D&D 5E Mythic Odysseys of Theros

While that is how it reads, I think it is fairly obvious that if this is a mythic creature that the mythic trait overrides anything like disintegrate of chill touch. Think of it as the old immediate interrupt (was that thing in 4e or am I think of the old interrupt cards in MtG?), basically, whatever brings the mythic creature to 0, if there are additional riders, its effects are interrupted by the mythic trait (or the cutscene as someone mentioned earlier).
 

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While that is how it reads, I think it is fairly obvious that if this is a mythic creature that the mythic trait overrides anything like disintegrate of chill touch. Think of it as the old immediate interrupt (was that thing in 4e or am I think of the old interrupt cards in MtG?), basically, whatever brings the mythic creature to 0, if there are additional riders, its effects are interrupted by the mythic trait (or the cutscene as someone mentioned earlier).

Perhaps, would be an interesting Twitter question.

But yeah remember the tarrasque been defeated by acid spray plus fly spell.
 

Just checked and yeah chill touch counters the mythic trait.

They probably should have included the mythic HP in original up and when HP falls below XYZ mythic actions switch on.

Power word kill also negates the mythic ability.
I disagree and gave a pretty clear explanation in post #49 If you read the rules for mythic traits and mythic encounters that I quoted I don't know how you could rule chill touch or power word kill ends a mythic monster.
 

Perhaps, would be an interesting Twitter question.

But yeah remember the tarrasque been defeated by acid spray plus fly spell.
It has already be posted on twitter, just waiting for the response.

However, the intent is clear. Mytic traits are a DM option. If the DM chooses to use them, they are choosing to override chill touch, or disintegrate or power word kill as the rules are described for mythic traits and mythic encounters. The stat block is not all the rules for the monster.
 


Has it? Or is that just something people say it whiteroom theorycrafting?

Theory crafting it has crap dex score and no ranged attack.

Personally I think it's funny, the old AD&D immunities prevented things like this lol.

5E went for the 4E buckets of hit points approach, doesn't work so well. Not that most high level monsters ever see the light of day in most games anyway so it's irrelevant 90%+ of the time.
 
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Theory crafting it has crap sex score and no ranged attack.
Though I agree the Big T needs some love (I mean Tiamat has similar HP and immunity to spells and regeneration which gets rid of this issue); however Acid Splash is not the most effective strategy. Its range is only 60 feet and Big T can cover 100 ft in a round and still get off its multiattack. Since a single multiattack can do 148 damage, most casters will not last long with Big T in that kind of conflict. Not to mention improvised leaping, throwing, and such.

PS - I missed that you also noted the fly spell (which helps).
 

Though I agree the Big T needs some love (I mean Tiamat has similar HP and immunity to spells and regeneration which gets rid of this issue); however Acid Splash is not the most effective strategy. Its range is only 60 feet and Big T can cover 100 ft in a round and still get off its multiattack. Since a single multiattack can do 148 damage, most casters will not last long with Big T in that kind of conflict. Not to mention improvised leaping, throwing, and such.

PS - I missed that you also noted the fly spell (which helps).

I like AD&D big T.

High level monsters in 5E mostly a joke anyway.
 

I like AD&D big T.

High level monsters in 5E mostly a joke anyway.
Its all relative. The MM works pretty darn well for groups like mine, but not for groups like yours. 5e can cater to a wide variety of play styles, but it only has one type of monster. The DM has to be able to adjust them to their group. Unfortunately the DMG didn't give any advice on this. Fortunately, it is trivially easy to make monsters tougher of needed.

Now, mythic monsters are no joke. Though I would still make some tweaks to make them more fearsome (and stay within the CR guidelines).
 

Its all relative. The MM works pretty darn well for groups like mine, but not for groups like yours. 5e can cater to a wide variety of play styles, but it only has one type of monster. The DM has to be able to adjust them to their group. Unfortunately the DMG didn't give any advice on this. Fortunately, it is trivially easy to make monsters tougher of needed.

Now, mythic monsters are no joke. Though I would still make some tweaks to make them more fearsome (and stay within the CR guidelines).

I also have my suspicions a lot of the playerbase isn't doing 6-8 encounters.
 

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