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General Tabletop Discussion
*Dungeons & Dragons
Balancing Mummy Lord fight with CR
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<blockquote data-quote="iserith" data-source="post: 8273987" data-attributes="member: 97077"><p>It really depends on how taxed on resources the PCs are when they get to this fight. If they are fresh, then it probably doesn't matter how many additional mummies you add - they'll get dusted fairly easily with characters at that level. You can basically throw out the CR guidelines at this level if your players have any level of play experience.</p><p></p><p>I would suggest you give the mummy lord <em>counterspell </em>and have Cast <em>Dispel Magic</em> as a legendary action. Then make sure to use the Lair Action that wracks spellcasters with pain. An environmental effect like bad air or even explosive gases can also put a damper on the fire magic. You could even make the chamber air tight which would be neat - just create some kind of option to get some air in the room like busting down stone doors or something.</p><p></p><p>Set up the terrain such that the mummy can stay out of the reach of the melee PCs for as long as possible and harry them with spells (keep tabs on concentration) and dreadful glares while mummies, swarms of beetles, or whatever else is thematic whittles them down. The legendary action that allows it to turn into a whirlwind might help with mobility. It wouldn't hurt to give it <em>misty step</em> though. I would also get rid of the immunity to dreadful glare on a successful save.</p><p></p><p>I can't underscore enough that terrain is going to be your friend here, both in presenting a cool thematic encounter, but also creating a tactical challenge to the PCs. So I recommend spending at least as much time thinking and designing that as you do in picking monsters.</p></blockquote><p></p>
[QUOTE="iserith, post: 8273987, member: 97077"] It really depends on how taxed on resources the PCs are when they get to this fight. If they are fresh, then it probably doesn't matter how many additional mummies you add - they'll get dusted fairly easily with characters at that level. You can basically throw out the CR guidelines at this level if your players have any level of play experience. I would suggest you give the mummy lord [I]counterspell [/I]and have Cast [I]Dispel Magic[/I] as a legendary action. Then make sure to use the Lair Action that wracks spellcasters with pain. An environmental effect like bad air or even explosive gases can also put a damper on the fire magic. You could even make the chamber air tight which would be neat - just create some kind of option to get some air in the room like busting down stone doors or something. Set up the terrain such that the mummy can stay out of the reach of the melee PCs for as long as possible and harry them with spells (keep tabs on concentration) and dreadful glares while mummies, swarms of beetles, or whatever else is thematic whittles them down. The legendary action that allows it to turn into a whirlwind might help with mobility. It wouldn't hurt to give it [I]misty step[/I] though. I would also get rid of the immunity to dreadful glare on a successful save. I can't underscore enough that terrain is going to be your friend here, both in presenting a cool thematic encounter, but also creating a tactical challenge to the PCs. So I recommend spending at least as much time thinking and designing that as you do in picking monsters. [/QUOTE]
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Balancing Mummy Lord fight with CR
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