FoulSpawn Mangler and Dance of Death...+8d6 damage?

Stalker0

Legend
Mangler's gain +2d6 damage when they have combat advantage. Dance of death allows them 4 attacks in a round. Could they attack the same target 4 times, and gain +8d6 damage...or similar to a rogue, only once per round?
 

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They can deal the extra damage for each attack. There does not appear to be any per round limitation. They are pretty vicious buggers for the two rounds they get to use dagger dance.
 

While I'm on the subject of foulspawn, the attack on the seer's warp orb seems a bit.....high.

+16 vs ref at 11th level? I haven't seen an 11th level party yet, but I have seen some 8th level ones.

Even an 11th level rogue probably has 10+3(magic)+2 class +6 (ability) + 5 level = 26. That's a 55% chance to daze the best reflex guy in the game, there are many characters that get nearly autohit by this.

Is that just par for the course at 11th, because it seems like this guy could keep your whole fighter line dazed for a long time.
 

Havoc Gnoll Prey-Taker has +18 vs AC
Loremaster Accordant has +16 vs Reflex
Nothik Gazer has +17 vs AC, +16 vs Fort
Banshrae Dartswarmer has +16 vs AC (this seems to be the low end)

These are all level 11 artillery, and for artillery, +16 vs Reflex seems to be about on par, and daze is not an uncommon effect at this level (some of the above are even worse, and cause -2 attack on top of daze).

Level 11 Soldiers also have similar attack bonus, around +18 vs AC. Skirmishers and Controllers are slightly lower at around +16 vs AC or +14 vs Reflex, and Brutes are even lower at around +14/+15 vs AC.

Actually at every level, artillery and soldiers have slightly higher attack bonuses, and brutes have slightly lower attack bonuses than the other roles.
 

As mentioned on Game Design Fanatic (Game Design Fanatic: Trouble with balance of special defenses), AC increases faster than special defenses due to Masterwork armors, nevertheless monster attack bonuses go up at the same rate whether targeting AC or not.

I've been thinking about reducing paragon monsters' fort, ref, and will attacks by 1, and epic monsters' by 2. Stays closer to the current math balance than making neck slot items have periodic boosts from being masterwork.
 

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