success is about limiting an event rather than simply stopping it. Every objective completed weakens the next phase, creating a variety of possible outcomes. *** #### **Example: The Monster Project** The players discover a hidden laboratory where a mad alchemist is attempting to create the perfect monster. In the centre of the room is a large chamber containing a hulking creature suspended in liquid. Around the chamber are a series of machines connected to the creature by thick pipes. *** Each machine contains a different chemical designed to improve the creature. Throughout the encounter, the boss and their assistants attempt to activate the machines by pulling nearby levers. The players can destroy the levers, sabotage the machines, kill the assistants, or devise their own ways to interfere with the experiment. *** Every machine successfully activated helps change the creature that emerges from the centre of the chemical vat in the next phase. Some of the levers are: \columnbreak
The players do not need to stop every machine to be successful. If they destroy some of the machines, the final monster will be weaker. If they destroy most of the machines, the final monster may be missing many of its strongest abilities. However, if they fail to stop the experiment, then the creature emerges with every enhancement active. *** This allows the next phase to evolve in many different ways. One group may fight a fast and aggressive monster, while another group may face a heavily armoured creature with powerful magical abilities. The players' actions determine which version appears.
###### Zi-Chin's Tip *Try to make every change to the boss effect how they fight rather than just adding bigger numbers.*
### Chemicals | # | Machine | Enhancement | Description | |:--:|:---|:---|:---| | **1** | **Strength Compound** | +2 Strength and gains the Brute feat. | A thick red liquid sludges into the creature. As its muscle buldge and swell, and grow. | | **2** | **Metal Infusion** | +30 Hit Points. | Flowing silver liquid flows into their bones. | | **3** | **Adrenal Stimulant** | +10 ft movement speed and +2 to Dexterity saving throws. | A yellow and green chemical races into their brain and bloodstream. | | **4** | **Hardened Skin** | +2 Armour Class. | A purple and black stone is placed in him. | | **5** | **Blueish & Greenish Fluid** | Gains regeneration. If damaged by acid, it heals double the amount rolled. | A blue and green glowing liquid rapidly seeps into their mouth when activated. | | **6** | **Sugar Powder** | Gains one additional attack each turn. | Force fed white and yellow powder | | **7** | **Unknown DNA** | Gains two new attacks: Fangs and Crushing Tail. | A swirling green and purple fluid mutates the creature, growing fangs and a tail. | | **8** | **Dark Fluid** | All attacks deal additional necrotic damage. | Thick black liquid seeps into him as he radiates with necortic energy. | | **9** | **Arcane Crystal** | Gains a magical **Boss Barrier** (see
Boss Barriers
). | Multiple crystals are placed into his flesh, creating a blue shimmering magical barrier. | | **10** | **Thick Skull** | Gains a Headbutt attack and becomes immune to having its thoughts read or actions controlled. | A cloudy bone-white solution rapidly thickens the creature's skull and reinforces its mind. |
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## Statblock Approaches When designing branching boss fights, you will need to adjust their stat blocks to reflect different outcomes. Preparing multiple possible paths before the fight, whether the players succeed, partially succeed, or fail to ensure the boss evolves in a way that feels consistent and fair. The two main ways to handle this are: 1. **Unlock Statblock:** for small, incremental changes the boss undergoes during the transition. 2. **Change Statblock:** for major changes to the boss's stats when creating them.
### Statblock Approaches | Feature | Unlock Statblock | Change Statblock | |:---:|:---|:---| | **Mechanics** | Uses the same stat block, adding or removing abilities as the fight progresses. | Uses a completely new stat block with different abilities and statistics. | | **Triggers** | Minor behavioural shifts, tactical changes, or new objectives. | Major physical, magical, or emotional transformations. | | **Examples** | An archer loses their bow and becomes a brawler. | A tiefling sacrifices itself and emerges as a demon. | | **Advantages** | Faster to prepare and easier to run during combat. | Creates a more dramatic and memorable phase transition. | | **Disadvantages** | Less visually dramatic and mechanically distinct. | Requires additional preparation and tracking during the encounter. |
#### Unlock Stat Block: The use of this stat block is to have the creature gain new abilities when the second phase has been reached.
