Better D&D 5e Boss Battles with Home Field Advantage!
Homefield Advantage!
Lair actions, introduced in D&D 5th Edition, give shape to epic battles by introducing new gameplay mechanics which the players will associate with a boss monster for years to come. However, despite the fact that player characters face off against boss monsters at every tier of play, only a small portion of creatures, most of which in the 3rd and 4th tiers of play, were given lair actions.
Homefield Advantage provides a collection of over 250 unique sets of lair actions, covering more than 320 of the most iconic D&D creatures, so that you can create thrilling boss battles for every tier of play, and breathe new life into some of your old favorites.
What is a Lair?
If a creature has lair actions, it means the creature’s lair has either been suffused with the creature’s magic, or prepared in various ways, to help the creature ward off invaders. A lair action is a special mechanic that triggers on initiative count 20. They are designed in a way that brings the battle to life by using a myriad of unique aspects to the battle influenced by the location. A great example is a red dragon. They typically make lairs in volcanoes, much of their lair actions use magma eruptions to burn, toxic fumes to poison or tremors knock the characters down. Each of these effects happen near the top of the round, every round. A constant reminder that you’re in the enemy’s lair, and it has the Home Field Advantage!
Home Field Advantage for some of your Favorite Dungeons and Dragons Monsters
Here we delve into some of the more common monsters you find in the world of Dungeons and Dragons. We choose these to cover as we feel it shows just how even mundane monsters such as goblins and owlbears become far more engaging when they have the home field advantage.
Goblin Boss
CR 1, MM p.166
The many petty despots ruling over goblin bands and tribes make their lairs among the caves and villages where their clans make their homes. They use their wretched followers to their advantage as much as the terrain around them and rousting a band of goblins from their caves or camps can be a challenge that surprises even veteran adventurers.
Lair Actions
On initiative count 20 (losing initiative ties), the goblin boss can take a lair action to cause one of the following effects; the boss can’t use the same effect two rounds in a row:
The goblins in the lair creep around. Each goblinoid within the lair which is not hidden uses its reaction to hide, if able. Each goblinoid within the lair which is hidden uses its reaction to move up to its speed. Each allied beast within the lair uses its reaction to move up to its speed. The goblin boss does not use its reaction to perform these actions.
A petty squabble breaks out among the goblins. Each goblin within 5 feet of the goblin boss may make a melee attack against the boss. If the goblin boss is dead or dies before initiative count 20 on the next round, the goblin with the highest amount of hit points within the lair gains 14 (4d6) hit points and becomes a goblin boss.
The goblins in the lair take up a war chant. Each creature within 5 feet of a goblin which is concentrating on a spell must succeed on a DC 10 Constitution saving throw or lose concentration. Drunk on adrenaline, each goblinoid inside the lair has advantage on the next ability check, attack roll or saving throw they make before initiative count 20 on the next round.
If the goblin lair has a magical connection (see the regional effects below) 1d4 goblinoids in the lair are affected by the enlarge/reduce or alter self spell. These effects last until the next time this lair action is used.
Regional Effects
In addition, the areas surrounding a goblin boss’s lair may have one of the following features.
Patrols of goblins swarm the area. Any creature attempting to take a short or long rest within 1 mile of the lair must succeed on a DC 9 Dexterity (Stealth) or Wisdom (Survival) check or 1d4+1 goblins find the party.
Our Thoughts
The goblin boss is a simple monster. What really makes home field advantage so great, as that it takes the flavor of the monster and their personality into consideration. Goblins are horde creatures. So having a lair action that lets them dart around and hide. This encourages mobility as well as situational awareness on the character’s part. All without really increasing damage output of the creatures.
Further touching on the petty squabbles that goblins are known for, we get a fantastic action that pits the goblins against their goblin boss. This could lead to a death of the goblin boss, just to be replaced by another one. What I love about this, is that the strategy of the new goblin boss may be completely different than the one the characters were fighting. This could completely change the battle.
Lastly, the goblin war chant can fill the battlefield with an echoing battle chant that makes for great narration, and grants a small buff to those around it.
All these little additions make for not only a fun and engaging battle, but an encounter that your players will never forget.
Owlbear
CR 3, MM p.249
Ferocious owlbears typically make their lairs in caves or other similar structures. They bring back the half-eaten bodies of their kills, leaving them to rot in the lair to draw in other predators, which become
further prey for the owlbear. The owlbear’s babies also reside in the owlbear’s lair.
Lair Actions
On initiative count 20 (losing initiative ties), the owlbear can take a lair action to cause one of the
following effects:
One of the baby owlbears lets out a pitiful screech, sending the owlbear into a rage. Until initiative count 20 on the next round, the owlbear can dash as a bonus action and can make an extra claw attack when it uses the attack action.
