Abstract
Legendary resistance and actions are essential for balance against expert D&D players.
Instead of just adding HP to maintain a fight verification, create boss capabilities for self -rest.
Use the khu operations to challenge high -level players, set time limit, and target counter capabilities.
Any long -running Danjon and Dragon campaign is an important place for his players to run a memorable boss encounter. However, at a certain level, keeping your players on the fingers can begin to feel almost impossible, especially if your desk is full of expert D&D players.

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So, what to do a basement master? Well, fortunately, there are some points and tricks that you can not only challenge the boss competitions for the expert players but also to help you to help you make it memorable. We have compiled this list of the best points for your specialist players to feel the boss’s battles, fresh and most difficult to feel the most difficult, fresh and most difficult.
10
Legendary is required
You have to waste fun
This first indication may be clear, but some DMs forget how important legendary resistance and actions are, especially if you are dealing with a big D&D party. For those who do not know, legendary resistance has given powerful owners the ability to change the failed throws to save success, and legendary measures allow owners to attack and turn on other players.
Not only is it not necessary to equalize the action economy in the fighting, but it is also necessary to maintain the feeling of fighting. However, if you are not careful, the fight with the high -level polymorphus used against the owners can end.
9
Use self -recovery
Don’t add only HP
One of the cheapest ways to make the fight more difficult is to boot the boss’s HP before the fight or between the middle. Many DMS Faj Number, and HP is the easiest way to do so. However, it can often be a backfire, and sometimes can play players questioning the authenticity of fighting.
This is why adding the capabilities of the boss that restores HP is better than eliminating the numbers itself. If you really want to add a challenge, you can design your boss so that they can restore themselves to the conditions and HP, and leave the players either to end the source of this ability or use other types of damage to take the boss down.
8
Use the actions of the Khoh
Even difficulties
When it comes to the boss competitions, the operations of the Khoh always help the playground. In addition, they help make the war feel more climate. Although many of the dowry are only damaged by actions, the best way to use these devices is to face the operations that affect the situation or change the playground.

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For example, a dragon can live in a volcano that emits toxic smoke, if players fail to throw into the constitution, they become blind. Or, a collagen can destroy the structure in which the players are fighting, and leave them to crawl on the debris as it is a difficult region.
7
Add secondary war targets
It’s not all about the loss
Although many expert D&D players are about to improve character and are the most harmful in one period, it is important to add secondary war targets to keep things interesting. It also helps at the highest level of the game, when players have access to a lot of war ends outside the gate.
For example, you can keep a valuable NPC in the path of loss to the party, or inform the party that they will have to recover a valuable thing from a war -torn without harming them. This means that they have to think more carefully about launching fireballs or other AOE spells.
6
Force counter capabilities
Now pull out these counters spells
In the upper part of a combat encounter, when the players are feeling fresh and spicy, it is better to try to force counterparts like counter spells while they still have access to them. The best way to do this is to target the Scashi characters, or to remove a powerful one -hit mantra such as a power word.
This spells force the castors to use counterparts to prevent their colleagues from going too fast. From there, once you know that your table is burned with their anti -capabilities, you can remove more deadly attacks.
5
Use time limits
Restrictions are key
Another excellent way to challenge high -level players is to use time or round range. You can either use the above board timer or just enforce a round range. It not only helps to make fighting effective, but also raises the stake.

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For example, if the players are competing against the line of a monastery, let them know that they have five rounds before their evil ritual is completed. This means that players will have to go out everywhere to try to stop the boss, after which they will likely be weakened.
4
Take the players off the field
Give the playground level
Many high -level DMS can be familiar with this resort. It is always great to get out of the board with disgusting, monk, or other disturbing players out of the board with the use of magic or other magic sources. Doing so not only helps the playground but can also provide secondary warfare goals for the players.
Yes, a lot of time, this means that players are still trying to harm the boss to break their concentration. However, you can use legendary resistance to save them, meaning that you can potentially keep dangerous players away from the map for three to four rounds, depending on how you play your card.
3
Add resistance to damage and vaccine vaccines
Tailor structure for your party
When the players reach the highest level, they may have begun to attract their character to a particular kind of loss or ability that can be difficult for you to deal with, as a DM. That is why, when it comes to designing the boss battles, it is really important that you add resistance to damage and vaccination wherever possible.
Just beyond the types of damage, you should also consider adding the condition of the condition of the condition to some powerful owners. The most common condition to add is vaccinated or tied to protective vaccines, which means that a disturbing wilderness cannot only keep the boss in place while the rest of the party is attacked.
2
Adjust the recharges
Homebrough it
The 2025 monster manual has many powerful boss monsters recharge capabilities. This is the most common for their respiratory weapons dragons. Generally, these abilities are recharge on the D6 Roll of five or six. However, depending on the size of your party, nothing has been said that you cannot adjust them a bit.

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One of the major tricks to use is how much damage the boss has done depends on the recharge. For example, you can add a rule to the creature’s state block that states that, when they arrive at half HP, their abilities are recharged at 3+ instead of five or six. This can help maintain the feeling of climate in the last half of the collision.
1
Undermine the first party
Think about it is like a sarcasm
Finally, it is permanently capable of taking the high -level parties down from a pole before they reach the last confrontation of the boss. For example, if a adventure party should cross a large tower full of nets and other lower combat competitions before reaching the boss, it is likely that they will spend some mantra and abilities before reaching the big evil.
This can help remove the resources of the party a bit so they hope that some slots, recharge features and much have been burned a bit in the playground in the evening. Just be careful not to actively punish the players. If they only burn things like containerops, then, and still you should plan to run the boss encounter as usual.

Basement and dragon
- The original release date
-
1974
- Designer
-
E gerry gigaks, dave arnson
- Player counting
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2+