##### Small Changes to the Boss The Aarakocra Boss mainly flies around and uses ranged attacks. The players manage to harpoon the wings of the beast and reel it to the ground. Forcing the aarakocra to use close-quarter combat to survive against the players. *** Due to how small a change this is, you do not need a whole new stat block. It is simpler to have one stat block and gain or lose abilities.
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#### Change Stat Block: If the boss changes too much during each phase then this is a good system to use for that boss.
##### Big Changes to the Boss The players are fighting a Tiefling Boss who has made a pact with a demon. They notice the tiefling start saying an incantation and fail to stop them from completing the spell. They watch as the tiefling falls to the ground dead; however, the corpse begins to float, and the chant continues as the body splits in half and a demon emerges. *** Due to how much is changing within the stat block, it is useful to have stats that allow you to show the changes to the boss and their new tactic in the second phase.
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## Combining Main Phases and Mini Phases Combining these two types of phases can allow for the most freedom in the players' actions and the most depth in the boss. * The main phase outlines what happens if the players fail to stop the boss, **while** * The mini phases change how they interact with the players before the fight transitions or ends. *** With these two working together, it creates more unique fights throughout your sessions. *** #### **Example: The Knight and His Followers** The Knight enters the battlefield with his followers close behind, dragging his blade across the ground before pointing it at the NPC fighter. His eyes glow red as he prepares to claim the fighter's soul. *** The players must decide whether to focus on stopping the Knight before he completes the ritual or deal with his followers, or deal with his followers and the Mini Phase objects. *** Their followers distract the party, block paths, and protect the Knight. *The Knight's remaining health determines how much power he gains from the stolen soul.*
### Main Phase: Soul Steal | Remaining Hit Points | Outcome | |:---:|:---| | **30 HP** *(Success)* | The Knight claims only the fighter's body. The fighter gains **+2 to all stats**. | | **90 HP** *(Partial Success)* | Gains **+2 Strength**. | | **150 HP** *(Partial Success)* | Gains **+2 Strength** and **+30 Hit Points**. | | **230 HP** *(Partial Success)* | Gains **+2 Strength**, **+30 Hit Points**, and **+1d6 necrotic damage** on all weapon attacks. | | **270 HP** *(Failure)* | Gains **+2 Strength**, **+60 Hit Points**, **+1d8 necrotic damage** on all weapon attacks, and **Resistance to Necrotic Damage**. |
\columnbreak The Knight's followers are not just there to deal damage. They distract the party, block paths, protect important objectives, and create pressure while the Knight attempts to take the fighter's soul.
### Mini Phases: Knight's Attachments | Objective | Effect | |:---:|:---| | **Destroy the Sharpening Stone** | The Knight becomes enraged. He gains +2 damage, but suffers -2 Dexterity. | | **Break or Remove the Helmet** | The Knight becomes reckless and humiliated. He gains +2 to attack rolls, but suffers -2 AC. | | **Kill His Brother** | The Knight is overcome with grief. He gains +2 Strength, but suffers -2 Wisdom. | | **Enters Outrage Mode** | If all three objectives are completed, all previous effects remain active. In addition, each of the Knight's attacks releases a 5 ft burst of blood-like necrotic energy. |
This creates an interesting decision for the players. If they focus on the Knight, they may stop him from gaining too much power from the soul, but his followers remain free to pressure the party. If they focus on the followers and Mini Phase objectives, the Knight may take the soul while still having a large amount of hit points remaining. *** Neither choice is right or wrong. Each path creates a different version of the encounter.
