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Challenging the enlarged monk
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<blockquote data-quote="argo" data-source="post: 1676900" data-attributes="member: 5752"><p>Speaking from experience (monk player) I second the idea of simply relying on big meele critters. A monk excells at fighting mooks, spellcasters, and humanoid opponents of his same size or smaller. If he faces a big non-humanoid with decent melee abilities he will shut right down (as a player that is when I start analyzing the battlefield as a whole and look for other ways to contribute besides making attack rolls). If he uses his spring attack that just means he wastes his turn doing minimal damage while the barbarian carries the fight.</p><p></p><p>Some other nasty ideas that occur to me:</p><p></p><p>Introduce a rival monk (compleate with enlarge-capability if nessicary) as a reoccurring villan with a personal grudge against the PC (or a rival school that sends disposable monks again and again). This monk should be built for grappling and try to engage the PC monk while other concerns keep the rest of the party occupied (he allies with the existing bad guys for a chance at the PC monk). One-on-one gapple matches tend to be knock down drag out affairs so that encounter will provide plenty of drama/tension while effectively removing the monk PC from the rest of the battle. Monks make great reoccurring villans because, with a few choice magic items, nobody has a better chance of escaping a PC party without requiring DM intervention than a monk. Just make sure the party rogue doesn't come to help while the villan is grappling with the player; grapple + rogue ally = dead grappler.</p><p></p><p>Lure him into getting enlarged then swarm him with a bunch of fighters who are size small or tiny; I'm thinking a bunch of halflings with weapon finesse, rapiers and mobility under the effect of a Reduce person spell. The cumiluative modifiers to AC and attack will make his life miserable as he is pecked to death. And its funny too <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p>Or just invent challenges well-suited to a guy with high mobility and good saves and place them in combats where it is apparent the fight is well-matched against the rest of the party. Some vital lever on a ledge somewhere needs pulling, sure the wizard could just cast Fly and zip right over there, but wouldn't he be more usefull throwing dispel-magic at the buffed enemy cleric or something?</p></blockquote><p></p>
[QUOTE="argo, post: 1676900, member: 5752"] Speaking from experience (monk player) I second the idea of simply relying on big meele critters. A monk excells at fighting mooks, spellcasters, and humanoid opponents of his same size or smaller. If he faces a big non-humanoid with decent melee abilities he will shut right down (as a player that is when I start analyzing the battlefield as a whole and look for other ways to contribute besides making attack rolls). If he uses his spring attack that just means he wastes his turn doing minimal damage while the barbarian carries the fight. Some other nasty ideas that occur to me: Introduce a rival monk (compleate with enlarge-capability if nessicary) as a reoccurring villan with a personal grudge against the PC (or a rival school that sends disposable monks again and again). This monk should be built for grappling and try to engage the PC monk while other concerns keep the rest of the party occupied (he allies with the existing bad guys for a chance at the PC monk). One-on-one gapple matches tend to be knock down drag out affairs so that encounter will provide plenty of drama/tension while effectively removing the monk PC from the rest of the battle. Monks make great reoccurring villans because, with a few choice magic items, nobody has a better chance of escaping a PC party without requiring DM intervention than a monk. Just make sure the party rogue doesn't come to help while the villan is grappling with the player; grapple + rogue ally = dead grappler. Lure him into getting enlarged then swarm him with a bunch of fighters who are size small or tiny; I'm thinking a bunch of halflings with weapon finesse, rapiers and mobility under the effect of a Reduce person spell. The cumiluative modifiers to AC and attack will make his life miserable as he is pecked to death. And its funny too :p Or just invent challenges well-suited to a guy with high mobility and good saves and place them in combats where it is apparent the fight is well-matched against the rest of the party. Some vital lever on a ledge somewhere needs pulling, sure the wizard could just cast Fly and zip right over there, but wouldn't he be more usefull throwing dispel-magic at the buffed enemy cleric or something? [/QUOTE]
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