D&D 5E I think a cantrip somewhat cripples the CR 16 marilith


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Mort

Legend
Supporter
The marilith is a nifty monster who gets six reactions each round, one for each arm. She can use those to parry, increasing her AC 17 by +1d6 each time someone attacks her with a melee weapon. Add on advantage for any magic save, and half damage from most elemental damage, and she's a tough combatant (as she should be.)

But the cantrip shocking grasp does paltry damage, and also stops the target from taking reactions. That's huge when fighting a marilith! Even better for the heroes, she doesn't get to try and parry the spell attack, because it's not a melee attack.

This works, right? I'm not missing something simple?

1) Shocking grasp states melee spell attack - that certainly seems to qualify as a melee attack for purposes of the marilith's parry ability;

2) the wizard is now in melee with an angry marilith who has every incentive to make sure the wizard doesn't pull the same stunt next round.
 

2) the wizard is now in melee with an angry marilith who has every incentive to make sure the wizard doesn't pull the same stunt next round.
yea... lets imagin a 16th level wizard with lets say a +2 con... so 4(max 1st level)+32(con)+38(2.5x15)=74hp on average... the marilith is 6 attacks at about 13 damage... so if 3 hit 39hp(half the mages hp) if 4 hit 52hp, if 5 hit 65hp, and if all 6 hit then it is 78hp of damage... a a marilith can easily drop the mage... if she crits him with 6d20 rolls it is almost assured he drops...
 

Thank Dog

Banned
Banned
yea... lets imagin a 16th level wizard with lets say a +2 con... so 4(max 1st level)+32(con)+38(2.5x15)=74hp on average... the marilith is 6 attacks at about 13 damage... so if 3 hit 39hp(half the mages hp) if 4 hit 52hp, if 5 hit 65hp, and if all 6 hit then it is 78hp of damage... a a marilith can easily drop the mage... if she crits him with 6d20 rolls it is almost assured he drops...

Your calculations are off. Wizards get a d6 for hit points. There's no standard way to increase hit points but Adventurer's League uses the static hit point increases per level which is the same mechanic for monsters so it's safe to assume that the system is balanced around that method. That means 6 hit points per level and 8 at first level for a total of 98 hit points.
 

Falling Icicle

Adventurer
I don't see a problem with shocking grasp doing this. There are far worse things the caster could have done to the creature with his action, and many of those don't require the caster to get within melee range of the monster, which, especially in this case, is a very bad idea.
 

Your calculations are off. Wizards get a d6 for hit points. There's no standard way to increase hit points but Adventurer's League uses the static hit point increases per level which is the same mechanic for monsters so it's safe to assume that the system is balanced around that method. That means 6 hit points per level and 8 at first level for a total of 98 hit points.
man, after 20 years of d4's I completely forgot they get 6's now
 

77IM

Explorer!!!
Supporter
2) the wizard is now in melee with an angry marilith who has every incentive to make sure the wizard doesn't pull the same stunt next round.
But she can't take opportunity attacks, so if he has move remaining he can run off and hide behind the meat shields.
 

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