Experiences with Monster Manual V

MerricB

Eternal Optimist
Supporter
I had my first chance to use MMV monsters yesterday. Here's a few notes on what happened...

First, the Adventurers:
Human Bard 7/Druid 1/Rogue 2/Fochluchan Lyrist 3
Half-Elf Soulborn 13
Azurin Incarnate 13
Dwarf Soulknife 7/Illumine Soul 6
Half-Elf Knight 13
Human Cleric 11 (cohort)

The Druid/Wizard/Arcane Hierophant has recently had to leave them (now has a job on Saturday. Argh!) They're a little low on arcane power at present.

Encounter the First - 6 Tusk Terrors - CR 8 - EL 12
This was a pretty easy combat for the group. The Tusk Terrors have a 16 square move and Spring Attack, but I didn't take full advantage of that. 8 squares in, attack, 8 squares back should have been the order of the day. The TTs have 110 hp, AC 20, Damage 1d8+2 and fell quickly to melee attacks (and the Incarnate's acid spittle). All over in 4 rounds. Still, what can you expect?

Nice monster, though.

Encounter the Second - 3 Thrym Hounds - CR 10 - EL 13
Conversely, this encounter nearly destroyed the party. The Hounds have a 13d6 cold DC 24 line attack, which is nasty for only CR 10. To add to that, AC 39, 175 hp, and very decent saves. Wow. If you miss them, you might get impaled on spikes. The PCs didn't quite realise what they were fighting until they started getting into melee. It was sort of a standoff: the Hounds and the melee PCs both have very high ACs and not so high attack bonuses. Swinging it in the Hounds' favour was the cold attacks. The Soulborn died in this encounter; the rest of the party surviving only by dimension door spells. (Cleric of Travel, Bard instrument).

You need mass resist cold or similar against this! The party fled in the 4th round.

Encounter the Third - 7 Deadborn Vultures - CR 8 - EL 13
This was fun. The Vultures hadn't got the best chance of hitting the PCs, but they had 3 attacks/round, disease, foul breath, and low AC (18) and hp (67). The last was fun when they died... because they came back as zombies! AC 20, hp 120, DR 5/slashing, and the fun continued.

At the end of the encounter, the raised Soulborn and the Cleric needed to make 10 saves apiece vs disease. (They failed at least one...) This encounter was drawn out and a little tedious - over 10 rounds as the PCs just had to keep mopping up the vultures.

The best bit of the encounter was this: the PCs had just set fire to a hall they'd seen an evil NPC cleric move inside... only to discover that there were prisoners inside they needed to save. So the Bard and the Incarnate were kept busy therein!

I'm enjoying this book. More monsters in a fortnight...

Have you used anything from MMV yet?

Cheers!
 

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I just thumbed through MMV yesterday, and the vultures caught my eye. Seven does seem like a lot of them to keep track of, especially when they start transforming into zombie mode.
 

Merric, a slight tangent (sorry):

How is the Fochluchan Lyrist going? That PrC has intrigued me since I first flipped my way through that splatbook.

I mean, evidently they're still alive (after 3 levels of said PrC), so it can't be too terrible, in terms of being able to survive the campaign world. But does it work well in actual play?


As for the MMV, I won't be picking it up, but all the same, some of it looks pretty good.
 

I'm using a pack of advanced and standard Malastors for a mini-encounter opposite two of the eight Epic PCs in my Forgotten Realms Campaign.

I'd been thumbing through the MM V for ideas for an encounter on the fly and found the Malastor page just as one of my players un-boxed a new McFarlane Dragon miniature that looked like a Malastor, but about x10 more cool looking.

So I proceeded. Right off I found that I **really** like these higher CR creatures that can attack in lines (ala spells like lightening bolt) and have 'save or be stuck' abilities tied to them. It's about time WotC found ways to have creatures do this beyond breath weapons and spell-like abilities.

Anyway, we had to stop mid-encounter (time was up)...with my players talking amongst themselves about how they're simply going to take to the air to finish these things off, then get back to digging up the Dragon carcass they'd found.....

...heh, too bad they've yet to learn Malastors have a 400' range aerial version of their line attack.

Well done on this one WotC, well done.

J. Grenemyer
 


I've used some as well.

The party:
Bugbear Fighter 10
Half-ogre Barbarian 1/Cleric 11
Human Wizard 9 / Planeswalker 5
Human Rogue 4 / Fighter 4 / Gatecrasher 4

Ember Guard
This was a cakewalk unfortunately. The bugbear has an evil outsider bane weapon, the gatecrasher a lawful outsider/evil outsider bane weapon, the cleric cast mass align weapon, and the wizard cast a twinned cold substituted fireball against him. He was finished off with a disintegrate (even though he made the save) so there were no death throes (not that the damage is that much).
I did rule that the monster's slow took effect even on a successful save. That just countered the haste effect the wizard had cast. And, the damage on the breath... nothing to write home about. The fire aura, likewise, not that great.

4 Psudonatural Rylkar Harrodan
The PCs were in an area constantly draining their Charisma. The PCs were never really in danger of dying, but this was a big drain on resources for them, partly because a fireball and a flaming weapon created a good amount of swarms, and the ryklars were difficult to keep down because of the regeneration.
 

Used the Ember Guard last night.

Didn't really do much damage considering the PC's all had fire protections up for the fight, but it kept the PC's guessing as to what it was and what it could do.
 


Shieldhaven said:
I'm sorry, MerricB, did you say 39 AC? Please tell me that was a typo.

Haven

Nope, AC 39 (-2 size, +1 Dex, +30 natural). CR 10. Touch spells would seem to be the order of the day.
 


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