###### Zi-Chin's Tip *When combining each system make sure that they provide different decisions for the group and escalate the encounter in fun ways.*
Together, Main and Mini Phases help create dynamic boss fights where player decisions matter and every group can experience the same boss in a different way. \pagebreakNum
Example Bosses
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## Boss Examples The following boss encounters are designed to showcase how branching boss fights mechanic can enrich a fight both narratively and mechanically. Each example highlights different the two triggers discussed from earlier. As well as tying the mechanic to an old document called 'Boss Barriers', they provide extra challenges for players as they have to figure out different ways to approach the boss fight. #### **Thraxis the Betrayed** *(Timer-Based Trigger)* *** Thraxis uses the **Unlock Statblock** approach. His base Gorgon stat block is expanded when entering the second phase. He gains a *heat barrier*, extra fire damage on all attacks, and a new legendary action. As the fight continues, he the heat barrier dissipates after five rounds and the new abilities he gains stays until Phase Three. This makes him intense to run but manageable, since the DM only modifies one stat block. #### Trigger & Effect Thraxis’s fury ignites into overwhelming heat in the second phase, causing toxic fumes to pour from his armour and turning him into a more dangerous weapon. But water can weaken Thraxis further rather than simply waiting his rage to run out (*takes five rounds for the barrier to disappear*). *** If the players decide to act and take down the barrier early they can force Thraxis to enter the final phase and take away his abilities or become a bit weaker by taking away his extra fire damage and losing some hit points. *** *Below is a table to help show how this works:*
*** | Player Intervention | Outcome | |:---|:-----------| | **Thraxis Stays Dry** *(Failure)* | Thraxis keeps his new abilities, and the fire damage die changes from a d4 to a d8. | | **Small Body of Water** *(Partial Success)* | If Thraxis is pushed into small pools of water, then once Thraxis’ rage ends, all attacks lose extra 1d4 fire damage and they lose 15 hit points. | | **Large Body of Water** *(Success)* | When Thraxis is fully submerged within a large body of water, the molten barrier is immediately extinguished. Thraxis loses his rage, and it forces him into his third stage immediately, with 50 hit points remaining. | \columnbreak
##### Foreshadowing for Players: * Steam hisses off his armour when splashed, suggesting water affects him. * Pools in the cave shimmer as if calling to the players. * A Nature or Arcana DC 13 check might reveal: “That if the beast was suffocated in a large body of water it will stop his outlash.” *** Subtle clues allow players to better understand their weaknesses and experiment with the environment, making the end reward feel earned.
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## Unlock Statblock: ___ ___ > ## Thraxis > *Large monstrosity, unaligned* > ___ > - **Armor Class** 19 (natural armor) > - **Hit Points** 252 (24d10 + 120) > - **Speed** 40 ft. > ___ > |STR|DEX|CON|INT|WIS|CHA| > |:---:|:---:|:---:|:---:|:---:|:---:| > |24 (+7)|14 (+2)|20 (+5)|10 (+0)|14 (+2)|8 (−1)| > ___ > - **Saving Throws** Str +12, Con +11 > - **Skills** Athletics +12, Intimidation +3, Perception +7 > - **Damage Resistances** Lightning, Poison > - **Condition Immunities** Charmed, Petrified > - **Senses** darkvision 60 ft., passive Perception 17 > - **Languages** Common, Elvish, Gnomish > - **Challenge** 15 (13,000 XP) > ___ > > ### Traits > ***Legendary Resistance (2/Day).*** If the gorgon fails a saving throw, it can choose to succeed instead. > > > ***Innate Spellcasting.*** Thraxis spellcasting ability is Wisdom (*spell save DC 15*). Thraxis can innately cast spells. > > ***Charge.*** If the centaur moves at least 30 ft. straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 10 (3d6) piercing damage. > > ***Boss Barrier (Phase 2).