the Jester
Legend
Your stat blocks are invisible, [MENTION=63]RangerWickett[/MENTION]. Can you remove any formatting from them?
Wow, ongoing 25 damage until grab ends on a level 16 solo. I like how you roll![]()
@Manbearcat Yes! I totally agree a lot of good advice could be compiled about how to link solos to their lairs; that D&D 5e black dragon article was a step in the right direction IMHO.
To that end, I think it would be helpful if maybe a few folks did a tutorial on what sort of lair and battlefield compositions synergizes with the BBEG's presented here and how they would yield a dynamic, climactic combat.
At some point in the future I'll probably do so for a few of [MENTION=1210]the Jester[/MENTION]'s if he doesn't mind. His orc horde one is disturbingly similar to one in my game (I used two Solo barbarian Swarms + other minions for a mass battle that wrapped up a tier of play). I might use that one.
Not that this isn't fine if you want it to work this way, but solos don't actually need this much damage to be as damaging as a same-level monster, in general. An encounter of five standard monsters will, assuming the PCs focus fire, inflict a decreasing number of attacks per round as the combat proceeds. A solo, on the other hand, will do the same average damage each round (if it is not condition bound).Since a solo is the equivalent of 5 monsters, I always try to give solos 5 attacks per round.
Not that this isn't fine if you want it to work this way, but solos don't actually need this much damage to be as damaging as a same-level monster, in general. An encounter of five standard monsters will, assuming the PCs focus fire, inflict a decreasing number of attacks per round as the combat proceeds. A solo, on the other hand, will do the same average damage each round (if it is not condition bound).
A result f this is that solos only need to do around three times the damage of a standard, provided that they can't be condition-bound to do more than reduce their damage by roughly a third. Giving them quadruple damage and condition-proofing half of it (or slightly less) would have a similar effect.
Not that this isn't fine if you want it to work this way, but solos don't actually need this much damage to be as damaging as a same-level monster, in general. An encounter of five standard monsters will, assuming the PCs focus fire, inflict a decreasing number of attacks per round as the combat proceeds. A solo, on the other hand, will do the same average damage each round (if it is not condition bound).
A result f this is that solos only need to do around three times the damage of a standard, provided that they can't be condition-bound to do more than reduce their damage by roughly a third. Giving them quadruple damage and condition-proofing half of it (or slightly less) would have a similar effect.