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<blockquote data-quote="Chaosmancer" data-source="post: 9534343" data-attributes="member: 6801228"><p>Very subtle changes with the Berserker and the Cultist, but changes I like quite a bit. The Berserker is actually a bit scarier now.</p><p></p><p></p><p></p><p>Well, this puts the last nail in the coffin for me. Resistance to non-magical weapon damage is completely gone. Good riddance I think, as it allows them to far more effectively match HP to the party. A lot of enemies with that resistance were half as tough as they were expected to be, which caused problems. </p><p></p><p>Also, this Fire Elemental is an interesting change on their damage. Burning does less damage now (1d4 per turn instead of the 1d10) and the elemental no longer particularly punishes fighters by hurting them multiple times. Instead, it has an aura that hits EVERYTHING around it. </p><p></p><p>I think, in the end, the Elemental's damage vs a single melee target is reduced, but their damage against a party is going to be increased.</p><p></p><p></p><p></p><p></p><p>Love that they gave a way to repair the armor and that instead of destroying the weapons that hit it, the ooze instead deals damage to you for hitting it. They are definetly reconsidering a lot of pain points that Melee martials had.</p><p></p><p></p><p></p><p>Oh ho ho, this is nice. Interestingly, they didn't bump the hp from losing the non-magical weapon resistance, but instead they gave a potential bonus action knock out, and the if the Incubus can escape (which is not diffifult with at-will etherealness and disguise self) it can prevent healing. </p><p></p><p>Dang. The more I see how this statblock synergizes the more it moves into my "I will only use this sparingly, because played to the hilt this thing is a party killer" category. Curious how the Succubus statblock would be different.</p><p></p><p></p><p></p><p>Hmm, interesting that the Ogre actually got zero changes</p><p></p><p></p><p></p><p>Oh, and the succubus block is included as well! </p><p></p><p>Okay, no real synergies with the Incubus, but losing the Ethereal abilities is fascinating. Instead, this version can through out an 8 hr concentration domination every round. Grab somoene, either draining kiss them or use them as an attack dog against their friends. Hypnotic Pattern and Shapeshift still allow them to escape easily enough, but this is a much more direct combat form than the Incubus form was, which is better suited to infiltration and assassination.</p><p></p><p>This is really cool</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9534343, member: 6801228"] Very subtle changes with the Berserker and the Cultist, but changes I like quite a bit. The Berserker is actually a bit scarier now. Well, this puts the last nail in the coffin for me. Resistance to non-magical weapon damage is completely gone. Good riddance I think, as it allows them to far more effectively match HP to the party. A lot of enemies with that resistance were half as tough as they were expected to be, which caused problems. Also, this Fire Elemental is an interesting change on their damage. Burning does less damage now (1d4 per turn instead of the 1d10) and the elemental no longer particularly punishes fighters by hurting them multiple times. Instead, it has an aura that hits EVERYTHING around it. I think, in the end, the Elemental's damage vs a single melee target is reduced, but their damage against a party is going to be increased. Love that they gave a way to repair the armor and that instead of destroying the weapons that hit it, the ooze instead deals damage to you for hitting it. They are definetly reconsidering a lot of pain points that Melee martials had. Oh ho ho, this is nice. Interestingly, they didn't bump the hp from losing the non-magical weapon resistance, but instead they gave a potential bonus action knock out, and the if the Incubus can escape (which is not diffifult with at-will etherealness and disguise self) it can prevent healing. Dang. The more I see how this statblock synergizes the more it moves into my "I will only use this sparingly, because played to the hilt this thing is a party killer" category. Curious how the Succubus statblock would be different. Hmm, interesting that the Ogre actually got zero changes Oh, and the succubus block is included as well! Okay, no real synergies with the Incubus, but losing the Ethereal abilities is fascinating. Instead, this version can through out an 8 hr concentration domination every round. Grab somoene, either draining kiss them or use them as an attack dog against their friends. Hypnotic Pattern and Shapeshift still allow them to escape easily enough, but this is a much more direct combat form than the Incubus form was, which is better suited to infiltration and assassination. This is really cool [/QUOTE]
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