*** Thraxis gains a barrier that lasts for five rounds, and it has 85 hit points. While the barrier is active, Thraxis is immune to all damage types except cold and psychic. The barrier is affected by different amounts of water it comes into contact with. > > ***Fire Damage (Phase 2).*** In phase 2 all attacks dealt by Thraxis deals an extra 2d4 fire damage. > > ***Weakness (Phase 3).*** In phase 3, Thraxis has no access to bonus actions, legendary actions, lair actions, fury abilities. The damage they deal is one die less and no more extra fire damage. > > ___ > > ### Actions > ***Multiattack.*** Thraxis makes three attacks: one with its Gore and two with its Hooves. > > ***Gore.*** *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 18 (2d12 + 7) piercing damage. > > ***Hooves.*** *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 16 (2d10 + 7) bludgeoning damage. > > ***Petrifying Breath (Recharge 5–6).*** Thraxis exhales petrifying gas in a 30-foot cone. Each creature in that area must make a *DC 18 Constitution saving throw*. > > On a failed save, the creature begins to turn to stone. At the start of the creature’s next turn, it must repeat the saving throw. On a failure, the creature is *restrained*. On a success, the effect ends. > > While restrained by this effect, the creature must repeat the saving throw at the start of each of its turns. On a failed save, the creature becomes *petrified*. On a success, the effect ends. > > \columnbreak > > ___ > > ### Bonus Actions > ***Overdrive.*** Thraxis gains 10 feet of movement, and it has advantage on the next melee attack it makes this turn. > > ***Reinforce Shell.*** Thraxis gains 12 (1d4 + 9) temporary hit points. > > ***Magnetic Pull.*** Thraxis targets one creature within 15 feet as unstable telekinetic force erupts from its body. The target must succeed on a *DC 15 Strength saving throw* or be pulled up to 10 feet closer to Thraxis. > > ***Fury Ability: Charge (Recharge 7–8).*** Thraxis charges up to 30 feet in a straight line. Each creature in its path must make a *DC 20 Dexterity saving throw*. On a failed save, a creature takes 19 (3d8 + 7) bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. > > One creature of Thraxis’s choice that it moves through or adjacent to during this charge must instead make a *DC 20 Strength saving throw*. On a failed save, the target takes 22 (3d10 + 7) bludgeoning damage, is launched up to 20 feet into the air, and pushed up to 20 feet away from Thraxis. If the target takes fall damage from this movement, it lands prone. On a successful save, the target takes half as much damage and isn’t moved. > > ___ > > ### Legendary Actions > Thraxis can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. > > ***Pulse (Phase 1 only).*** A toxic cloud spreads in a 20-foot-radius sphere centered on a point Thraxis can see within 60 feet. Each creature in that area must make a *DC 20 Constitution saving throw*, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. > > ***Explosive Pulse (Phase 2 Only).*** Fire erupts in a 20-foot-radius sphere centered on a point Thraxis can see within 60 feet. Each creature in that area must make a *DC 20 Dexterity saving throw*, taking 26 (4d12) fire damage on a failed save, or half as much damage on a successful one. > > ___ > > ### Lair Actions > When fighting inside its lair, Thraxis can invoke one of the following effects on initiative count 20 (losing initiative ties). Thraxis can’t use the same effect two rounds in a row, and it can’t repeat an effect until all have been used. > > ***Corrupted Ground.*** The ground in a 15-foot-square area becomes difficult terrain until initiative count 20 on the next round. > > ***Disruptive Pulse.*** Each creature concentrating on a spell must make a DC 18 Constitution saving throw. On a failed save, the creature’s concentration ends. > > ***Deadly Vines.*** Thraxis targets up to three creatures it can see within 60 feet. Each target must make a *DC 20 Strength saving throw*. On a failed save, the creature takes 7 (2d6) piercing damage and is restrained by vines for 3 rounds. A restrained creature can use its action to make a DC 20 Strength (Athletics) check, ending the effect on itself on a success. \pagebreak
