Yep, that didn't really cross my mind. I do remember a tickle in the back of my head when I was reading consume and thinking: "who would ever cast a fire at a fire elemental, way even have this trait?" I guess I should have thought about it more!Interesting note on the Fire Elementals. It looks like nothing stops them from casting firestorm and fireball, including themselves in the area, and getting a lot of healing along with the damage they do. That may not be well represented in the CR
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I was just thinking about this and one thing I haven't added that 4e swarms have is vulnerability to damage from AoE attacks. I think I should add that back in as it makes sense that AoE attacks would do more damage to a swarm. Not saying this will solve the problem, as I am not sure there is one, but it helps.Hezrou Horde
Challenge 27 (105,000 XP)
This is probably the first swarm that I think would live up to its CR, mainly because its nigh truly unkillable. I feel the party could literally throw the kitchen sink at this thing and barely dent it.... as almost everything they use would be halfed in damage (if not 1/4 because of the posioned condition). And a 16 AC, while still quite hittable for 20th level...is actually high enough that it might cause some misses on a 2 or 3 instead of just a 1....which over such a large amount of HP to chew through would actually matter.
I actually feel like this would turn into one of 3 things:
1) An unbeatable fight. If the party doesn't have the tools to fight this thing, they just cast something to slow this thing down and run like hell. If they can't run, they simply die, plinking against an invincible hoard. I'm all for that with such high CRs.
2) Throw 5 banishments at it (the first 4 are consumed by unstoppable and probably 1 spell the creature saved against). Swarm Resistance doesn't actually effect banishment, so the creature goes poof.
3) Use some autowin like mass fly (as it has no ranged attacks and no fly) or create a wall with a small opening (can only squeeze as a large creature can), or the 9th level invulnerability or something... and then prepare for the most boring fight of their lives, as they plink away at this thing with cantrips for an hour.
This is probably best used as a plot device, even with a 20th level party...it would just be so boring to fight head on.
That is a definite improvement. These higher CR monster swarms need an additional pass to pick up little ease of play improvements like that. Thank you!Vrock Chaos Squadron
Legendary Spores. The swarm can make a spores attack twice on its turn and each legendary action turn before it needs to roll to recharge this action. Make a separate recharge roll on the swarms turn and one for each of its legendary action turns to recharge the ability independently for each turn.
This is a cool ability (would be neat to see on like a ultra dragon or something) ... but I feel like it generates so many rolls for such little damage... its really about the poisoned effect to me. For a nice high CR like this, I think you can get away with auto effect and something a bit more dangerous and ubiquitous, which will also save the DM and players a ton of roll headache.
Legendary Spores: Any creature that starts their turn within 15 feet of the swarm is infected by spores. You are poisoned and take 5 poison damage at the start of each of your turns, including the turn you were infected. This effect continues until you are splashed with holy water, or treated with a spell that removes the poisoned condition.
(if you want to be nice you could also just give it a minute duration...but I think your well within your rights to get nasty at these CRs)
Kinda of the inverse of the general save for half damage. You take damage, and save to prevent full or more damage. Interesting - thanks for sharing.Btw if you want some new damage mechanics for any other high CR monsters, here are a couple I used in my high level 4e games that worked very well.
Immediate Damage: Effect does 10 damage. Immediately make a con save, on a failure, take another 10 damage. Continue this effect until the saving throw is passed.
(so it take ongoing damage and crams it into one series of rolls. The player keeps rolling until they pass, which determines the total amount of damage they take).
Escalating Damage: Effect does 10 damage. Immediately make a con save, on a failure, take 10 damage, and the damage base is increased by 5. Continue this effect until the saving throw is passed.
(for truly scary monsters I used this. So its the same as immediate damage except now the damage not only repeats, it grows with each failed save).
I am not sure where you're getting the 1/2 damage on everything (except spells and similar).