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Feedback on Late Combat Tactics?
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<blockquote data-quote="Leatherhead" data-source="post: 8739381" data-attributes="member: 53176"><p>Well I can see how that tactic would trivialize the Deathlock. While having a buffer of Temp Hp is a good thing. Strictly speaking, planning on tanking damage is a sure way to lose hard.</p><p></p><p>I also see you are using the old MToF stat blocks (albeit with some tweaks), instead of the new MotM stat blocks.</p><p></p><p>I recommend the following strategy:</p><p>Have the minions rush into melee with the party, and grapple someone (or at least body block them so they can't otherwise run away) Then have the Deathlock cast<em> Hunger of Hadar. </em>(This will hurt the minions too, but minions are disposable!) Letting the spell soften up the party for a few rounds while they try to escape. Keep in mind that <em>Hunger of Hadar</em> makes the targets blind, even if they can otherwise see in darkness, preventing them from using <em>Misty Step </em>and other spells that require you to see the area you are teleporting too. Zombies (and especially ogre zombies) work well for this, as they are basically just giant sacks of HP.</p><p></p><p>After the party escapes the <em>Hunger of Hadar,</em> have the Deathlock use<em> Spider Climb</em> to keep away from melee combat and plink away at the party with <em>Eldritch Blast </em>(preferably from behind a bit of cover), while the remaining minions keep harassing the party. Keep <em>Dispel Magic</em> in your pocket should one of the party members attempt to get close by using their own mobility magic.</p><p></p><p>This will not be unbeatable by any means, but it should make the Deathlock last significantly longer.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 8739381, member: 53176"] Well I can see how that tactic would trivialize the Deathlock. While having a buffer of Temp Hp is a good thing. Strictly speaking, planning on tanking damage is a sure way to lose hard. I also see you are using the old MToF stat blocks (albeit with some tweaks), instead of the new MotM stat blocks. I recommend the following strategy: Have the minions rush into melee with the party, and grapple someone (or at least body block them so they can't otherwise run away) Then have the Deathlock cast[I] Hunger of Hadar. [/I](This will hurt the minions too, but minions are disposable!)[I] [/I]Letting the spell soften up the party for a few rounds while they try to escape. Keep in mind that [I]Hunger of Hadar[/I] makes the targets blind, even if they can otherwise see in darkness, preventing them from using [I]Misty Step [/I]and other spells that require you to see the area you are teleporting too. Zombies (and especially ogre zombies) work well for this, as they are basically just giant sacks of HP. After the party escapes the [I]Hunger of Hadar,[/I] have the Deathlock use[I] Spider Climb[/I] to keep away from melee combat and plink away at the party with [I]Eldritch Blast [/I](preferably from behind a bit of cover), while the remaining minions keep harassing the party. Keep [I]Dispel Magic[/I] in your pocket should one of the party members attempt to get close by using their own mobility magic. This will not be unbeatable by any means, but it should make the Deathlock last significantly longer. [/QUOTE]
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