I'm glad to see that DCSONEVEC is on the same page with me as as far as getting into a dungeon without commands/signs, xD As far as bosses are concerned, that would be an EPIC addition to this mod. I really don't know all of what can be done as far as mods are concerned (I'm a programmer, but I haven't gotten into MC Modding, lol) but if you were able to upscale the size of the boss, so that you can tell it's the boss... or something of the sort - otherwise it would just look like a normal monster and nobody would realize which was the boss, especially if it can spawn other monsters during the battle. Definitely double/triple the health/damage - maybe make it's health proportional to the wave/level number set for the dungeon. I.E: it's the 4th wave, and a boss spawns; the boss has [mobHealth*(scaleFactor*4)] health, and let the scaleFactor variable be set by the person creating the dungeon or just in the config. The same method could be used for damage as well. Possibly another feature for the boss battles could be that another wave spawns DURING the battle... sort of like the boss spawning mobs, but don't let the boss just continually spawn mobs... make it something like the user would set how many sub-waves are within the boss battle, and which mobs spawn for each of those wave. Then those waves would spawn at various intervals throughout the fight in relation to the boss' health. I.E: The boss battle has 4 sub-waves: 1 = 2 zombies, 2 = 2 spiders, 3 = 2 creepers, and 4 = 4 skeletons. Then each wave would spawn based on it's relation to the boss' health: 1st wave spawns when the boss is at 100%, 2nd when it's at 75%, etc... Of course the methods at which these things work are up to you, I just choose doing things by proportions and relations because it involves less work in setting up the dungeon for the user. That way they don't have to set when the waves spawn, or how much health/damage the boss should have.