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Help with 5E Monster Effectiveness
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<blockquote data-quote="Jaelommiss" data-source="post: 6755348" data-attributes="member: 6775925"><p>I found my fights were far too easy when facing nothing but melee monsters. Adding ranged attackers helped, but the biggest change I found was adding in a spellcaster to support a few weaker creatures. </p><p></p><p>First level Faerie Fire can help overcome high AC characters. Fog Cloud can force ranged PCs to get closer to the fighting. Web is 2nd level. Slow and Hypnotic Pattern are 3rd. Either of those will wreck the PCs if there are weaker enemies to take advantage of the chaos and keep the party from striking the caster. Hold Person and Heat Metal, both 2nd level, can make the front line collapse in moments. Bless and Bane, both first level, will help allies or weaken enemies. Moonbeam and Flaming Sphere can shut down portions of the battlefield. Spells of level 1-3 are generally found on the spell lists of CR 2 creatures, and you can freely substitute spells known without changing CR.</p><p></p><p></p><p>If you feel exceptionally cruel, the spellcaster can flee after putting up a Concentration spell and then be used in the next fight. Caster drops Slow on the party and runs, then does the same thing in the next fight. In the third fight a Fog Cloud can be used to force the party squishies to the front where they will be targeted. In the fourth fight he'll Web them while archers fill them with holes. Giving him Shield should be enough to keep him alive while retreating. When the party finally catches up they should be exceptionally fed up with him. Your players will feel extremely accomplished when they finally kill him.</p></blockquote><p></p>
[QUOTE="Jaelommiss, post: 6755348, member: 6775925"] I found my fights were far too easy when facing nothing but melee monsters. Adding ranged attackers helped, but the biggest change I found was adding in a spellcaster to support a few weaker creatures. First level Faerie Fire can help overcome high AC characters. Fog Cloud can force ranged PCs to get closer to the fighting. Web is 2nd level. Slow and Hypnotic Pattern are 3rd. Either of those will wreck the PCs if there are weaker enemies to take advantage of the chaos and keep the party from striking the caster. Hold Person and Heat Metal, both 2nd level, can make the front line collapse in moments. Bless and Bane, both first level, will help allies or weaken enemies. Moonbeam and Flaming Sphere can shut down portions of the battlefield. Spells of level 1-3 are generally found on the spell lists of CR 2 creatures, and you can freely substitute spells known without changing CR. If you feel exceptionally cruel, the spellcaster can flee after putting up a Concentration spell and then be used in the next fight. Caster drops Slow on the party and runs, then does the same thing in the next fight. In the third fight a Fog Cloud can be used to force the party squishies to the front where they will be targeted. In the fourth fight he'll Web them while archers fill them with holes. Giving him Shield should be enough to keep him alive while retreating. When the party finally catches up they should be exceptionally fed up with him. Your players will feel extremely accomplished when they finally kill him. [/QUOTE]
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