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<blockquote data-quote="Levistus's_Leviathan" data-source="post: 9537651" data-attributes="member: 7023887"><p>Let's get things back on topic, shall we?</p><p></p><p>I am pretty sure I have only used Stone Golems a single time. They're one of those monsters that you can't really use until fairly late in the campaign, and once you do your players probably have a lot of powerful options to deal with it. the one time I did (I think in my Dungeon of the Mad Mage campaign), they were kind of underwhelming. They don't do great damage, and Eidolons are a more interesting alternative. My party was pretty easily able to take on a good amount of them (I think there were 6? Alongside some Githyanki, too?)</p><p></p><p>However, I like most of the changes. Slightly higher AC is good. Stone should be tough to damage. More HP is good, since they're moving away from "resistance to nonmagical bludgeoning, piercing, and slashing damage" as a concept (which I like). Combining Damage and Condition immunities into a single section is interesting. I'm not sure I like it. </p><p></p><p>Shape-shift as a new key word is interesting. I wonder what other monsters will use it. </p><p></p><p>Capitalizing Advantage is interesting, too. </p><p></p><p>Their Slam now deals 4d8 damage instead of 3d8, which I think is good. </p><p></p><p>Force bolt as a ranged attack is strange. I get that they're animated by (elemental) spirits and created by arcane spellcasters, so it's not completely unfounded, but I would prefer something like a Throw Boulder attack. Or something like an AOE Earth tremor that deals bludgeoning damage and knocks people prone. </p><p></p><p>And they probably should have explained the effects of Slow if they are going to have an action that causes it. No need to force the DM to open a new tab/book.</p></blockquote><p></p>
[QUOTE="Levistus's_Leviathan, post: 9537651, member: 7023887"] Let's get things back on topic, shall we? I am pretty sure I have only used Stone Golems a single time. They're one of those monsters that you can't really use until fairly late in the campaign, and once you do your players probably have a lot of powerful options to deal with it. the one time I did (I think in my Dungeon of the Mad Mage campaign), they were kind of underwhelming. They don't do great damage, and Eidolons are a more interesting alternative. My party was pretty easily able to take on a good amount of them (I think there were 6? Alongside some Githyanki, too?) However, I like most of the changes. Slightly higher AC is good. Stone should be tough to damage. More HP is good, since they're moving away from "resistance to nonmagical bludgeoning, piercing, and slashing damage" as a concept (which I like). Combining Damage and Condition immunities into a single section is interesting. I'm not sure I like it. Shape-shift as a new key word is interesting. I wonder what other monsters will use it. Capitalizing Advantage is interesting, too. Their Slam now deals 4d8 damage instead of 3d8, which I think is good. Force bolt as a ranged attack is strange. I get that they're animated by (elemental) spirits and created by arcane spellcasters, so it's not completely unfounded, but I would prefer something like a Throw Boulder attack. Or something like an AOE Earth tremor that deals bludgeoning damage and knocks people prone. And they probably should have explained the effects of Slow if they are going to have an action that causes it. No need to force the DM to open a new tab/book. [/QUOTE]
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