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Red Hand of Doom 4.0
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<blockquote data-quote="Benimoto" data-source="post: 4284683" data-attributes="member: 40093"><p>Okay, some specific feedback about the monsters you've got here. First, I have a slight preference for using the Monster Manual version of the hell hounds and manticore. As you can see, I think they fit reasonably well into the combats as they are, and it gives the players maybe a better sense of immersion if they can fight the same creature in this module as they do in others.</p><p></p><p>The Doom Hand cleric looks good, although my outline calls for him to be one level higher. I also feel as though he could use a definitive "leader" feature, even if it's just copying the <em>lead from the front</em> from the hobgoblin leader in the monster manual.</p><p></p><p>The bladebearer looks great, although again, my own plans call for him to be a level higher.</p><p></p><p>I like the hydra, though I also like keterys' version later in the thread.</p><p></p><p>I really like the wolf riders. Since the DMG clarifies that mounted NPCs and their mounts both get full actions in combat, perhaps it could be added that the goblin can use his move action to get the mount to shift, and that goblin tactics applies when either the goblin or the mount is missed by an attack and causes the mount to shift while mounted.</p><p></p><p>Karkilan is pretty simple, but that's fine. My own outline calls for him to be a level 7 elite, under the "all named monsters are elite" clause. Maybe he could have the Battle Champion or Savage Brute template from the DMg.</p><p></p><p>Wyrmlord Koth, I worry is a little too much like the PC warlocks. I feel as though maybe he should have some abilities that say "Red Hand of Doom", but I'm not sure what that would be. I'll think about it.</p><p></p><p>Varinthian looks great! My only concern is that since she's a solo, she might never have combat advantage to use her behir rend attack, unless she gets a rake off on an enemy unable to stand back up. Maybe her bite attack could have a secondary daze effect or something? That might be going over the top.</p><p></p><p>The ghost kittens look good. I don't have any good ideas for making the one more of a controller. Any sort of area attack, especially if it dazes or immobilizes would seem to qualify. But then again, it looks fine as a brute. I just thought a controller might be nice tactically, and I'm sure the PCs would appreciate the lower hit points on an insubstantial monster. Oh right, and "stunned until the end of the dire ghost lion’s next turn (save ends)" doesn't quite work. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Benimoto, post: 4284683, member: 40093"] Okay, some specific feedback about the monsters you've got here. First, I have a slight preference for using the Monster Manual version of the hell hounds and manticore. As you can see, I think they fit reasonably well into the combats as they are, and it gives the players maybe a better sense of immersion if they can fight the same creature in this module as they do in others. The Doom Hand cleric looks good, although my outline calls for him to be one level higher. I also feel as though he could use a definitive "leader" feature, even if it's just copying the [i]lead from the front[/i] from the hobgoblin leader in the monster manual. The bladebearer looks great, although again, my own plans call for him to be a level higher. I like the hydra, though I also like keterys' version later in the thread. I really like the wolf riders. Since the DMG clarifies that mounted NPCs and their mounts both get full actions in combat, perhaps it could be added that the goblin can use his move action to get the mount to shift, and that goblin tactics applies when either the goblin or the mount is missed by an attack and causes the mount to shift while mounted. Karkilan is pretty simple, but that's fine. My own outline calls for him to be a level 7 elite, under the "all named monsters are elite" clause. Maybe he could have the Battle Champion or Savage Brute template from the DMg. Wyrmlord Koth, I worry is a little too much like the PC warlocks. I feel as though maybe he should have some abilities that say "Red Hand of Doom", but I'm not sure what that would be. I'll think about it. Varinthian looks great! My only concern is that since she's a solo, she might never have combat advantage to use her behir rend attack, unless she gets a rake off on an enemy unable to stand back up. Maybe her bite attack could have a secondary daze effect or something? That might be going over the top. The ghost kittens look good. I don't have any good ideas for making the one more of a controller. Any sort of area attack, especially if it dazes or immobilizes would seem to qualify. But then again, it looks fine as a brute. I just thought a controller might be nice tactically, and I'm sure the PCs would appreciate the lower hit points on an insubstantial monster. Oh right, and "stunned until the end of the dire ghost lion’s next turn (save ends)" doesn't quite work. ;) [/QUOTE]
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