One of the challenges you can come across as a GM is how to make a boss character stand out mechanically or feel like a boss in a fight. There are some obvious ways to do it such as the bag of HP and high powered attacks. They're tried and true for a reason, they work, and every boss has to be able to absorb enough damage to feel like a challenge to take down while doing enough damage to feel like a threat. The thing is how does the boss do that, and how can you do it in a way so that a good round doesn't just blow up a player and take them out of the game while starting the death spiral for the encounter?