[RPG] How to make the final boss of the LMOP a memorable and exciting fight for the group

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This post contains spoilers for the Lost Mines of Phandelver.

I have been DM'ing a group of six new players through the dnd 5e starter set and they have just entered the eponymous 'Lost Mine' where they will come face to face with their adversary 'The Black Spider' and a fight to the death will likely ensue.

My group consists of six players (a slightly large group), so I've already been in the habit of 'rebalancing' nearly every encounter that they come across, in order to maintain the appropriate level of challenge. I've largely used this online resource as a quick way to do so. It's normally suggested a combination of either raising HP, upgrading monsters to something thematically similar (ie – Ochre Jelly to Black Pudding), or adding additional monsters.

These three tactics are fine, for most normal encounters and I intend to employ at least two of them here, raising the BBEG's HP and adding a couple of extra minions. However, in addition to simply balancing the challenge level, because this guy is 'the final boss' of my players first ever DnD campaign, I want to ensure that this encounter is 'exciting and memorable'.

By 'exciting and memorable' I mean that I would like this encounter to feel appreciably different, perhaps surprisingly so, to all of the other, fairly vanilla, boss fights that have come before it in this campaign. So far they have all been tonally pretty similar to a normal fight, just a normal fight where the boss hits a bit harder and has more HP, meaning there might be a little more jeopardy. Note: Extra jeopardy is not bad, but that is not all, or even the main thing that I would like to achieve.

I would like this encounter to behave in ways that surprise my players 'mechanically', not just 'goodness, he hits hard'. I want this final encounter to be enjoyable, not just difficult. And, I still want to stay thematically close to the original intention of the villain (not just reskin a more powerful NPC from the MM, etc.). I'm not against player death, but I don't want a TPK at this stage in the campaign (and would fudge rolls / stats, if needed, to avoid one).

So, in summary my question is:

How can I make the final boss of the LMOP a memorable and exciting fight for my group?

General advice on boss building is not without value but has already been covered in a variety of other questions. Good answers here, would include reference to the specific parameters of this encounter, and might also include personal experience of running this module, covering things like:

  1. What approaches have you used successfully in your own game to make the final encounter with The Black Spider 'memorable and exciting'?

  2. What approaches have you used successfully in your own game to make the final encounter with The Black Spider feel balanced against a larger sized party?

  3. Based on your own experience of this encounter, which of the following approaches, that I am already considering, would you recommend?

    1. Adding extra HP – (27 hp doesn't seem enough for a BBEG for a level 4/5 party of 6 PCs.
    2. Adding extra minions – (Accompanied by four Giant Spiders – might add two more)
    3. Adding Legendary Resistances
    4. Adding Legendary Actions
    5. Adding Lair Actions
    6. Turning The Black Spider into a "Paragon monster"
    7. Giving Giant Spider minions an 'on death' chance to use their ability Web (SRD p. 379).

Currently, I'm leaning towards a combination of approaches 1,2,6 and 7. My party = LMOP pre-gens (Fighter, Fighter, Rogue, Wizard, Cleric + an extra Vengance Paladin). We play using theatre of the mind, rather than a grid.

Best Answer

I have now DM'd the final boss fight myself. So, as no one with direct experience has thus far responded to the question (though many of their suggestions were good), I've written up my own experiences, detailing what went well and what went badly. Hopefully this will be useful to the people who have favorited this question, some of whom may be currently DM'ing LMOP themselves.

  1. What approaches have you used successfully in your own game to make the final encounter with The Black Spider 'memorable and exciting'?

    • We'd played the entire campaign up to this point in the theatre of the mind. Suddenly revealing a full map and playing pieces for this fight definitely added excitement and grit, it also really helped to keep track of the AOE spells (faerie fire, web, darkness etc.) rather than me feeling like I was fudging who was hit and who wasn't.
    • I decided to add hp to the Black Spider and turn him into a 'paragon monster'. As the final boss, I didn't want him going down in just two good hits, so I decided to give him two separate hit point pools of 37 hp each - when he went down the first time he 'regenerated' into a more dangerous final form (two turns per round) which really appealed to my players, familiar with boss fights in pc games, and made the Black Spider feel appreciably different to any boss they'd faced before.
  2. What approaches have you used successfully in your own game to make the final encounter with The Black Spider feel balanced against a larger sized party?

    • As mentioned above, I added extra hp to try and slightly balance out the action economy.
    • I added two extra giant spider minions (bringing the total to six). Having as many spider minions as PCs definitely added to the drama and the spectacle but if the rolls had been more on my side this could have been a bit too much.
    • We used milestone levelling, so I decided to keep the party at level 4 for this fight. Fifth level would have removed a lot of the danger, half of the party would have gained Extra Attack, not to mention the extra HP, spells and proficiency bonus increase.
    • I treated the Black Spider as a fifth level caster (as opposed to fourth level), so that he rolled a second damage die for his cantrips.
  3. What would I do differently if I did it again?

    • The Black Spider is fairly toothless once all of his minions have been killed as most of his spells are crowd control, rather than damage dealing (only cantrips and magic missile, melee a last resort). If I was redoing this fight I think I'd give him the option of one scroll of fireball, to be used if the fight was going too quickly south.
    • Make better use of webbing as difficult terrain in order to crowd control the PCs.