Yeah the NPC I used it for was an evil druid that had a bear form with lots of HP and attacks that knocked over trees and tore off limbs and a spellcaster form that used a variety of earth-based spells but had less HP and was less tanky. He could switch form as a bonus action each turn. But reaction switching seems even cooler!
I took a brief glance at your game and it seems really fun and wacky! I’d be happy to review it over the next couple days and provide some feedback. If you would like to do the same for me, you can find my game here: www.volitionrpg.com
Here’s a few I’ve used that have worked well:
- Three Sided Battle: The party encounters two different groups of NPCs fighting each other. They can join up with one side, but there will be consequences if either side is left undefeated.
- Weak Spot: The enemy can only be damaged by attacking it from a certain direction or by targeting a certain part of it.
- Two Health Bars: An enemy has two forms that it can swap between at will. Each form has a distinct health bar and if one of the forms is defeated, the enemy is locked into the other form which then becomes more powerful.
- Mirror Match. Is there a really powerful ability a PC has that everyone has been enjoying on their side for the whole campaign? Give it to an enemy.
- Tactical Enemies: Certain formations give the enemies massive bonuses so the PCs need to break apart the enemy formations.
- Hiding Spots: There is an area where the enemies are safe from harm and the players must figure out a way to draw the enemies out.
- Death Zone: There is an area highly dangerous to the players, such as lava or acid, that doesn’t harm the enemies, and the enemies’ strategy is to drag the players into the death zone. Can combine with Hiding Spots as well.
One of my favorite campaign arcs I’ve ever run started by asking each player directly what their character’s greatest fear is. Then, they came to a town being terrorized by a nightmare dragon that only attacked in dreams. Once they were able to enter the dragon’s dream realm, they had to fight through a serious of encounters, one based on each character in the party. Each encounter featured limitless enemies, a debuff on the featured party member based on their fear, and a victory condition that required overcoming that fear. Once all the encounters were complete, they could face the nightmare dragon directly. The session is on YouTube if you want me to send you a link. Either way, feel free to steal this plot!
I hate how rarely you get ASI’s and feats. Plus with the reliance on half feats, it’s so much work to figure out what to do. I think that all feats should change to half feats, lose the built in ASI, and then every even level you get a choice of a +1 in a stat of your choice or one of these ASI-less half feats.