Villain

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Villain

The dungeon boss.

  • Villains have four times as many hit points.
  • Villains do triple damage.
  • Villains get 2 action points. These may not be spent on the same round.
  • Villains may summon four minions per round, every round as a free action. They may not use this action if they have eight or more minions in play already.
  • Villains are immune to the first 8 instances of each condition, even outside of an encounter. Note that "all conditions" means exactly that: all conditions. This is not limited to status conditions, it also applies to any condition that the GM feels will render the monster 'trivial'. Spell effects, forced movement, status conditions or penalties to attack, damage, defenses, etc., are all rendered null through this ability. The ninth time the same condition is applied to a Villain, however, it affects it normally.
  • Villains may use any of their listed special attacks as though they have a range increment of 30 feet, with a maximum range of 150 feet. If an ability already has a listed range which is greater than this, use that range instead.
  • The first time a Villain is reduced to zero hit points, it is not killed. Instead, it gains immunity to all damage until the beginning of its next turn, any conditions it is currently suffering under are immediately cleared, all accumulated efforts to pierce their condition immunity are removed, and its hit points are set to half its normal maximum. Furthermore, it immediately summons 4 minions, regardless of how many minions are currently present. Its ability to take actions is not hampered in any way during this period of immunity. At the beginning of its next turn, the immunity expires.
  • Villains often live to fight another day. In most encounters, a villain shouldn't even be present. However, in those encounters that include villains, GM's should strive to set up the fight in a way that the PC's can achieve victory without actually needing kill the villain. This can include saving imperiled civilians from some dastardly trap, stopping a horrible ritual, or retrieving the McGuffin before the villain can, etc. GM's are cautioned that having a villain escape 'just because' is often very frustrating for players. However, if they escape because the players were busy doing something else, that's usually seen as reasonable.
  • Villains count as five monsters for xp and loot.
    • This monster causes terrible things to happen. It is deadly by itself...and it has an army.