What is Speed and Fury?
Bosses can become more difficult for players to fight based on how they move and attack in combat. This module will discuss two ways to demonstrate this: one through manipulating the initiative order, and the other through a new ability called ‘Fury Abilities’. Providing a boss with these two play styles can make combat more interesting and offer new ways for players to fight the boss by taking into account their foe's speed.
Why use Speed and Fury?
The system provides DMs with a flexible way to change how bosses feel in combat without having to completely rewrite their stat blocks. The mechanical reason for using this system is that you can make fast bosses who feel chaotic and dangerous as they dart around the map, outmaneuvering players. Or create a slow boss whose every strike and move is meaningful and dangerous. These two different styles allow you to create the speed you desire while changing how players need to approach each boss.
Not only is it good mechanically, but it can also show your players the boss’s speed and why. They could be a lizard fighter who is able to quickly climb walls and drop on enemies below, or use their tail as one whole turn, slamming it on players or sweeping their feet. All the bosses can become memorable as their pacing in the fight matches their personality and physique.
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.
This guide discusses two ways to change a boss's stat block. The first method works by manipulating the initiative order, and the second grants the boss a new kind of move that is used as a bonus action. At the end of the document, there are two examples for bosses to use as a reference or as enemies in your own games.
Lightning Dragon
| Set Up |
|---|
| A blinding flash split the sky, and a mighty dragon descended in a halo of crackling yellow light. The moment combat began, the creature shot forward at an incredible speed, darting between combatants, weaving through cover, and striking from all angles. Players quickly realised they weren’t facing the typical brutish wyrm, but a predator built for velocity, precision, and overwhelming momentum. |
| As the party scrambled to read its movements, the dragon raised its claw and aimed at three points across the battlefield. Where it aimed, a hum of crackling energy began to swell before massive pillars of lightning crashed down at the end of the round. Any creature within a 10-foot radius of one of the pillars was forced to make a Dexterity saving throw or take 5d8 lightning damage and be stunned until the end of their next turn; a successful save halved the damage and negated the stun effect. These targeted strikes forced the players to reposition constantly, turning the battlefield into a dangerous dance for survival. |
Visualising the Speed of a Boss:
Every memorable boss has a rhythm. Some flicker across the battlefield like lightning, striking before the party can react. Others lumber forward like collapsing mountains; slow, inevitable, and terrifying. Speed defines how a boss feels long before their first attack hits.
Before you calculate damage or build their abilities, take time to decide the pace of the fight. This section introduces two simple tools to express that pace mechanically:
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 |
|---|---|
| Flow of the Round | Altering how the boss's initiative works by either allowing them to act more or less can change the rhythm of a fight. Fast bosses take multiple turns per round to overwhelm players, while slower bosses strike less often but with more brutal attacks. |
| Fury Abilities | Adds a signature move for the boss, which is a powerful and telegraphed move to help show their attack style and pace. This ability has a recharge die, and the dice used is determined by the speed of the boss you want to show your players. |
Narrative Options:
Using the Flow of the Round and Fury Ability systems, you gain a natural way to highlight a story theme or boss concept without needing to directly explain it. Boss battles can shift their pacing depending on whether the boss is fast or slow, which directly changes the difficulty and forces players to adjust their tactics. By altering how many times a boss acts in a round, you create different play patterns. So players must think about when to attack or defend, whether to stay close or keep their distance, and how to position themselves as the boss’s turn approaches.
A boss’s speed is further defined through the Fury Ability they possess. Fury Abilities allow a boss to demonstrate how they prefer to fight, whether through strategy, precision, reckless aggression, or battlefield control. These abilities give players insight into the boss’s personality and combat philosophy, and also reinforce the difference in speed. When combined, these mechanics enhance the storytelling of a fight and reduce the need for long descriptions, letting the boss “speak” through their actions rather than words.
Flow of the Round
When designing a boss’s pacing, consider what you want to show to your players through their movement.
With this, you can better demonstrate speed by changing how often your boss takes their turns in combat. A fast boss may have more turns in a round, allowing them to attack and move quicker, but with often less strength or accuracy; while a slow boss has a longer time between their turns than normal, but their attacks may be deadly, and strike with precision. There are three types of speeds for bosses:
- Fast Bosses: They have multiple initiative slots; lighter attacks per turn, but higher frequency.
- Medium Bosses: Have the standard one-slot initiative and traditional turn structure.
- Slow Bosses: One initiative slot that moves lower each round; heavy, destructive attacks.
