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gnoll ambush
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<blockquote data-quote="Jaelommiss" data-source="post: 6777286" data-attributes="member: 6775925"><p>Make it a moon druid. Call Lightning, wildshape into an insect and crawl into the bark on a tree. Everyone else keeps the PCs in place and uses the dodge action to last as long as possible. Every turn the druid peeks out, zaps them, and scurries back to cover. If the druid uses a form with a burrow speed then it could instead hide underground between turns.</p><p></p><p>Alternatively, try Spike Growth coupled with Thorn Whip or Thunderwave. If the foliage is dense enough for the druid to crawl from tree to tree when it should be possible to avoid readied attacks. Anyone who gets out is grappled by the raging (Adv. on str checks) barbarian who then circles the area, dragging the victim through 15-20 feet of spikes per round, depending on if the barbarian has reached fifth level for Fast Movement. That's 6-8d4 (15-20) unavoidable damage per round, or double that if Dashing.</p><p></p><p>Or the druid could cast Conjure Animals and set eight wolves on the party. Pack Tactics and a chance to knock the target prone on a hit is devastating. Swapping wolves for giant poisonous snakes might be an option. If the PCs use magic to block LoS (Fog Cloud, for example), they will be in for a bad time against the snakes' blindsight. They also do a massive amount of poison damage on every attack (1d4+4 piercing, DC 11 Con save vs 3d6 poison, half on save) and have decent AC (14). That's a potential 8d4+32+24d6 = 136 damage per round, although it relies on both hitting and an easy saving throw. As with the others, the druid needs to keep out of sight in order to avoid losing concentration from being smacked around. Fortunately, the spell lasts for an hour so the druid could be a mile away while the entire fight goes down if he tells his snakes to help the other gnolls kill whatever they attack. If you have PotA, the druid could cast Tidal Wave, knock half the party prone (in addition to dealing 4d8 bludgeoning damage), and then order the animals to converge on whoever is prone. Or you could wait for them to die and summon another eight of them. </p><p></p><p>Of the three of them, I think that the snakes would be the most likely to succeed. The druid is essentially being substituted for eight CR 1/4 creatures. </p><p></p><p>Incidentally, I've been the DM for a druid from level 1-9 and seen many encounters fall to pieces from shenanigans like this. I still shudder when I recall the time that the druid summoned 16 wolves, shifted into a polar bear, and shredded an entire kobold tribe.</p></blockquote><p></p>
[QUOTE="Jaelommiss, post: 6777286, member: 6775925"] Make it a moon druid. Call Lightning, wildshape into an insect and crawl into the bark on a tree. Everyone else keeps the PCs in place and uses the dodge action to last as long as possible. Every turn the druid peeks out, zaps them, and scurries back to cover. If the druid uses a form with a burrow speed then it could instead hide underground between turns. Alternatively, try Spike Growth coupled with Thorn Whip or Thunderwave. If the foliage is dense enough for the druid to crawl from tree to tree when it should be possible to avoid readied attacks. Anyone who gets out is grappled by the raging (Adv. on str checks) barbarian who then circles the area, dragging the victim through 15-20 feet of spikes per round, depending on if the barbarian has reached fifth level for Fast Movement. That's 6-8d4 (15-20) unavoidable damage per round, or double that if Dashing. Or the druid could cast Conjure Animals and set eight wolves on the party. Pack Tactics and a chance to knock the target prone on a hit is devastating. Swapping wolves for giant poisonous snakes might be an option. If the PCs use magic to block LoS (Fog Cloud, for example), they will be in for a bad time against the snakes' blindsight. They also do a massive amount of poison damage on every attack (1d4+4 piercing, DC 11 Con save vs 3d6 poison, half on save) and have decent AC (14). That's a potential 8d4+32+24d6 = 136 damage per round, although it relies on both hitting and an easy saving throw. As with the others, the druid needs to keep out of sight in order to avoid losing concentration from being smacked around. Fortunately, the spell lasts for an hour so the druid could be a mile away while the entire fight goes down if he tells his snakes to help the other gnolls kill whatever they attack. If you have PotA, the druid could cast Tidal Wave, knock half the party prone (in addition to dealing 4d8 bludgeoning damage), and then order the animals to converge on whoever is prone. Or you could wait for them to die and summon another eight of them. Of the three of them, I think that the snakes would be the most likely to succeed. The druid is essentially being substituted for eight CR 1/4 creatures. Incidentally, I've been the DM for a druid from level 1-9 and seen many encounters fall to pieces from shenanigans like this. I still shudder when I recall the time that the druid summoned 16 wolves, shifted into a polar bear, and shredded an entire kobold tribe. [/QUOTE]
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