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5e Updates: Monstrous Compendium
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<blockquote data-quote="Stalker0" data-source="post: 8191302" data-attributes="member: 5889"><p>Looking at the Seraphim. At CR 26 (even before the Mythic) I imagine this creature as the final boss of a 20th level campaign. Aka this is something that I expect a fully rested party with all of the things PCs could in theory get access to, and yet still be one of the deadliest challenges they have faced. And wow, does this monster show up! Really impressive saves + unstoppable + magic resistance + at-will dispel magic + 3/day counterspell means that fighting this thing is more of a physical affair, and its physical skills are still quite impressive. My notes:</p><p></p><p>1) There are a few typos in the stat block. You reference dragon and solar at one point. Greatspear section of legendary actions has (tow instead of two). Under Globe of Protection you use spear instead of sphere.</p><p></p><p>2) So wanted to get your thoughts on how the great spear "restrain" actually works because of its lack of duration. For example, in my head the spear has literally speared through the person and is immobile like some immovable rod. This would mean that if the seraphim teleported, the spear would remain (and therefore you lose the spear attack), and the person would be restrained forever. Or if the player teleports away from the spear, he loses the restrained condition, and the spear just stays there? Or perhaps the spear actually merges with the person (imposing the restrained condition no matter where they go), and can be resummoned to the seraphim at a moment's thought.</p><p></p><p>This is one of those that maybe its just up to the DM to interpret, but since teleports are likely to be pretty common in such a high level battle, it was something I had to give some real thought to as I imagined how such a fight would go down.</p><p></p><p>3) Healing "Touch" isn't a touch. It may be a flavor thing but I could easily see a DM forget that its not touch just because of the name. Even players may go "wait you just said healing touch, you can't just look at the guy and do it can you?" ....which of course means they will stop and check the stats. Those names matter.</p><p></p><p>Also important check, unlike the other celestial healing touches, it does seem that the Seraphim can use this to heal themselves. I think that is completely appropriate for such a high CR, but if that is the intention, its even more important to change the name, to really showcase that the rules on this ability work differently than lesser celestials. </p><p></p><p>3) I like the decision between greatspear and slam. In some statblocks the first attack is simply better than the second, but the second is used as a bonus action in some way later. Aka its not really meant to be its own true attack. But in this case, its a tough call. The paralization DC is incredible, I would expect it to just work on the majority of targets (barring freedom of movement, which I would expect to have been removed by wheel of fire before I attempt this if the Seraphim considers this an actual fight). And paralysis with this guy is just brutal, both for the legendary action follow up attacks he can take, but also that with advantage he crits a good portion of the time. The great spear does a good bit more damage, but its really that +3 extra attack which gives it the juice, so both attacks are just really good in their own right.</p><p></p><p>4) Honestly this guy's only real weakness is his hitpoints are quite low for such a high CR. His energy resistances do help, and the high AC is nice, but I would not imagine he will last long against a full 20th level party that actually brings physical pain. I think this would definitely be a scenario where he would teleport or plane shift to a host of lesser angels that would heal him straight up, and then come back as needed (again another reason that spear effect might linger in interesting ways).</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8191302, member: 5889"] Looking at the Seraphim. At CR 26 (even before the Mythic) I imagine this creature as the final boss of a 20th level campaign. Aka this is something that I expect a fully rested party with all of the things PCs could in theory get access to, and yet still be one of the deadliest challenges they have faced. And wow, does this monster show up! Really impressive saves + unstoppable + magic resistance + at-will dispel magic + 3/day counterspell means that fighting this thing is more of a physical affair, and its physical skills are still quite impressive. My notes: 1) There are a few typos in the stat block. You reference dragon and solar at one point. Greatspear section of legendary actions has (tow instead of two). Under Globe of Protection you use spear instead of sphere. 2) So wanted to get your thoughts on how the great spear "restrain" actually works because of its lack of duration. For example, in my head the spear has literally speared through the person and is immobile like some immovable rod. This would mean that if the seraphim teleported, the spear would remain (and therefore you lose the spear attack), and the person would be restrained forever. Or if the player teleports away from the spear, he loses the restrained condition, and the spear just stays there? Or perhaps the spear actually merges with the person (imposing the restrained condition no matter where they go), and can be resummoned to the seraphim at a moment's thought. This is one of those that maybe its just up to the DM to interpret, but since teleports are likely to be pretty common in such a high level battle, it was something I had to give some real thought to as I imagined how such a fight would go down. 3) Healing "Touch" isn't a touch. It may be a flavor thing but I could easily see a DM forget that its not touch just because of the name. Even players may go "wait you just said healing touch, you can't just look at the guy and do it can you?" ....which of course means they will stop and check the stats. Those names matter. Also important check, unlike the other celestial healing touches, it does seem that the Seraphim can use this to heal themselves. I think that is completely appropriate for such a high CR, but if that is the intention, its even more important to change the name, to really showcase that the rules on this ability work differently than lesser celestials. 3) I like the decision between greatspear and slam. In some statblocks the first attack is simply better than the second, but the second is used as a bonus action in some way later. Aka its not really meant to be its own true attack. But in this case, its a tough call. The paralization DC is incredible, I would expect it to just work on the majority of targets (barring freedom of movement, which I would expect to have been removed by wheel of fire before I attempt this if the Seraphim considers this an actual fight). And paralysis with this guy is just brutal, both for the legendary action follow up attacks he can take, but also that with advantage he crits a good portion of the time. The great spear does a good bit more damage, but its really that +3 extra attack which gives it the juice, so both attacks are just really good in their own right. 4) Honestly this guy's only real weakness is his hitpoints are quite low for such a high CR. His energy resistances do help, and the high AC is nice, but I would not imagine he will last long against a full 20th level party that actually brings physical pain. I think this would definitely be a scenario where he would teleport or plane shift to a host of lesser angels that would heal him straight up, and then come back as needed (again another reason that spear effect might linger in interesting ways). [/QUOTE]
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