Fast Bosses
These are bosses that are defined by motion and unpredictability. They roll multiple initiatives, usually two or three. In order to ensure balance, their attacks will typically have a reduction in their damage, but their total output per round remains balanced for their CR. For example, if a CR 15 boss is expected to do around 100 damage per round, then if they had 3 turns in a round, they should deal on average 35 damage per turn. Fast bosses feel unpredictable and intense with the multiple turns, as they can move around the map easily and hit multiple creatures per turn.
| d4 | Fast Boss Examples |
|---|---|
| 1 | A speedy duelist with lightning-fast reflexes. So quick with their blade that when they strike a foe, all the target sees is a flash of steel and the cold sting of a blade piercing the flesh. To show this boss's speed, they take three turns per round. |
| 2 | A four-armed boss with a shield, a whip, and two swords. They have mastered all forms of combat and can strike at multiple foes at once while still holding a strong defence. To show this foe's prowess in battle and the haste at which they can strike, they take two turns per round. |
| 3 | An elemental boss, built from the essence of the wind itself and can move at incredible speeds. They attack so fast that it is almost impossible for their opponents to see the massive fist coming right at them. To show their mastery over the elements, the elemental takes two turns per round. |
| 4 | A hive mind boss built from many decaying corpses. With its many limbs, the bodies are able to attack from every angle around itself. To show the differing speeds of each corpse, the boss takes three turns per round. |
Zi-Chin's Tip
If a creature has legendary actions available to them, they only roll to recharge on the first turn of each round. This is to stop an endless loop of legendary actions and helps balance the fights out a little.
Medium Bosses
Medium-speed bosses maintain a single initiative slot and traditional pacing. These are the traditional bosses from D&D source material. They can adapt or shift tactics mid-fight, but don’t break the flow of the round.
Slow Bosses
These bosses are defined by their deliberate and devastating attacks. They attack less frequently than medium bosses, and their place in the initiative order decreases after each round. When they would drop below zero initiative, they move back up to initiative 20. If they were to take two turns in a row from placing back at the top, they instead miss that turn and don’t lower their initiative until they complete their next turn.
To ensure they remain a powerful boss, you can raise their damage to hit back harder. For example, if a CR 21 boss is expected to do around 150 damage per round, then to make up for the increased time between attacks, this average damage is raised to 190 damage per turn to compensate. By doing this, you keep their damage level appropriate while decreasing their speed.
| d4 | Slow Boss Examples |
|---|---|
| 1 | A withered archmage boss is frail and slow, but each spell is catastrophic. To show their injuries, the archmage moves down the initiative by three places every round. |
| 2 | A towering minotaur boss wields a giant club with great force, but due to their size, it is very sluggish. To show how slow the boss is, they move down the initiative by two places every round. |
| 3 | A bloated corpse boss whose skin rots and falls from their body as they fight, causing piles of rotten flesh to build up on the ground beneath them, making it hard to move. They move down the initiative by three places every round. |
| 4 | The players caused an explosion, damaging the dragon's left wings and legs. The significant damage caused has made the dragon slower. They move down the initiative by two places every round. |
Fury Abilities
Fury Abilities give the boss a powerful, telegraphed attack that they can activate as a bonus action on any of their turns. When the boss uses the ability, they choose a target creature or location that they can see. The attack itself does not happen immediately, but instead it triggers at the end of the round, giving players time to react, reposition, or counter the move.
If the boss needs to move to deliver the Fury Ability (such as a charge, slam, leap, or other melee-based effect), they can move up to their speed toward the target when the ability triggers. This movement follows normal 5e rules and can provoke opportunity attacks. Not all Fury Abilities are melee. If the ability is ranged or area-based (such as a spell-like blast, line, or explosion), the boss does not need to move toward the target, and the effect simply resolves at the end of the round.
Because these abilities are heavily telegraphed, players are encouraged to use the gap between activation and impact to set up defences, traps, or disruptions.
When using Fury Abilities, it is important to properly telegraph the move to players. Doing this gives the players the ability to come up with fun potential counters or ways to avoid the attack. Some examples of how the players could do this would be things like using Spike Growth, and having the targeted player positioned in the middle of the spell’s area, so the boss has to move through the dangerous zone; or by readying an action to be teleported once the boss begins their attack to waste its movement and resources. Allowing players to come up with creative ways to counter the boss adds a fun moment for the players to focus on, like a small side objective.
One additional note, Fury Abilities recharge by rolling a dice at the beginning of their turn, and the speed of the boss determines the kind of dice used:
- Fast Bosses: For a fast-moving boss, they use a d10 and recharge on a 9 or 10. These attacks happen more often, so they have less chance of recovering with each roll.
- Medium Bosses: For a moderately paced boss, they use a d8, and it recharges on a 7 or 8. These attacks use power and speed equally to defeat opponents.