#### **Gorath Bloodhorn** *(Action-Based Timer)* *** Gorath uses the **Change Statblock** approach. He starts disguised as a frail minotaur, relying on allies and battlefield tricks. But unlike Thraxis, his transformation is dramatic, from cunning schemer into a corrupted juggernaut. *The way the players handle his minions decides how powerful his second form will be.* #### Trigger & Effect In the *first phase*, Gorath draws strength from fallen allies. As minions die, purple smoke seeps from their bodies and coils around him. The more allies who fall, the stronger his second phase form becomes. *** *Below is a chart with three outcomes:*
*** | Player Intervention | Outcome | |:---|:-----------| | **Zero to Three Allies Dead** *(Success)* | Does not gain ability, and all his attacks deal 4 damage less. | | **Four to Seven Allies Dead** *(Partial Success)* | Gains Vampiric Touch Spell, which is cast at level 5 and does d8 damage instead of the normal d6 damage. However, he does not gain a barrier. | | **Eight or More Allies Dead** *(Failure)* | Gains a barrier when he uses the Vampiric Touch Spell equal to the amount of damage dealt. | \columnbreak
##### Foreshadowing for Players: * When a minion falls the players notice a soul appear and scream as it is snatched away, becoming purple smoke that rapidly approaches and flows toward Gorath, his skin cracking with faint light. * *Arcana or Perception DC 14 checks* reveal: “The smoke is feeding him, as the boss's veins glow purple and bulge after a soul enters his body.” * Dialogue: Gorath whispers, “Your deaths will not be wasted… They are mine.” *** Subtle clues allow players to better understand how the boss works and potentially stop him from gaining more strength in phase 2.
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## Statblock: Phase 1 ___ ___ > ## Gorath Blackmane > *Medium humanoid (minotaur), neutral evil* > ___ > - **Armor Class** 12 (studded leather) > - **Hit Points** 67 (15d10 − 15) > - **Speed** 15 ft. > ___ > |STR|DEX|CON|INT|WIS|CHA| > |:---:|:---:|:---:|:---:|:---:|:---:| > |9 (−1)|11 (+0)|8 (−1)|23 (+6)|17 (+3)|14 (+2)| > ___ > - **Saving Throws** Int +9, Wis +6 > - **Skills** Arcana +9, Insight +6, Perception +9 > - **Damage Immunities** necrotic, poison > - **Senses** darkvision 60 ft., passive Perception 19 > - **Languages** Abyssal, Common > - **Challenge** 7 (2,900 XP) > ___ > > ### Traits > > ***Legendary Resistance (2/Day).*** If Gorath fails a saving throw, he can choose to succeed instead. > > ***Slow Initiative.*** Gorath’s initiative count is reduced by 2 at the end of each round. If this reduction would cause his initiative to drop below 1, his initiative instead becomes 20 at the start of the next round, and he cannot take actions or reactions until then. > > ***Phase Transition.*** When Gorath is reduced to 0 hit points, he does not die. Instead, all conditions affecting him end, and he is replaced by **Gorath Blackmane (Phase 2)**. > > ***Magic Resistance.*** Gorath has advantage on saving throws against spells and other magical effects. > > ***Spellcasting.*** Gorath is a 4th-level spellcaster. His spellcasting ability is Wisdom (*spell save DC 17, +9 to hit with spell attacks*). He has the following spells prepared: > > * *Cantrips (at will):* toll of the dead, produce flame, sapping sting. > * *1st level (5 slots):* inflict wounds, ray of sickness, cause fear, false life. > * *2nd level (4 slots):* wither and bloom, ray of enfeeblement, blindness/deafness. > * *3rd level (2 slots):* vampiric touch, spirit shroud. > > ___ > > ### Actions > ***Staff.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8) bludgeoning damage. Gorath can make this attack twice. > > > \columnbreak > ___ > > ### Bonus Actions > > ***Rallying Cry.*** Gorath bolsters his allies. Each allied creature within 15 feet of him gains 10 temporary hit points. > > ***War Chant.*** Until the start of Gorath’s next turn, each allied creature within 15 feet of him gains a +2 bonus to attack rolls and damage rolls. > > ***Battle Inspiration.