From a storytelling angle, we all love the big bad evil guy (BBEG). We love our main villains whether they be Sarumon or Hans Gruber. They are the mastermind behind the treachery faced by your PCs and, for that reason, they are the most sought out for your PC’s vengeance.
In good storytelling we like to see our masterminds struggle with our heroes but in D&D this often plays out a different way. Elite villains in D&D end up being a lightning rod for damage, often dying in the first one or two rounds of combat as all of your players use every powerhouse daily they have to bring the poor wretch down. It is not uncommon for every member of the party to ignore any other threat in an encounter to focus all of their attention on the big bad evil guy and bring him or her down as fast as they can.
Today we’re going to look at some ways you can keep your mastermind upright even when the full wrath of the PCs falls upon them.
(Artwork courtesy of the awesome @JaredvonHindman of Head Injury Theater, used with permission.)
The Prismatic Shield
I used the prismatic shield to keep my main villain in “Nightwyrm Fortress” from dying too quickly. He was a larvamage wizard and agent of Orcus named Magrathar. I knew from watching my players fight previous elites that they would drop him in one to two rounds if he didn’t have some sort of protection. Following good story design, Magrathar knew this as well! So he used some magic, old magic, to protect himself: the prismatic shield.
Prismatic Shield
Magrathar begins battle surrounded in a shell of shining colors. As long as this shield is up, Magrathar cannot take damage. Each color requires a specific elemental attack to destroy. These elements include fire, cold, lightning, and poison.
You will want to tune the required elemental attacks around the ability of your party. Ensure there is no element in the shield that your party does not have. Another variant of this would be a shell of protection that requires four specific weapons to break. These weapons would be hunted down by the party and acquired so they can face the mastermind and defeat him.
The Circle of Protection
I used the circle of protection in another battle, this time against a dwarven death knight. The death knight had performed a terrible ritual to protect himself in four beams of violet light each emanating from a tortured impaled sacrifice. Each beam bestowed +2 to all defenses to the death knight (+8 total). This made him VERY hard to hit but not impossible. In fact, our ranger critically hit him on the first shot for a whopping 90 damage. Each sacrifice needed to be broken down to defeat the beam, requiring three religion, arcana, or athletics checks. These could be conducted as minor actions (so the PC didn’t waste a standard on a challenge) but could only be undertaken once on a character’s turn.
This made it very hard to hit the mastermind but not impossible so players still felt like they had a shot. It also only required minor actions to use a skill but requiring three per sacrifice (of four) slowed down the party’s ability to unleash the fires of hell upon the mastermind. It ended up being a good threatening battle that didn’t frustrate the players.
The False Lightning Rod
There is another tricky way to ensure your big villain isn’t quickly killed – the sheep in wolf’s clothing. Take a creature that the party will assume is your big villain and have it show up first. A death giant, for example, in a battle with smaller humans will grab a lot of attention from your defenders and strikers – until it turns out he was simply there to take all that damage before the REAL bad guy reveals himself. Players love to attack big things so putting a big thing out on the table is likely to grab their attention (and damage) moreso than the true mastermind who waits in the shadows.
For a very challenging encounter, it might turn out that all of the minions waiting in the wings are truly the dangerous part of a battle. See the Foulspawn monster optimization article for an example.
The best insurance you have to help your mastermind stay alive is to know your players. Understand that the minute they see a big boss, they’re going to unleash everything they have at it. Use this to tune your battles and only reveal the mastermind when you know it can come out swinging and, hopefully, last enough rounds to show its true power.
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Neat. Enjoyed this post thoroughly.
Keep it up!
Most posts out there do nothing for me. This was not one of those.
Thanks,
-Tourq
LOL Love the artwork! I swear I’ve gotten that call from my villains now and then, asking why, oh why, are they dying so fast and what am I, the DM, going to do about it. I think you covered some great ideas here. Excellent post!
Great ideas! This is exactly what I have been trying to ponder this last week getting ready for my next session. Thanks a ton for doing what you do here.
Uncajunga
Nice post! It’s always hard introducing a villain and having him stick around long enough to cause some trouble.
Something I use often is having the BBEG connected in some way to his other monsters, with each one giving him a bonus to his defenses. If he has 5 monsters alive, each one gives him a +2, so, like your dwarven death knight sacrifices, he is hard to hit, but not invincible. The players don’t feel cheated by an untouchable bad guy, they see it more as a puzzle to solve during the fight.
More please!
I find that soldier types can be really useful, especially ones that mark and move well, and when they’re protecting a controller, the main bad guy can really survive.
Anything that can heal or grant hp to your main badguy is helpful too. The drow priestess can transfer damage to her allies, making it very difficult to take her down first.
Anyway, Great article! love your stuff.
Another way to protect a villain is to give them a power that allows them to use their minions (doesn’t have to be a literal minion) to take the hits for them. Examples include the Goblin Hexer’s “Lead from the Rear” ability (MM 137) and the Kobold Slyblade’s “Sly Dodge” ability (MM 169).
Great ideas, thank you. Here is one that I used not long ago, for a cleric arch villain that the players had to face. As any DM knows, behind every arch foe there is a tougher nemesis waiting. Some of these abhor failure, and so when the arch villain is getting kicked about, he is summoned by the uber arch villain! In vain the players search for the assumed invisible villain all the while getting pincushioned by the bolts shot by minions. Later, players will meet this villain again, perhaps late one night? In this way your villain can live another day. Use sparingly, of course.
@Dave. the minion thing can work but at higher levels its just as easy to clear out all the minions with a couple of area blasts. Minions last about two rounds in my game these days.
Totally awesome post. My players always put the smack down on my big baddie before he can show how truly devastating he is. This article has given me some great ways to make them sweat a little.