Question on How to Improve Villain in The Sunless Citadel (Minor Spoilers Only, which are hidden inside)
Hello! I'm a new DM running The Sunless Citadel from Tales from the Yawning Portal for my players (and hiding spoilers on that module here), who basically dominate any combat encounter they run into ( they took >!Durnn!< down in 3 rounds and didn't break a sweat, even after I threw >!extra goblins !<in). They are soon approaching the boss at the end of the module and I want to make the fight a fun and memorable one. So I need tactical help for that.
Any ideas how to beef up the encounter without making it a TPK? I thought that since one of my PCs is a Druid, >!like the BBEG who I assume is Level 2,!< I could give the villain a Druid Circle (not specified in the book), use Wild Shape against them for extra HP, theme the Circle chosen as dark, and use some benefits from that.
Maybe using Circle of the Shepard from XGE to do a Spirit Totem Bonus Action with the Hawk Spirit for Advantage on rolls. Or the UA Circle of Twilight for Harvest Scythe's Life Drain one a couple of spells to heal the Villain.
Or maybe I could use a Lair Action, but then I am at a total loss.
What are your thoughts and advice? I want my players to destroy this Villain, but I also don't want another short battle for the finale.
Posted Aug 18, 2020, 1:39 AM UTC
Giving the BBEG a bonus action and/or a reaction is a good idea. You could give him a bonus action where he blows a horn that summons minions. If you’ve never used minions, check out this video by Matt Colville.
Building on the minions idea, you could give the BBEG a lair/legendary action that commands the minions to take an attack action against a nearby enemy. Another idea (which I stole from another DM running LMoP) is that the minions could be playing war drums; while the drums are audible, the minions receive a bonus to their attack rolls! Or perhaps they impose disadvantage on certain saving throws that the PC’s make if they can hear the drums.
In short, give the BBEG something that is cohesive with whatever else is on his side. It makes for a much more interesting combat!
Matt Colville is such a huge help to us new DMs, I agree with him on the minions. This module already has built in minions coming, in the form of >!Twig Blights entering each round!< but I'll have to find a good reason to give the PCs a condition.
Thinking about it, I do think >!the terrain is difficult to move through, !<I have to try to play that up too! Thanks for the advice and jogging my memory a bit.