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<blockquote data-quote="eamon" data-source="post: 5295051" data-attributes="member: 51942"><p>The level's probably too high. This looks like a monster many people will have trouble hitting at all, particularly those targeting NADs. And then he's got a huge number of hitpoints. Attacks vs. NAD's are too good too, probably.</p><p></p><p></p><p>His abilities are almost pretty much impossible to resist; The auras looks too strong. Really, this depends on your party makeup (including details like what powers and abilities they have to get out of trouble), so it's not easy to say whether these extremely strong abilities actually matter.</p><p></p><p>Have you considered taking an existing high-level solo and modifying it? Everybody seems to like the design of Lolth from the MM3, and there's a thread about a Boss-Monster design currently too, which may help.</p><p></p><p>Some facets of your design may make the combat boring. Firstly, that the high defenses and hitpoints, and secondly that's the inevitability of the creature's attacks (including aura's). Close burst 10 and larger aura's and attacks mean that positioning etc will be largely meaningless for the monster - it'll hit everything, all the time.</p><p></p><p>I'll be honest, I'm not a fan of solos. This solo looks like it has a good chance to completely overwhelm a party... or not, if the party finds the right trick. Could he be immobilized and then slowly ground to dust by an archer?</p><p></p><p>So if you like the flavor of your beast, I'd reengineer it to be lower level. Then, steal some good ideas from others to keep the solo fight interesting. The easiest way to keep a solo fight interesting is not to use a solo; for instance perhaps your solo splits into three elites on death, which each split into two standards on death, which each split into three minions - (make sure to keep hitpoints low enough). You can describe the original monsters essence as swirling about, causing subsequent generation's aura's (for instance) - and make it clear that if they don't defeat the split monster, it will coalesce and reform once more. Each of these iterations of the monster could well be based on a preexisting monster to make it easier for you.</p><p></p><p>Or, you could just take Lolth and reflavor and replace bits piece by piece to get something that works for you.</p><p></p><p>In short: lower the hitpoints and level, and keep tactical variety up by introducing changes as the battle progresses and/or don't make all the most powerful things aura's and close burst 10's.</p></blockquote><p></p>
[QUOTE="eamon, post: 5295051, member: 51942"] The level's probably too high. This looks like a monster many people will have trouble hitting at all, particularly those targeting NADs. And then he's got a huge number of hitpoints. Attacks vs. NAD's are too good too, probably. His abilities are almost pretty much impossible to resist; The auras looks too strong. Really, this depends on your party makeup (including details like what powers and abilities they have to get out of trouble), so it's not easy to say whether these extremely strong abilities actually matter. Have you considered taking an existing high-level solo and modifying it? Everybody seems to like the design of Lolth from the MM3, and there's a thread about a Boss-Monster design currently too, which may help. Some facets of your design may make the combat boring. Firstly, that the high defenses and hitpoints, and secondly that's the inevitability of the creature's attacks (including aura's). Close burst 10 and larger aura's and attacks mean that positioning etc will be largely meaningless for the monster - it'll hit everything, all the time. I'll be honest, I'm not a fan of solos. This solo looks like it has a good chance to completely overwhelm a party... or not, if the party finds the right trick. Could he be immobilized and then slowly ground to dust by an archer? So if you like the flavor of your beast, I'd reengineer it to be lower level. Then, steal some good ideas from others to keep the solo fight interesting. The easiest way to keep a solo fight interesting is not to use a solo; for instance perhaps your solo splits into three elites on death, which each split into two standards on death, which each split into three minions - (make sure to keep hitpoints low enough). You can describe the original monsters essence as swirling about, causing subsequent generation's aura's (for instance) - and make it clear that if they don't defeat the split monster, it will coalesce and reform once more. Each of these iterations of the monster could well be based on a preexisting monster to make it easier for you. Or, you could just take Lolth and reflavor and replace bits piece by piece to get something that works for you. In short: lower the hitpoints and level, and keep tactical variety up by introducing changes as the battle progresses and/or don't make all the most powerful things aura's and close burst 10's. [/QUOTE]
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