- Slow Bosses: For a slow-moving or powerful boss, they use a d6 and recharge on a 5 or 6. These are slower but more powerful attacks that the boss can do.
Fast Boss - Nerve Strikes
An assassin, on their turn, points their blade at one of the players and winks. At the end of the round, they dart across the battlefield in a blur, blades flashing faster than the players can see.
They make four precise attacks against one target (+7 to hit), and each attack deals 7 (1d6 +4) damage. Each successful attack that lands aggravates the nerve point. The target must make a Constitution Saving Throw (DC = 8 + Assassin’s Dexterity Modifier + number of successful hits). On a failed save, the target creature receives either the silenced (can’t speak or cast spells that require verbal components) or blinded condition until the end of the boss's next turn.
This ability helps show how they have mastered precision with speed to dominate an opponent and shut them down.
Medium Boss - Warrior’s Skill
A veteran warrior locks eyes with one of the players. As steel clatters and spells erupt across the battlefield, he plants his feet, inhales sharply, and lets out a commanding roar that echoes across the field. At the end of the round, he surges forward and delivers a brutal combination of attacks.
He slams his shield into the target, forcing them to make a DC 14 Strength saving throw. On a failed save, the target takes 13 (2d4+8) damage and gets pushed back 10ft. On a success, the target takes half damage and is not knocked back. If the target is pushed back into an ally, the ally is also knocked off-balance, giving the warrior an opening to strike.
The warrior pivots and swings his greatsword in a wide, practised arc. Creatures within a 10-foot cone must make a DC 14 Dexterity saving throw. On a failed save, the targets take 15 (2d6+9) damage. On a success, they take half damage.
This Fury Ability showcases the warrior’s mastery of battlefield control. Every movement is deliberate, a push to break the formation, then a sweeping strike to punish anyone who stands too close. It communicates precision, discipline, and tactical awareness rather than raw strength.
Slow Boss - Tail Crush
The players followed the injured dragon into its lair after damaging its wing. As they look for the dragon, they hear a loud roar behind them and the walls of the massive cave begin to shake. The players turn around and see the dragon staring down at the group. At the end of the round, the dragon flies into an area where it can hit the most people. By flying, it can avoid players' attacks of opportunity. When it lands, it unleashes a mighty attack on the players.
It sweeps it’s tail through a 15-foot cube; any creature inside the area must make a DC 16 Dexterity saving throw. On a failed save, the target takes 19 (3d8+7) bludgeoning damage and is knocked prone. On a success, the target takes half damage and is not knocked prone.
Upon successfully knocking a target prone, the dragon is able to target that prone player for a second devastating attack. The target sees the dragon’s tail rise high into the air and drop down upon them with incredible force. The dragon makes an attack with their tail: +11 to hit, creature within 15 feet. Hit: 22 (3d10+7) bludgeoning damage.
The dragon’s Fury Abilities highlights their big and large stature. As they use their tail to disable and attack the vulnerable party members. It is a powerful move by the dragon which is dangerous and tactical.
Boss Examples
The following boss encounters are designed to showcase how these two mechanics can highlight the boss without overly explaining them. Each example highlights different speeds across the phases of a boss, tying them to the boss's emotional arc or environmental themes. Use these encounters as inspiration, templates, or drop-in bosses.
Thraxis the Betrayed
(Speed Concept)
Thraxis is a large mechanical bull designed to destroy anything in its path. When compared to a normal Gorgon, they are larger and bulkier, with interesting runes etched into their body to allow them to access small amounts of spells. However, when they become enraged their powers are enhanced and are volatile.
With his three phases the idea is to show the cost of speed, how anger can be a good way to focus in tough fights however it consumes more energy. When he runs out of energy he is slower and more sluggish. So the phases help show him transitioning from calm deliberate moves to erupting into a reckless frenzy and then exhausted from their anger.
Flow of the Round
Phase One – Controlled Force:
Thraxis opens the fight as a medium-speed boss with a single initiative slot. Each strike lands with heavy precision; his movements and attacks are deliberate. When using his magic it is more strategic, whether healing or pulling enemies closer to hit more targets at once.
Phase Two – Rage Unleashed:
As the players deal enough pain to Thraxis, he cannot help but lose control. He enters a fiery rage which he uses throughout the fight. They gain a second initiative roll and now act twice per round. Due to this only being tied to the second round and the idea is to show his anger, I have not reduced the damage but increased it by 1d4 fire damage on each attack. By increasing damage it helps show how with his anger he is stronger than before, and his spells he uses are to damage and hit opponents more rather than being strategic with them.
