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<blockquote data-quote="Campbell" data-source="post: 7830998" data-attributes="member: 16586"><p>Monsters that have weaknesses have more hp to compensate. Some monsters have extremely low AC or saves for their level also have significantly higher hp to compensate. There's more variability built into monsters at both ends than Player Characters.</p><p></p><p>As an example a Balor has 480 hit points, but a PC who takes advantage of its weaknesses can do as much as 60 extra damage per strike. A 20th level Monk with fist wraps that have the holy and frost runes attached who lands 3 strikes could do 180 extra damage to the Balor above and beyond what they would normally do.</p><p></p><p>As another example a zombie shambler is level -1 has an AC of 12, 20 hit points, is permanently slowed 1 so it only 2 actions, and has weakness 5 to positive and slashing damage. That AC means a typical first level Barbarian hits it on a 5 and scores a critical hit on a 15. Those hits do 5 extra damage with a slashing weapon like a bastard sword and if the Barbarian is raging and has the spirit instinct it takes 10 extra damage. They also take negative healing so if the party is facing a bunch of them a Cleric could cast a 3 action heal that would do d8 damage to every zombie in 30 feet while healing all their allies. Since this is positive damage it would also do 5 extra damage to each zombie.</p><p></p><p>In short while a monster is supposed to be an even match for a player character of that level it does not meant they are built like player characters. Monsters tend to be more resilient than Player Characters when you go against them where they are strong, but less resilient when you hit them where they weak. This is that puzzle box design where players are rewarded for knowing what they are up against and exploiting weaknesses.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7830998, member: 16586"] Monsters that have weaknesses have more hp to compensate. Some monsters have extremely low AC or saves for their level also have significantly higher hp to compensate. There's more variability built into monsters at both ends than Player Characters. As an example a Balor has 480 hit points, but a PC who takes advantage of its weaknesses can do as much as 60 extra damage per strike. A 20th level Monk with fist wraps that have the holy and frost runes attached who lands 3 strikes could do 180 extra damage to the Balor above and beyond what they would normally do. As another example a zombie shambler is level -1 has an AC of 12, 20 hit points, is permanently slowed 1 so it only 2 actions, and has weakness 5 to positive and slashing damage. That AC means a typical first level Barbarian hits it on a 5 and scores a critical hit on a 15. Those hits do 5 extra damage with a slashing weapon like a bastard sword and if the Barbarian is raging and has the spirit instinct it takes 10 extra damage. They also take negative healing so if the party is facing a bunch of them a Cleric could cast a 3 action heal that would do d8 damage to every zombie in 30 feet while healing all their allies. Since this is positive damage it would also do 5 extra damage to each zombie. In short while a monster is supposed to be an even match for a player character of that level it does not meant they are built like player characters. Monsters tend to be more resilient than Player Characters when you go against them where they are strong, but less resilient when you hit them where they weak. This is that puzzle box design where players are rewarded for knowing what they are up against and exploiting weaknesses. [/QUOTE]
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