CapnZapp
Legend
The general solution to the entire Solo issue, I think, must be the hydra solution.
That is, to treat the Solo as a collection of several (at least three) individual monsters.
If not graphically, so at least for the purposes of withstanding save or suck spells.
Let Chill Touch or Hold Monster or whatever work exactly as normal. No legendary saves.
But against a Solo they only have one third of their effect.
Chill Touch reduces regeneration 12 to regeneration 8, and regeneration 45 to regeneration 30. Feel free to have all your casters in the party blast away! The next Chill Touch reduces regen to 4 or 15 respectively. After regenerating what's left, the monster's regen rate is restored to 12 or 45 and the cycle begins anew.
A paralyzing effect needs to be cast three times to have its full effect:
First failed save: the monster can't use legendary actions, except that at init 10 it saves to get rid of the effect.
Second failed save: the monster can't both move and attack during its turn, except at init 20 it saves again.
Third failed save: the monster is fully held or confused or bedazzled or whatevs, and at its initiative it saves yet again.
That is, to treat the Solo as a collection of several (at least three) individual monsters.
If not graphically, so at least for the purposes of withstanding save or suck spells.
Let Chill Touch or Hold Monster or whatever work exactly as normal. No legendary saves.
But against a Solo they only have one third of their effect.
Chill Touch reduces regeneration 12 to regeneration 8, and regeneration 45 to regeneration 30. Feel free to have all your casters in the party blast away! The next Chill Touch reduces regen to 4 or 15 respectively. After regenerating what's left, the monster's regen rate is restored to 12 or 45 and the cycle begins anew.
A paralyzing effect needs to be cast three times to have its full effect:
First failed save: the monster can't use legendary actions, except that at init 10 it saves to get rid of the effect.
Second failed save: the monster can't both move and attack during its turn, except at init 20 it saves again.
Third failed save: the monster is fully held or confused or bedazzled or whatevs, and at its initiative it saves yet again.