Summary

  • Lair actions enhance boss battles by challenging expert DND players.
  • Customize lair actions for high-level encounters to surprise seasoned players.
  • Examples include spell absorption, gravity well, and forced player movement.

Lair actions can turn ordinary combat scenarios into complicated, high-level encounters in Dungeons & Dragons. As a Dungeon Master, if you're running a table full of high-level, expert DND players, you'll want to make sure you use lair actions when you can, especially for climactic boss battles.

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But, if you think you've run out of lair action options for a high-level table, think again. By making tweaks to existing lair actions, or homebrewing your own, you can create unique lair actions that are sure to surprise even the most seasoned of DND players. Here are the best lair actions for expert players.

10 Spell Absorption

Rooftop Chase via Wizards of the Coast

Ideal Creature

Lich

Key Effect

Loss of Spell Slots

This first lair action is ideal for liches, or any high-level magic user. The lich's lair can absorb spells and spell slots from unsuspecting magic users, forcing slivers of their magical essence to disappear.

On initiative count 20, roll a d10. On one through nine, remove one spell slot of that level from one player at random. On a ten, grant them one spell slot back that they had previously lost, beginning with the lowest slot. This is sure to make any magical encounter far more difficult and encourages players to be speedy with their turns.

9 Health Drain

Archmage by Viko Menezes

Ideal Creature

Any Necromantic Monster

Key Effect

Loss of Max HP

If players are contending against undead or other necromantic creatures, this next lair action is ideal. The lair of these creatures pulses with necromantic energy, occasionally draining the life force of anyone who stays there for too long.

On initiative count 20, have players roll a Constitution saving throw with a DC 14. On a failure, have players roll a d10 and subtract that HP from their HP maximum. You can also use a d6 if you want to make this lair action a bit easier on your players, or adjust the DC.

8 Sphere Of Annihilation

House of Lament via Wizards of the Coast

Ideal Creature

Celestials

Key Effect

Forced Player Movement

Spheres of Annihilation are magical objects that can be wielded by players and NPCs alike. For this lair action, we're going to tweak the rules slightly, but still employ similar magical effects on the field of play. Place a ten-foot diameter sphere at a point in the lair, manifesting on initiative count 20.

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From there, on every subsequent initiative count 20, have players make either a Dexterity or Strength saving throw (their choice) of DC 10, increasing by one every additional round. Should players fail, they are sucked toward the sphere by 10 feet. This encourages smart movement play, and can prevent barbarians and other melee combatants from getting too close to your big bad.

7 Acid Drip

Vitriolic Sphere by Ignatius Budi

Ideal Creature

Black Dragon

Key Effect

Acid Damage

This lair action is ideal for a Black Dragon, but can also be used for any creature that has acid damage or can inflict poison. Players fighting in the dragon's lair might notice that, every once in a while, green acid bubbles up from the ground and explodes at random intervals.

On initiative count 20, have players roll a Dexterity saving throw with a DC 13. Should they fail, acid bubbles up from the ground and douses them. They take 4d6 acid damage and incur the poison condition. Additionally, if they are wearing metallic armor, inform players that the acid corrodes their armor, reducing their AC by one for each time they fail the save.

6 Crumbling Cave

A Volcanic Battlefield by Kent Davis

Ideal Creature

Large or Gargantuan Beasts

Key Effect

Difficult Terrain/Bludgeoning Damage

If players are fighting against a dragon or other large beast, this is another great lair action, so long as you intend to set your combat encounter in a tight, enclosed space. On initiative count 20, the large beast thrashes their body from side to side, causing parts of the cave to collapse.

If your map has exterior hallways or passageways, use this lair action to sequester off shortcuts, so players cannot hide from the beast. Additionally, have all players make Dexterity saving throws to avoid falling debris (you can tailor the DC and exact damage to your party's level). Most importantly, whatever debris falls, add the outline of the debris to the map so that players' paths might be blocked.

5 Role Reversal

Movement & Position by Igor Grechanyi

Ideal Creature

Displacer Beasts, Hags

Key Effect

Forced Player Movement

Should the party fight against any creature that has access to teleportation magic, or if the party is fighting in the Outer Planes, this lair action is great. The lair the players find themselves in harbors a strange, ethereal sense of magic that arcana-based casters can tell is conjuration-based.

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On initiative count 20, have all players roll a d6. If any two players roll the same number, they automatically switch places on the battlefield. If nobody rolls the same number, have the two closest players switch places. This means that players will have to be strategic about character placement.

4 Wind Storm

The Winds of Pandemonium by Chris Rallis

Ideal Creature

Elementals

Key Effect

Difficult Terrain, Forced Movement

This next lair action is not only great for use against high-level players, but also extremely atmospheric. For this lair action, place players on top of a large structure, with no fences or guard rails surrounding the perimeter. Explain to the party that a large gust storm is kicking up as the combat encounter commences.

On initiative count 20, have players roll a Strength saving throw (or a Dexterity saving throw if they can justify it narratively). Should they fail the save, they are pushed by a large gust of wind, moving ten feet toward the edge of the perimeter. This forces players to use traversal and utility skills to keep their fellow players from falling off the edge of the map, potentially to their doom.

3 Gravity Well

Haven of the Red Quill via Wizards of the Coast

Ideal Creature

Celestials

Key Effect

Loss of Flight

At higher levels of play, one of the most frustrating things a Dungeon Master can deal with is flight-based abilities. If your party is full of fliers, and you're looking to ground them, use this next lair action. The lair the players find themselves in has an odd center of gravity. This is perfect flavor for a Spelljammer-based campaign.

On initiative count 20, the gravity of the lair shifts dramatically. All players in the air must make a Strength saving throw with a DC of 15. Should they fail, they are grounded instantly and take equivalent fall damage. Additionally, any grounded players who fail the save cannot move for one turn. This allows players to still fly, but to be careful about ending their turn in the air.

2 Spell Reflection

Tarrasque by Chris Rahn

Ideal Creature

Aberrations

Key Effect

Spell Bounces

Tarrasques, one of the most powerful creatures in Dungeons & Dragons, are known for having a similar ability to this lair action. This ability is perfect for magical aberrations, who might have a lair that is particularly immune to magic.

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On initiative count 20, have the last player who cast any kind of spell roll a d20. On an 11 or higher, they spell they cast reflects at them. If the spell is a damage spell, resolve the effects of that spell with the given player. If the spell is a utility or healing spell, the effect automatically occurs, unless a save is required. This can prove to be a boon or a detriment to players depending on how they use it.

1 The Ticking Clock

An Exciting Chase by Simon Dominic

Ideal Creature

Any

Key Effect

Time Limitation

Lastly, you can always use lair actions to impose a ticking clock on players, limiting the scope of the combat encounter. One of the easiest ways to do this is to utilize lair actions. For this example, assume that players are trying to put a stop to an arcane, necromantic ritual.

On initiative count 20, the ritual progresses and will be complete on round ten of combat. Every time players reach initiative count 20, a horde of undead zombies springs forth from the ground. For especially high levels of play, you can use more powerful undead creatures like vampires or Beholder Zombies.

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Dungeons and Dragons

9.0/10 Franchise Dungeons & Dragons Original Release Date 1974 Publisher Wizards of the Coast Designer E. Gary Gygax, Dave Arneson Player Count 2+ Expand Collapse