The owlbear lets out a terrifying screech. The sound is magnified as it bounces off the cave walls. Each creature in the lair except owlbears must make a DC 13 Constitution saving throw. On a failed save, a creature takes 2 (1d4) thunder damage and is deafened until the end of its next turn.
The owlbear’s baby hoots cutely, cooing at a creature within the lair. That creature must succeed on a DC 13 Charisma saving throw, or be charmed by all owlbears within the lair. This charm effect lasts until an owlbear damages the charmed creature or any of its companions.
The owlbear feasts on an animal carcass within its lair. It regains 5 (2d4) hit points.
Our Thoughts
The Owlbear has been a staple of Dungeons and Dragons since the beginning. If the characters are going to encounter one of these bad boys in the wild, then wandering into their lair is the perfect setup. The team that created Home field Advantage really pulled on the heartstrings with this one. The simple inclusion of baby owlbears is gut-wrenching as a player. Further tying their cuteness into a charming effect was just a brutal combo, and very well written. Every druid’s heart will melt. I wouldn’t be surprised if the druid pushed for nonlethal damage or an alternative to slaying the motherly beast.
The inclusion of a healing potion in the owlbears layer via feasting on dead animal carcasses is pure genius! This is such a great way to allow a creature to gain the effects of a potion without downing a potion. I fully intend to add this strategy to my DM Toolbox.
Overall, I am extremely impressed with the quality of the writing, the clever thematic mechanics as well as the artwork and layout of this supplement.
Grade
A+
Related Article: Build Epic Boss Fights with Lair Actions!
Unearthed Tips and Tricks
Monster: Chainlord Butcher
Origin: Giant Ape Statblock
Lost Features: Rock
New Features.
Spiked Chain. Melee Weapon Attack: +9 to hit, reach 25 ft., one target. Hit: 19 (3d8 + 6) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 60/120 ft., one target. Hit: 23 (5d6 + 6) piercing damage.
Reaction.
Overpowering Rush. When the chainlord butcher is hit with a ranged attack, it can use its reaction to move up to 15 feet in a straight line toward the attacker. Each creature in a line that the butcher passes through must succeed on a DC 18 Strength saving throw or be knocked prone.
Encounter: Brodents
The sewers are a dark and dangerous place, infested with all manner of vile creatures. But for the characters, this is just another day on the job. They've been hired by the city guard to investigate reports of wererat activity in the sewers, and if what they've been told is true, then there's a whole nest of the creatures down here.
The wererats are clever, though, and have hidden their base well. It's going to take some serious investigative work to find it. But eventually, the characters will catch a break, and they'll be able to track the wererats to their lair.
Of course, getting there is only half the battle. The wererats won't give up their leader without a fight, and they've got all manner of foul creatures at their beck and call - including gelatinous cubes! But with courage and determination, the characters will hopefully prevail. And maybe, just maybe, they'll also be able to get some information out of the wererats that will lead them to their leader's whereabouts.
Magic Item: Death Blossom
“The death blossom only grows on desecrated grounds. Places where necromantic magic has been used in a ritual to raise the dead. The black leaves with red spatterings are reminiscent of spilled blood.”
Reagent, rare
When you cast the animate dead or a similar spell or feature that creates an undead servant, you can add the death blossom to the material components of the spell. If you do, the creatures summoned by the spell have their AC, attack bonus, damage, and saving throws increased by an amount equal to the caster’s proficiency bonus. The blossom is consumed by the spell.
Dungeon Master Tip: How to Deal with Bored Players at the Table
As Dungeon Masters, we can sometimes lose the attention of the players during the game. While most times it is just one player. On a rare occasion, a session may not be going the way we want. So what can we do when our players seem disengaged or uninterested in the story? A common recommendation is to disrupt the flow of the game. Many agree a large kaboom is a great start. Now, it doesn’t have to be an explosion, it could be a building collapsing, a sinkhole opening or some other dynamic event that shakes up the game.
To ensure that this new disruption appeals to the characters, as DM you have to make it clear what actions are available to the characters. If a building collapses, for example, some options may include villagers being stuck under beams and toppled walls, or perhaps part of the structure is about to fall on top of another building and that inside is unaware. Do they help those in trouble or those that may be in trouble? Who do they prioritize? The younger men and women, or the older ones? What about those that are nobles or those that are peasants? When players are bored, give them choices. This will turn bored players into engaged players.
Player Tip: 20 Questions
Play 20 Questions IN CHARACTER while camping or having a drink at the tavern. This might seem old-fashioned, but who cares? It works very well, even if you’re doing it in character in Dungeons and Dragons. The concept is very simple. Each character asks each other 20 questions to find out more about the other person. It helps to build a special bond while sharing your deepest dreams, desire, and fears.
Sure, opening up and being vulnerable can be risky but give the 20 Questions Game a try. Trust me, if it’s the right person, it will be beautiful! Get to know each other on a deeper level!
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