*** Gorath inspires his allies. Each allied creature within 15 feet of him gains one d4 inspiration die, which it can add to one attack roll, saving throw, or ability check it makes before the start of Gorath’s next turn. > > ___ > > ### Legendary Actions > Gorath can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. > > ***Shield of Flesh.*** One allied creature within 10 feet of Gorath interposes itself. Until the start of Gorath’s next turn, any attack that would hit Gorath instead hits that ally. > > ***Call to Formation.*** Gorath and up to two allied creatures within 15 feet of him can each move up to 20 feet in the same direction without provoking opportunity attacks. > > ***Coordinated Strike.*** Gorath commands an ally he can see within 30 feet. That ally can immediately make one weapon attack as a reaction. > > ___ > > ### Lair Actions > When fighting inside his lair, Gorath can invoke its ambient magic. On initiative count 20 (losing initiative ties), Gorath can take one of the following lair actions. Gorath can’t use the same effect two rounds in a row, and he can’t repeat an effect until all have been used. > > ***Summon Reinforcements.*** Gorath lets out a commanding roar. Roll 1d4 for each of the following enemy types: minotaur fighters, minotaur rangers, and lizardfolk. The result for each roll is the number of creatures of that type summoned in unoccupied spaces within the lair. They enter from a hole in the roof in the end of the cathedral. > > ***Collapsing Debris.*** Minotaur rangers within the lair target structural supports. Gorath chooses a number of 10-foot-radius areas equal to the number of minotaur rangers currently present. Each creature in a chosen area must make a *DC 11 Dexterity saving throw*, taking 7 (2d6) bludgeoning damage on a failed save, or half as much damage on a successful one. The affected areas become difficult terrain. > > ***Lights Out.*** Gorath clenches his fist and can turn off whatever open flames he wishes to within 120 ft. > > Gorath can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row. \pagebreak
## Statblock: Phase 2 ___ ___ > ## Gorath Blackmane > *Large humanoid (minotaur), neutral evil* > ___ > - **Armor Class** 15 (studded leather) > - **Hit Points** 210 (20d10 + 100) > - **Speed** 40 ft. > ___ > |STR|DEX|CON|INT|WIS|CHA| > |:---:|:---:|:---:|:---:|:---:|:---:| > |24 (+7)|17 (+3)|18 (+4)|23 (+6)|17 (+3)|14 (+2)| > ___ > - **Saving Throws** Str +11, Dex +7, Con +8 > - **Skills** Arcana +10, Athletics +11, Insight +7, Intimidation +6, Perception +11 > - **Damage Immunities** necrotic, poison > - **Senses** passive Perception 15 > - **Languages** Common, Minotaur > - **Challenge** 12 (8,400 XP) > ___ > > ### Traits > ***Legendary Resistance (1/Day).*** If Gorath fails a saving throw, he can choose to succeed instead. > > ***Charge.*** If Gorath moves at least 10 feet straight toward a creature and hits it with an attack on the same turn, the target takes an extra 9 (2d8) piercing damage. > > ***New Abilities.*** Based on how many enemies the characters killed in the previous phase, Gorath gains the following benefit: > - **0–3:** Gorath gains no benefit, and his attacks deal 4 less damage. > - **4–7:** *Vampiric touch* deals an additional 1d8 necrotic damage. > - **8 or more:** When Gorath uses *vampiric touch*, he also gains a barrier (see Barrier). > > ***Barrier.*** When Gorath deals damage with *vampiric touch*, he gains a barrier with up to 30 hit points. While the barrier lasts, Gorath has resistance to all damage and gains an additional damage immunity based on the creature drained (DM’s discretion). > > ___ > > ### Actions > ***Multiattack.*** Gorath makes two attacks with his greatsword or two slam attacks. > > ***Greatsword.*** *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 16 (2d10 + 5) slashing damage. > > ***Slam.*** One creature within 10 feet must succeed on a DC 19 Strength saving throw or take 9 (2d8) bludgeoning damage and be knocked prone. > > ***Vampiric Touch.