A boss in parts

A boss in parts

I have found that most memorable and highly enjoyable computer role-playing games can teach you valuable lessons about how to make interesting encounters and dungeons. The lesson we’re looking at today come from the SNES era of RPGs like Chrono Trigger and Final Fantasy IV.

I like to call it—a boss in parts.

The boss in parts is one boss that is actually three or more components: either a group of individuals that work together or several parts that make up a whole creature. Each part of the encounter fills one of the following roles:

  • Leader
  • Controller
  • Striker
  • Fodder

The leader heals the other parts, the controller keeps the PCs from hitting the leader, and the striker wears away at the party. The fodder parts serve as barriers to the rest, getting in the PCs way, but dealing little damage.

When the controller and leader parts go down, the striker has a power to bring them back with reduced HP. Additionally, the parts can usually execute a massive group attack if they can get into a certain formation on the board or surround a PC.

It’s obvious that if the PCs don’t break the rhythm of the encounter, they’ll be facing a perpetual damage machine. How you break that pattern is entirely up to you. Maybe one part has a specific weakness that prevents it from fulfilling its role. Perhaps the parts need to be within a certain range of each other for the powers to work.

My personal favorite gimmick is to have the roulette weak point. Only one of the parts in the encounter takes damage when attacked, but it changes each turn. I usually drop some kind of hint in the encounter about how to identify the weak point, but doing so almost always requires a perception or insight check. Fail to hit the weak point before the end of the round and the monster heals itself for a significant amount.

Here are a few monsters in parts that I’ve run in the past and how they’ve been set-up.

Giant Squid

A large mini in the center. Two medium glass beads, minis, tokens, etc. act as the main tentacles and four others are used as the fodder tentacles. The center is the controller and spits ink while the two main tentacles fill the leader and striker roles. Each tentacle has reach 1, but must stay adjacent to the center.

Guardian Golem

A large mini in the center to represent the core and two medium tokens on either side for the golem’s arms. The center is part of a wall and remains stationary. It serves as the striker and blasts the PCs with beams of magical destruction. The hands fill the leader and controller roles and also remain stationary. When the core becomes bloodied, it launches its hands out in a double rocket fist attack. After that, the hands are independently mobile.

The Great Wyrm

A medium sized mini for the head, one for the tail, and one for the center. The three parts are connected by 3 tokens, making a chain that is 9 medium-sized creatures long. Each segment can move 1s, but has to remain adjacent to its neighboring segments. The head is the striker, the tail the controller, and the center the leader. The center grants the entire creature regeneration.  Killing the center causes the wyrm to split into two smaller wyrms made of 4 segments each. The tail becomes another striker, making the encounter more deadly, but both new wyrms lack regeneration.

Monster zero

A three headed dragon with a huge mini for the body. On the front and both sides are a chain of 4 tokens ending in a medium sized mini to represent a head. Each head is a striker and can move into any space it can reach and still be connected by its adjacent segments. The body can move back and forward, but can’t move side to side or turn. The PCs must attack the “necks” of each head to chop it off. Make sure to keep track of where the head falls when it dies. After the monster is decapitated, a large eye sprouts from each bleeding neck hole and the chest opens up into one giant eye. The disembodied heads then float off the ground and become flying menaces, but lack any breath weapon they had while still connected to the body. The body acts like a giant beholderhemoth. If a head is destroyed, it rises again as long as the body is alive.

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About the Author

I started Dungeon Mastering with secondhand AD&D materials in 1996 and have run a vast number of D20 campaigns, from cliche' medieval adventures in a kingdom made of Lego bricks to fighting zombies and the mob in the mid 1930s. I try to make the gaming experience as enjoyable, fast-paced, and easy to play as humanly possible.