Helldritch
Hero
@Lyxen
We have a few tweaks we use.
1) the one two punch rule. You need two consecutive save after a fail to fully get rid of a spell or an effect.
2) Any caster can reassert control or effect of a concentration spell/effect on its turn at the cost of a bonus action. It stimulate a battle of will.
Example:" A lich cast hold on a character.
Round 1, the character fail his save. The character is hold.
Round two, character turn. The character saves, ending the hold.
Round two, lich turn. It reassert its hold on the character with a bonus action. If the character saves, the hold is over. If the character fails the save, he is held again.
Legendary monsters get more legendary action with groups that are bigger, counting NPCs too! A group of 7 characters will see the lich bonnified with 3 more legendary actions for the higher than four group. It makes some monsters particularly dangerous. Even more than what is expected.
I do not (or rarely) use mono type monsters/foes encounter. The more varied the monsters, the more complex the encounters are and the longer they last.
I use blockers with high AC using dodge action to make them harder to hit while their backpack pester the players with ranged attacks. Of course it is not always feasible but whenever I can do it, my players know the fight will jot be an easy one.
I use push, shove and grab to make monsters break players line or prevent a character to attack. They have to get out of the hold or must get back into formation to prevent foes to access their back rank. Monsters will attack held character at advantage. Just getting rid of hold waste the character's turn if successful. No action action to attack. The higher the character, the more attacks the character lose.
We have a few tweaks we use.
1) the one two punch rule. You need two consecutive save after a fail to fully get rid of a spell or an effect.
2) Any caster can reassert control or effect of a concentration spell/effect on its turn at the cost of a bonus action. It stimulate a battle of will.
Example:" A lich cast hold on a character.
Round 1, the character fail his save. The character is hold.
Round two, character turn. The character saves, ending the hold.
Round two, lich turn. It reassert its hold on the character with a bonus action. If the character saves, the hold is over. If the character fails the save, he is held again.
Legendary monsters get more legendary action with groups that are bigger, counting NPCs too! A group of 7 characters will see the lich bonnified with 3 more legendary actions for the higher than four group. It makes some monsters particularly dangerous. Even more than what is expected.
I do not (or rarely) use mono type monsters/foes encounter. The more varied the monsters, the more complex the encounters are and the longer they last.
I use blockers with high AC using dodge action to make them harder to hit while their backpack pester the players with ranged attacks. Of course it is not always feasible but whenever I can do it, my players know the fight will jot be an easy one.
I use push, shove and grab to make monsters break players line or prevent a character to attack. They have to get out of the hold or must get back into formation to prevent foes to access their back rank. Monsters will attack held character at advantage. Just getting rid of hold waste the character's turn if successful. No action action to attack. The higher the character, the more attacks the character lose.