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Dragon+ Celebrates 30 Years Of Drizzt
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<blockquote data-quote="Lancelot" data-source="post: 7742978" data-attributes="member: 30022"><p>Moloch's a nasty piece of business, if handled well by the DM.</p><p></p><p>Enter combat with <em>fly</em> already active. Drop the DC 21 <em>fear</em> breath on the primary fighters. Then start splitting the party. Teleport 120' away from any un-frightened PCs at the end of the first player's turn using a Legendary action to avoid attacks; teleport back in and start dragging away the party healer with whip attacks to separate him from the rest. Keep using a combo of whip attacks and teleports to bounce all over the battlefield; forever remain out of reach of the barbarians, paladins and melee fighters; use Legendary Resistance / Magic Resistance / High Save Bonuses to ignore the spellcasters. Any PC with low Con saves gets a DC 21 <em>stinking cloud</em> as a Legendary action, effectively stunning them. Ouch.</p><p></p><p>If all else fails, get a big round of attacks off... and then Moloch uses his next 3 Legendary actions to teleport 360' away. Out of range of any radiant attacks, he regenerates 20 HP per round until fully healed - then resumes the assault.</p><p></p><p>As long as the DM uses Moloch as a hit-and-run assailant, I could see him absolutely wrecking a typical 16th level party.</p></blockquote><p></p>
[QUOTE="Lancelot, post: 7742978, member: 30022"] Moloch's a nasty piece of business, if handled well by the DM. Enter combat with [I]fly[/I] already active. Drop the DC 21 [I]fear[/I] breath on the primary fighters. Then start splitting the party. Teleport 120' away from any un-frightened PCs at the end of the first player's turn using a Legendary action to avoid attacks; teleport back in and start dragging away the party healer with whip attacks to separate him from the rest. Keep using a combo of whip attacks and teleports to bounce all over the battlefield; forever remain out of reach of the barbarians, paladins and melee fighters; use Legendary Resistance / Magic Resistance / High Save Bonuses to ignore the spellcasters. Any PC with low Con saves gets a DC 21 [I]stinking cloud[/I] as a Legendary action, effectively stunning them. Ouch. If all else fails, get a big round of attacks off... and then Moloch uses his next 3 Legendary actions to teleport 360' away. Out of range of any radiant attacks, he regenerates 20 HP per round until fully healed - then resumes the assault. As long as the DM uses Moloch as a hit-and-run assailant, I could see him absolutely wrecking a typical 16th level party. [/QUOTE]
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