Dungons of Dread (DDM) Monster Stats from DDXP


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Cailte said:
The Beholder seems to suggest the DM may get a pool of action points. Either that or only some monsters have them.
The second. The Pit Fiend has one action point, the Dragon's we've seen have two. Usually it's one for Elite, Two for Solo.

Also, the Death Knight has a +3 sword, hrmm..

edit - the Rakshasa's "Phantom Image" shows how Mirror image SHOULD work. I'm going to assume that's been changed.
 
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One thing I've been noticing is that damage doesn't seem to scale properly. The bonus to damage doesn't seem to match the attribute bonuses. For example, the Drow Wand Mage deals 1d8 + 8 with his wand blast, yet his int bonus is +11. Shouldn't it be 1d8 + 11? Similarly, the Tiefling Warlock does 1d8 + 5 with Soul Blast, yet his cha bonus is +8. Something's not right here.
 

AllisterH said:
Interesting.

Compare the Grick from the DDM card to the Grick from the actual MM that was on display. Biggest difference is HP and defences. Attack value is roughly the same.

Grick from MM
Grick Level 7 Brute

Well I also notice that the DDM card is for a Levl 5 Brute not a level 7 one, so I guess the DDM one gives a slightly weaker one to use at lower levels. Though really the PCs need to stumble on a few of them to make the Grick a really useful monster. I guess they will remain useless in my campaign.

I like the Shadow Bat, and the Shade Knight for their Shadow powers.

I like the Head regeneration on the Hydra as well, killing it is going to be painful.

The Centipede is interesting in its need to keep moving through an allies square.
 

zoroaster100 said:
Interesting. The vrock has resist variable 15 (2/encounter). I wonder how that works. Does that mean the vrock can resist 15 against any two first attacks in an encounter? Or that the vrock picks to types of damage to be resistant 15 against for each encounter? Or something else?

They had stated that the Demons would get the ability to choose to resist any type of energy as side-effect of being from the Elemental Chaos.

Most powerful version - select two types of damage to resist for whole encounter. Presumably "weapon damage" won't be one of the selectable types, since that's the replacement for DR.

I would guess that it's either an immediate interrupt("My fireball hits for 14". "The demon bursts into flames just before the fireball hits and seems uneffected by the additional heat.") That would be the next-most-powerful version.

I would guess that as a minor action they can make themselves resist X damage type until the end of their next round twice per encounter.
 

Falling Icicle said:
One thing I've been noticing is that damage doesn't seem to scale properly. The bonus to damage doesn't seem to match the attribute bonuses. For example, the Drow Wand Mage deals 1d8 + 8 with his wand blast, yet his int bonus is +11. Shouldn't it be 1d8 + 11? Similarly, the Tiefling Warlock does 1d8 + 5 with Soul Blast, yet his cha bonus is +8. Something's not right here.
Well, there's two different possible answers there. The first one is that you don't actually add half your level to your attacks, and those numbers are their stat bonuses before half level (which are included down the bottom). I didn't actually look at the cards though, so that might not add up compared to what their stats are. The other possibility is that they just do whatever damage a monster of that level is supposed to do, and their stats don't really matter for damage.
 
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Falling Icicle said:
One thing I've been noticing is that damage doesn't seem to scale properly. The bonus to damage doesn't seem to match the attribute bonuses. For example, the Drow Wand Mage deals 1d8 + 8 with his wand blast, yet his int bonus is +11. Shouldn't it be 1d8 + 11? Similarly, the Tiefling Warlock does 1d8 + 5 with Soul Blast, yet his cha bonus is +8. Something's not right here.

Lots of people have taken the idea of 1/2 level and applied it to damage as well as attack and defence. But I've seen very little evidence this is true.

I think its a guess that is off from the community that has been taken to be fact by the community.

Otherwise it will just be a mistake due to the early printing of these cards vs the finalising of the rules.
 

Cailte said:
Lots of people have taken the idea of 1/2 level and applied it to damage as well as attack and defence. But I've seen very little evidence this is true.

I think its a guess that is off from the community that has been taken to be fact by the community.

Otherwise it will just be a mistake due to the early printing of these cards vs the finalising of the rules.

The 1/2 level is applied directly to the attribute bonuses, which is apparent at the bottom of the cards. For example, the Drow Wand Mage's Intelligence is listed as +11 (22). 22 being the score, +11 being the bonus, which is indeed +6 + 1/2 level (5). The bonus damage he gets to his spells don't match any of his attribute bonuses, not even the base bonuses.

Now, if they increase attribute bonuses, but then things that add the attribute bonus don't always get the full bonus, that is going to be confusing as hell. Not only that, but even if you apply the full attribute bonus, as I had thought they would, damage still scales much more slowly than HP do. Not applying the full bonus would only make that problem even worse.
 

Falling Icicle said:
The 1/2 level is applied directly to the attribute bonuses, which is apparent at the bottom of the cards. For example, the Drow Wand Mage's Intelligence is listed as +11 (22). 22 being the score, +11 being the bonus, which is indeed +6 + 1/2 level (5). The bonus damage he gets to his spells don't match any of his attribute bonuses, not even the base bonuses.

Now, if they increase attribute bonuses, but then things that add the attribute bonus don't always get the full bonus, that is going to be confusing as hell. Not only that, but even if you apply the full attribute bonus, as I had thought they would, damage still scales much more slowly than HP do. Not applying the full bonus would only make that problem even worse.

I'm pretty sure that the bonus listed for the stat is their pre-calculated roll bonus for and ability or skill checks that aren't listed on the sheet. 20 Str gives +5 to hit and damage in their stat sheet(already factored in so there's no reason to list it seperately, but if it's a level 8 monster, they show Str +9(20) so you know what to roll if the creature makes a strength check to bull rush use some skill untrained. Saves you a little level/2 math for every time you're rolling a skill check.

Knowing the creature's base attribute bonus is useful only for combat totals - which they've already figured out for you - so they went ahead and showed you the only other stat-based total of relevance(attribute bonus + 1/2 level) to save you calculation time. So, you look at their combat stats for combat rolls, look at their skill list for skill checks if they have the skill trained, look at the bottom for all ability-related checks and for non-trained skills.
 

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