Phase Three – Overheated Collapse:
As Thraxis begins to slow down and become exhausted from their rage, they return to one initiative slot (the original one). Additionally, to show how sluggish he is now his initiative drops by three each round. As the players can hear his joints seize and squeak as he moves each time. His speed has died and he can no longer use spells. With this phase the players can see this terrifying beast begin to become weaker in front of them.
Fury Abilities
Thraxis is able to charge straight ahead knocking people down and throwing someone into the air. Thraxis picks a creature to target within 30 feet of them, the player sees this and then Thraxis begins scraping the ground with his hoof, ripping the dirt and grass up. At the end of the round Thraxis begins to move toward the target and charges at them when within range. Below is a description of how the ability works and it recharges on a 7 and 8 when rolling a d8:
Thraxis moves into range of his target, if he moves players nearby can make an attack of opportunity. Once Thraxis is within 30 feet of the target he then begins to charge towards them.
During the charge he is unable to be attacked with an attack of opportunity. Thraxis charges 30 feet forward and any creature in front of Thraxis makes a DC 15 Dexterity Saving Throw. On a failed save, take 19 (3d8+7) damage and be knocked prone. On a success take half as much damage and are not knocked prone.
On the person the Gorgon decided to target the creature instead making a DC 16 Strength Saving Throw. On a failed save the target takes 22 (3d10+7) damage and is thrown into the air 20 feet high and pushing them 20 feet backwards. On a success the target takes half damage and stays where they are.
The move he does is very deadly to anyone hit by it, especially the target of the attack. The idea with this was to show the brute force of such a beast, they have been modified for war and their charge is much stronger due to this.
Gorath Bloodhorn
(Speed Concept)
Gorath is a minotaur who has spent his life being ostracised by those around him for being born weak and different from the others. However, what he lacked in strength he made up for with intelligence. He was often the one to fix the problems that no one else could with ingenuity and clever thinking.
Yet even with his intelligence, he could not help in the war that plagued his homeland. He decided that it would be his duty to stop the fighting and prove that he is strong. Soon, he made a deal with the devil and gained the ability to rebuild the broken and grow stronger than ever. Each of his phases help show this ability by changing speed during combat and gaining a Fury Ability.
Flow of the Round
Phase One – Frail Survivor:
Gorath moves with deliberate, measured steps, leaning on a carved obsidian staff that serves both as his arcane focus and his support. He calls out instructions to his troops, guiding them on who to strike and how to attack while he stays toward the back of the cathedral. To help show the difference in speed between Gorath and his troops, his initiative decreases by 2 each round and his movement speed is 15 feet. By slowing him in both areas, it will really sell the idea that this boss is injured and slow.
Phase Two – Reborn in Blood:
As he transitions to phase two and he has changed forms from his injured self into a dangerous, large monster. His initiative now stays where it is, to show the new strength Gorath has gained through corruption. His limp and hunch is gone, and is able to move faster and with more power.
Fury Abilities
Gorath is unique and only gains a Fury Ability in the second phase. The ability he gains allows him to target a player and launch at them with great strength. As he lunges through the air and slams his weapon down upon his enemy, with the slam his corruption feeds through the blade dealing more damage. As he begins the ability as a bonus action the players see him move 10 feet forward as he drags his greatsword behind him, the greatsword carving into the earth while his eyes are locked onto a player. Below is a description of how the ability works and it recharges on a 7 and 8 when rolling a d8:
Melee attack: +10 to hit, within 30 feet of Gorath, one target. Hit: 25 (4d8+9) slashing damage.
As the blade hits the ground any creature within 10 feet of the impact point must make a DC 15 Dexterity Saving throw. On a failed save, they take 8 (2d8) necrotic damage and 6 (2d6) bludgeoning damage. On a successful save, take half damage.
The Fury Ability Gorath has is designed to show how he has become a brute as he lunges across the map and slams his sword into the ground sending out a necrotic blast destroying anything around him. He is chaotic and stronger and now uses that to try and dominate his opponents.
Welcome to the third 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: Chris Rahn – Aegar, the Freezing Flame
- Page 2: Svetlin Velinov – Stormwing Dragon
- Page 3: Käri Christensen – Air-Cult Elemental
- Page 5: Dan Scott – Eyeblight Assassin
- Page 8: Dominick Domingo – Taurean Mauler
- Page 9: Igor Kieryluk – Demonic Appetite
- Page 9: Narendra Bintara Adi – Dark Knight's Greatsword
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.
Special thanks to my friends who helped make this document better.
- Alex Deery - Editor-in-Chief
- Karl Orallo - Artist (Footer Art)
- Finn McClusky - Master Coder