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I have something... THE TARRASQUE!
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<blockquote data-quote="xopher" data-source="post: 6358385" data-attributes="member: 9320"><p><strong>64 first-level clerics can do it</strong></p><p></p><p>So I was pondering how Bounded Accuracy would affect this... in particular, I was wondering how the PCs from the Starter Set would fare against the Beastie...</p><p></p><p>First of all, all the non-magic guys are useless (except as a distraction). The Wizard is nearly useless, as only Shocking Grasp will work, and he only hits on a 20 (which does crit, but still does little damage).</p><p></p><p>Clerics, on the other hand have two options... Sacred Flame works, as does Inflict Wounds. Inflict Wounds does slightly better average damage (again, only hitting on a 20, but doing 6d10 because of the crit), but Sacred Flame is easier to use (60' range and unlimited castings).</p><p></p><p>The Beastie gets advantage on saves, but it still fails the DC 13 save 36% of the time (because of its sucky Dex save). On average, the Clerics will do 1.62 HP per Sacred Flame. Even with the the three free saves, the Beastie will go down after 421 Sacred Flames (on average).</p><p></p><p>Since the Beastie can move 140' per round, the best chance the Clerics have is to start out being chased. Assume the Clerics arrange themselves ranks 140' wide (28 Clerics), to allow maximum coverage of the 60' spell range (including the 40' width of the Beastie). The Clerics should arrange to let the Beastie close to 60' (they can adjust the encounter range by not moving their full 50' Dash as the Beastie closes, as long as they start at least 200' away). If your DM uses square-fireballs grids, this is a 28-wide line. If you instead use 1.5' diagonals, this is a 28-wide curve...</p><p></p><p>Once the Beastie closes to 60', the last rank gets 28 Sacred Flames off as the Beastie uses its three Legendary Actions to close the remaining 60'. On its turn, it (probably) kills five Clerics, then three more with Legendary attacks as the Clerics do their actions (these guys do not get their spells off, since the Beastie can choose to kill ones that haven't had their action yet).</p><p></p><p>After the first round, everyone else is within 60' and can Sacred Flame at will. No one moves out of range (no AoO's) and the Beastie kills 7.6 Clerics every round while the remaining guys nuke him. Note that since Sacred Flame ignores Cover, it doesn't matter that the Clerics have to cast from the back ranks. Also note that the Fearful Presence doesn't affect anything either -- fear causes disadvantage on attack rolls (Sacred Flame has a save, not an attack roll) and fear only prevents moving closer; it doesn't make you run away.</p><p></p><p>Stuffing this into Excel, it looks to me like 64 Clerics on average can take him out. Two survive on average. They get 2,422 XP each, enough to get them almost but not quite to 4th level.</p><p></p><p>Of course, to make sure, you'd want more safety factor, but on average 64 will do it.</p></blockquote><p></p>
[QUOTE="xopher, post: 6358385, member: 9320"] [b]64 first-level clerics can do it[/b] So I was pondering how Bounded Accuracy would affect this... in particular, I was wondering how the PCs from the Starter Set would fare against the Beastie... First of all, all the non-magic guys are useless (except as a distraction). The Wizard is nearly useless, as only Shocking Grasp will work, and he only hits on a 20 (which does crit, but still does little damage). Clerics, on the other hand have two options... Sacred Flame works, as does Inflict Wounds. Inflict Wounds does slightly better average damage (again, only hitting on a 20, but doing 6d10 because of the crit), but Sacred Flame is easier to use (60' range and unlimited castings). The Beastie gets advantage on saves, but it still fails the DC 13 save 36% of the time (because of its sucky Dex save). On average, the Clerics will do 1.62 HP per Sacred Flame. Even with the the three free saves, the Beastie will go down after 421 Sacred Flames (on average). Since the Beastie can move 140' per round, the best chance the Clerics have is to start out being chased. Assume the Clerics arrange themselves ranks 140' wide (28 Clerics), to allow maximum coverage of the 60' spell range (including the 40' width of the Beastie). The Clerics should arrange to let the Beastie close to 60' (they can adjust the encounter range by not moving their full 50' Dash as the Beastie closes, as long as they start at least 200' away). If your DM uses square-fireballs grids, this is a 28-wide line. If you instead use 1.5' diagonals, this is a 28-wide curve... Once the Beastie closes to 60', the last rank gets 28 Sacred Flames off as the Beastie uses its three Legendary Actions to close the remaining 60'. On its turn, it (probably) kills five Clerics, then three more with Legendary attacks as the Clerics do their actions (these guys do not get their spells off, since the Beastie can choose to kill ones that haven't had their action yet). After the first round, everyone else is within 60' and can Sacred Flame at will. No one moves out of range (no AoO's) and the Beastie kills 7.6 Clerics every round while the remaining guys nuke him. Note that since Sacred Flame ignores Cover, it doesn't matter that the Clerics have to cast from the back ranks. Also note that the Fearful Presence doesn't affect anything either -- fear causes disadvantage on attack rolls (Sacred Flame has a save, not an attack roll) and fear only prevents moving closer; it doesn't make you run away. Stuffing this into Excel, it looks to me like 64 Clerics on average can take him out. Two survive on average. They get 2,422 XP each, enough to get them almost but not quite to 4th level. Of course, to make sure, you'd want more safety factor, but on average 64 will do it. [/QUOTE]
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