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<blockquote data-quote="Leatherhead" data-source="post: 7020619" data-attributes="member: 53176"><p>The purpose of the <em>Regeneration</em> ability on the Moldies is similar to the <em>Undead Fortitude</em> ability on a Zombie:</p><p>You can knock them down, but unless you do a specific thing, they will get back up. If you are finding the minutiae of adding +3 hp every turn to a bunch of minions to be too excessive, then ignore it until they get knocked out. At higher levels, one hit is likely to knock them out anyway.</p><p></p><p>They are also smart enough to potentially harness the power of the Russet Mold that spawned them, weaponizing it in general, and/or purposely spreading it to different areas to either expand a colony or make new one. I'm not totally underwhelmed by them, but perhaps "zombie outbreak" fatigue is generating a general meh, as it does in real life after so many horror flicks. I could see a few plot points featuring them, but not an entire adventure.</p><p></p><p>The Thorny is disappointing all over. Big enough to be a mount, but not fast enough to warrant doing so. Also, Spikes that trigger on an attack that nobody is going to bother using against them. The only option then, would be to change them. Firstly, make the spikes also trigger on any melee attack that hits them, secondly, give them some kind of ability that roots The PCs next to them. A vine or goo grapple is obvious, but an emanation of sticky spores that make the area around them into difficult terrain is also a thematic option. With changes like those, suddenly the Thorny has a purpose: A front-line roadblock for the Vegepygmies to hide behind (and a rather impressive one for the CR range), allowing them to launch their sling-stones, spears, or pots of mold with impunity from afar.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 7020619, member: 53176"] The purpose of the [I]Regeneration[/I] ability on the Moldies is similar to the [I]Undead Fortitude[/I] ability on a Zombie: You can knock them down, but unless you do a specific thing, they will get back up. If you are finding the minutiae of adding +3 hp every turn to a bunch of minions to be too excessive, then ignore it until they get knocked out. At higher levels, one hit is likely to knock them out anyway. They are also smart enough to potentially harness the power of the Russet Mold that spawned them, weaponizing it in general, and/or purposely spreading it to different areas to either expand a colony or make new one. I'm not totally underwhelmed by them, but perhaps "zombie outbreak" fatigue is generating a general meh, as it does in real life after so many horror flicks. I could see a few plot points featuring them, but not an entire adventure. The Thorny is disappointing all over. Big enough to be a mount, but not fast enough to warrant doing so. Also, Spikes that trigger on an attack that nobody is going to bother using against them. The only option then, would be to change them. Firstly, make the spikes also trigger on any melee attack that hits them, secondly, give them some kind of ability that roots The PCs next to them. A vine or goo grapple is obvious, but an emanation of sticky spores that make the area around them into difficult terrain is also a thematic option. With changes like those, suddenly the Thorny has a purpose: A front-line roadblock for the Vegepygmies to hide behind (and a rather impressive one for the CR range), allowing them to launch their sling-stones, spears, or pots of mold with impunity from afar. [/QUOTE]
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