*** *Melee Spell Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 23 (5d8) necrotic damage. > > ***Taunt.*** One creature Gorath can see within 30 feet has advantage on attack rolls against Gorath until the end of Gorath’s next turn, and Gorath has advantage on attack rolls against that creature. > > \columnbreak > > ___ > > ### Bonus Actions > > ***Armor Pulse.*** Gorath releases a burst of force. Each creature within 5 feet of him must succeed on a *DC 19 Strength saving throw* or be pushed up to 15 feet away. > > ***Relentless Pursuit.*** Gorath moves up to 30 feet toward a creature that damaged him since the end of his last turn. This movement does not provoke opportunity attacks. > > ***Fury Ability: Devastating Lunge.*** *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 25 (4d8 + 7) slashing damage. > > On impact, necrotic force erupts at the point of contact. Each creature other than Gorath within 10 feet of the target must make a *DC 19 Dexterity saving throw*, taking 15 (2d8 necrotic + 2d6 bludgeoning) damage on a failed save, or half as much damage on a successful one. > > ___ > ### Reactions > > ***Parry.*** Gorath adds 4 to his AC against one melee attack that would hit him. To do so, Gorath must see the attacker and be wielding a melee weapon. > > ***Retaliate.*** When a creature within 5 feet of Gorath misses him with a melee attack, Gorath can make one melee weapon attack against that creature. > > ___ > > ### Legendary Actions > Gorath can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. > > ***Crushing Blow.*** Gorath strikes the ground. Each creature within 10 feet of him must succeed on a DC 19 Strength saving throw or be knocked prone. > > ***Seismic Toss.*** Gorath grabs one creature within reach and hurls it up to 30 feet to an unoccupied space he can see. The thrown creature and one creature in the landing space must each make a *DC 19 Dexterity saving throw*, taking 13 (3d8) bludgeoning damage on a failed save, or half as much damage on a successful one. > > ***Stampede Dash.*** Gorath moves up to 30 feet in a straight line. Each creature whose space he enters during this movement must succeed on a *DC 19 Dexterity saving throw* or take 11 (2d10) bludgeoning damage and be knocked prone. > > ___ > > ### Lair Actions > When fighting inside his lair, Gorath can invoke its ambient magic. On initiative count 20 (losing initiative ties), Gorath can take one lair action. Gorath can’t use the same effect two rounds in a row. > > ***Blinded by the Light.*** Radiant-tainted soul energy erupts throughout the lair. Each creature of Gorath’s choice within the lair must succeed on a DC 18 Constitution saving throw or be blinded until the end of its next turn. > > Gorath can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row. \pagebreak
Branching Boss
Fights
Welcome to the second 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: Adam Paquette – Awaken the Sky Tyrant
Page 2: Teong Hao Han – Nightmare Token
Page 3: Kev Walker – Uncontrollable Anger
Page 4: Jehan Choo – Nesting Dragon
Page 6: Tuan Duong Chu – Lagomos, Hand of Hatred
Page 7: Campbell White – Storvald, Frost Giant Jarl
Page 8: Heonhwa Choe – Brais, Arisen Nightmare
Page 9: Svetlin Velinov – Broken Wings
Page 10: Victor Adame Minguez – Ajani, Adversary of Tyrants
Page 11: Matt Cavotta – Spiritual Asylum
Page 13: Andrew Mar – Dreadfeast Demon
Page 15: Rudy Siswanto – Moraug, Fury of Akoum
Page 16: John Di Giovanni – Weigh Down
Page 16: Darrell Riche – Calciform Pools
Page 17: Glen Angus – Moss Monster
Page 17: Adam Paquette – Spell Queller
You'll also find exclusive maps and upcoming expansions on
Patreon
.
Documents:
Interactive Environment
Environmental Encounters
Boss Barriers
Branching Boss Fights
Speed and Fury
Synchronised Combinations
Morale System
Tactical Points
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###### Team Credits - Michael Cheeseman — Lead Designer - Alex Deery — Editor-in-Chief - Karl Corallo — Artist (Footer, Background, and Zi-Chin's Tip Art) - Finn McClusky — Master Coder - Jimmy Beaton — Quality Assurance - Wren Boulton — Quality Assurance - Noah — Quality Assurance