The Final Boss Has No Stats

The heroes have retrieved the last MacGuffin and are just about to enter the lair of the Final Boss. They’re nervous. They have no idea as to the extent of their enemy’s power . Only glimpses and rumors from town and the corpses of the villain’s many victims hint at what this wizard/warrior/monster/scoundrel might have in store for them. Little do they know, neither do you.

One thing I’ve learned from prepping for the finale of an adventure is that stating out and planning tactics for the villain can the most complex and time consuming aspects of the work. How do you ensure this fight stands out in your players minds as an appropriate climax?

Consider simply having a vision of what you want the villain to accomplish. Establish a theme. Then when the time comes you have free reign to use your theme and mold it into any kind of power your devious mind can contrive in the midst of battle. Your villain can pull a few nasty tricks from their sleeve and really bring memorable moments to your fights – moments that if you stick to a stat block may never otherwise be possible.

This method also has the advantage of allowing you to instantly scale the final encounter. Have your players breezed through every fight so far? Do they all have daily powers, healing surges, action points, and item powers at their disposal? Maybe that swarm in the last room almost crushed them single-handedly. Either way, you can practically ensure a memorable last fight – with an appropriate amount of wickedness and taunting, if you throw out that stat block.

You might be protesting right now that this approach ruins the integrity of the game. Most players like to know they beat a static challenge. Use moving targets too much, and if the players find out they are likely to feel frustrated or cheated. The rules (and there are lots of them!) exist because many RPGers want something more than a collaborative story effort. They want a game. On the other hand, only the most rules lawyer and purist of players is going to hold scaling adventures on the fly against you and it doesn’t hurt to recover a little bit of that collaborative story effort from under the shadow of the core rules.

The difficulty in this is the art of drawing the curtain of the game over the mechanics underneath. For many encounters I like to stick to the dice and be as ruthless to the players or their fodder as the dice dictate. Over time this brings a natural variety to the game. But if you can successfully keep the focus on the world the heroes inhabit, their players will have no reason to wonder or care if you came up with that neat villain power last night or ten seconds ago. There is no contract between GM and players not to change once the game has begun, but there is a contract for the GM to find ways to make the game fun.  If you want to ensure that the finale encounter is memorable you really only have two choices.  You can rely on perfect planning and hope the fight goes off exactly as planned or you can spend your creative energy on making your villain come alive and scale the stats on the fly to ensure it stays alive long enough to really get the attention in deserves.

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About the Author

At the age of eight JackOfHearts was invited to play Dungeons & Dragons during summer camp by kids that were much cooler than him. When he wasn't working on the family farm or practicing tennis, he spent much of his teen years reading fantasy novels and playing games of the role playing, collectible card, tabletop, and video varieties. He's now a nine-to-fiver who never forgot the joy of descending into a tomb for forgotten treasures.