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==Bosses== Deep within the dungeon lurk some of Ganon's strongest monsters, a "boss", if you will. While they don't have to be from a specific zelda game, they should match the theme of the current dungeon (I ran with a horror-themed dungeon that ended with a octopus-headed boss that drove them all insane, good times). Boss fights are combats that take a while and/or hurt. This is because bosses are usually abnormally tough; generally a boss will requires 3 successes to land a successful hit. However, this toughness can be circumvented using the item loot the players obtain. For example, if the boss is covered in tough armor, a 3 would be needed to actually damage it. However, if the players find some way to destroy the armor using their items or wit, the successes needed lowers down to 2 or 1. Basically, bosses need some sort of weakness. You don't have to make it obvious, but players need some way of damaging the boss if they're lacking items (think Seath the Scaleless in Dark Souls: he's invincible until you destroy the relic in the room). A boss room is always a dead end (at least temporarily). If there are 3 or more Links in the dungeon, bosses get two combat phases. In these scenarios the boss gets two initiative dice. Bosses have anywhere from 3 to 10 hit points, ten being later on in the game. Some examples of bosses and their potential actions are below: '''* Example Boss: Molgera''' Setting: Fire Dungeon Behavior: Partially submerged in lava pit in center of room. may leave to attack enemies. If grapple succeeds, Initiative bonus: none Hit points: 5 Armor: 3 If armor is destroyed in some way (i.e. megaton hammer, bombs, rocks falling from the ceiling, etc), armor temporarily goes down to 1. Action A: Grapple (1 evasion negates. if successful, player is trapped in molgera's mouth, no initial damage. second round player is dragged into lava along with molgera, takes 2 damage. Molgera's armor replenishes) Action B: Tail swipe (2 evasion negates. If successful, player takes 1 damage and is sent backwards.
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