Imaculata
Hero
Or, y'know, not do that, and let the warlock's player feel good about having a useful ability for the encounter rather than nerfing it in advance.
Well that's why I'd rather make it a choice. Rather than nerfing it directly, I'd add some consequences to it. For example, if there are healing pools, then the Warlock must be mindful in which direction he pushes the Mindflayers. He can still use the ability, but the encounters forces him to use some strategy, instead of just spamming it.
This reminds me of a 3.5 encounter I designed a few years ago, which basically did the exact opposite. Rather than adding a consequence to the players pushing the enemies, I added a consequence to the enemies pulling the players. I had them fighting on a bridge inside a cave, while giant aquatic spiders were shooting webs at them, and trying to pull them off the bridge. The players had to take cover, or they could get pulled off the bridge, into the web-filled water below.
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