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*Dungeons & Dragons
Enhancing "Storm King's Thunder"
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<blockquote data-quote="Ovinomancer" data-source="post: 7164310" data-attributes="member: 16814"><p>Abominables are <em>tough</em>. Their chill ability is hardcore. Unless you have 8 or so players, 2 Abominables and 4-6 yetis is a murderous encounter for 7th levels. I find monsters with lockdown ability and dominant CR ratings (as in their offensive CR is higher than their defensive CR) can go very bad very fast. Or not, if no lockdown lands. But the abominable chill ability has a good chance of catching players with the high save DC, and the fact that it can rotate that ability, unlike the normal yetis (normal yeti is save against one, immune to all, while you have to specifically save against abominables) means that a single abominable significantly ups the danger level of a yeti encounter, much less 2 with 'kids'. </p><p></p><p>And 2 abominables and 6 yetis is a double deadly against 8 level 8 characters. A few failed saves going into lockdown can easily be a TPK with these guys.</p><p></p><p>(I love the yetis, and have used them a bunch in various encounters against various groups. I've found that abominables with assistance can challenge even much high level parties with good cohesion and skill. It's the lockdown they do -- a bad roll is a very bad day with these guys.)</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7164310, member: 16814"] Abominables are [I]tough[/I]. Their chill ability is hardcore. Unless you have 8 or so players, 2 Abominables and 4-6 yetis is a murderous encounter for 7th levels. I find monsters with lockdown ability and dominant CR ratings (as in their offensive CR is higher than their defensive CR) can go very bad very fast. Or not, if no lockdown lands. But the abominable chill ability has a good chance of catching players with the high save DC, and the fact that it can rotate that ability, unlike the normal yetis (normal yeti is save against one, immune to all, while you have to specifically save against abominables) means that a single abominable significantly ups the danger level of a yeti encounter, much less 2 with 'kids'. And 2 abominables and 6 yetis is a double deadly against 8 level 8 characters. A few failed saves going into lockdown can easily be a TPK with these guys. (I love the yetis, and have used them a bunch in various encounters against various groups. I've found that abominables with assistance can challenge even much high level parties with good cohesion and skill. It's the lockdown they do -- a bad roll is a very bad day with these guys.) [/QUOTE]
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