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Are solo monsters weaker in 5e?
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<blockquote data-quote="dave2008" data-source="post: 7217302" data-attributes="member: 83242"><p>There were revisions to monster design in both the MM2 and the MM3 and from DMG 1 to DMG 2. </p><p></p><p>Per the DMG 2:</p><p></p><p>"Elites no longer gain additional bonuses to all defenses. Instead, follow the same rules as for standard monsters."</p><p></p><p>"The creation of solo monsters had change in three major ways. </p><p><strong>Hit points: </strong> Multiply hit points by 4. Monsters of 11th level or higher no longer have quintuple hit points</p><p><strong>Defenses:</strong> Solos no longer gain extra bonuses to all defenses. Use the same defenses as for standard monsters.</p><p><strong>Better When Bloodied:</strong> This type of change isn't as straightforward. When a solo monster is bloodied, it should become more dangerous and more mobile. Add a couple of abilities from the following list to reflect this advantage."</p><p></p><p>In addition, when the MM3 came out they revised the damage suggestions so that monsters caused more damage, and brutes no longer had a lower to hit. This was only covered in an errata/update to the DMG1: <a href="http://www.wizards.com/dnd/files/UpdateDMG.pdf" target="_blank">http://www.wizards.com/dnd/files/UpdateDMG.pdf</a></p><p></p><p>Also, when the essentials Monster Vault came out they started giving solos specific off turn actions and methods to mitigate stun-lock. Such As:</p><p></p><p><strong>Instinctive Slash</strong></p><p>On an initiative count of 10 + its initiative check, the dragon can use a free action to fly up to its speed and use claw. This movement does not provoke opportunity attacks. If the dragon cannot use a free action to make this attack due to a dominating or stunning effect, then that effect ends instead of the dragon making the attack.</p></blockquote><p></p>
[QUOTE="dave2008, post: 7217302, member: 83242"] There were revisions to monster design in both the MM2 and the MM3 and from DMG 1 to DMG 2. Per the DMG 2: "Elites no longer gain additional bonuses to all defenses. Instead, follow the same rules as for standard monsters." "The creation of solo monsters had change in three major ways. [B]Hit points: [/B] Multiply hit points by 4. Monsters of 11th level or higher no longer have quintuple hit points [B]Defenses:[/B] Solos no longer gain extra bonuses to all defenses. Use the same defenses as for standard monsters. [B]Better When Bloodied:[/B] This type of change isn't as straightforward. When a solo monster is bloodied, it should become more dangerous and more mobile. Add a couple of abilities from the following list to reflect this advantage." In addition, when the MM3 came out they revised the damage suggestions so that monsters caused more damage, and brutes no longer had a lower to hit. This was only covered in an errata/update to the DMG1: [URL]http://www.wizards.com/dnd/files/UpdateDMG.pdf[/URL] Also, when the essentials Monster Vault came out they started giving solos specific off turn actions and methods to mitigate stun-lock. Such As: [B]Instinctive Slash[/B] On an initiative count of 10 + its initiative check, the dragon can use a free action to fly up to its speed and use claw. This movement does not provoke opportunity attacks. If the dragon cannot use a free action to make this attack due to a dominating or stunning effect, then that effect ends instead of the dragon making the attack. [/QUOTE]
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