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Let’s Read Mordenkainen Presents: Monsters of the Multiverse.
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<blockquote data-quote="Leatherhead" data-source="post: 8587185" data-attributes="member: 53176"><p><h3>Death Kiss (VGtM)</h3><p></p><p>When Beholders dream, they create new Beholders. When Beholders dream of blood loss, they dream up a Death Kiss. Which can best be described as a cross between a Beholder and a leech. The resulting creature is significantly weaker, less intelligent, and less egotistical than their True Beholder progenitor. </p><p></p><p>The Death Kiss likes to wander around their lair and drink as much blood as possible, due to a paranoia they have about starving to death. This blood is then converted to electricity thanks to their aberrant biology. </p><p></p><p>Now for the question of “How do I use this thing in my game?” The Death Kiss can be found as a minion of a True Beholder, perhaps as a recent dream. The trick to this is that the Death Kiss really doesn't want to live under the shadow of a Beholder any more than any other creature does, and perhaps the PCs could convince the creature to leave them alone if they create an escape opportunity.</p><p></p><p>Another interesting possibility is that the PCs require the presence of a Death Kiss. Perhaps they need to harvest some of their strange body parts as a reagent for some kind of magical item. Maybe they need to generate a lot of electricity and happen to already have a massive supply of blood. In either case the focus of that particular adventure would be how to give a Beholder a Nightmare and survive the ensuing chaos.</p><p></p><p>The Death Kiss has a described combat routine. They latch their tentacles onto whatever targets they can grapple, then suck them dry, while regaining HP in the process. I find this to be a bit over-simplistic for a creature that has at least human levels of intelligence. So I will note that they can fly, and grapple from a distance, allowing them to at least employ the “Grapple stuff in the air” tactic I am fond of, while potentially keeping melee attackers away from their main body. Though any melee attacker will be forced to endure the automatic reprisal of their Lightning Blood ability. Another thing to consider is the fact they can suck the blood out of up to three targets, but only once per turn per target. Meaning they should grapple as many creatures as possible, and preferably weak ones like mounts in order to get some sweet blood based healing. The Death Kiss also has a combat option you may not realize at first, they can replace their Tentacle attacks with Blood Drains, allowing them to grapple a target, then immediately drain it the same turn. </p><p></p><p>The Death Kiss was nerfed a tad bit for this printing. Their maximum HP was brought down, and their tentacle attacks do less damage. However, the bulk of their damage comes from the Blood Drain power, which also heals them. So the overall effect of these changes are minor.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 8587185, member: 53176"] [HEADING=2]Death Kiss (VGtM)[/HEADING] When Beholders dream, they create new Beholders. When Beholders dream of blood loss, they dream up a Death Kiss. Which can best be described as a cross between a Beholder and a leech. The resulting creature is significantly weaker, less intelligent, and less egotistical than their True Beholder progenitor. The Death Kiss likes to wander around their lair and drink as much blood as possible, due to a paranoia they have about starving to death. This blood is then converted to electricity thanks to their aberrant biology. Now for the question of “How do I use this thing in my game?” The Death Kiss can be found as a minion of a True Beholder, perhaps as a recent dream. The trick to this is that the Death Kiss really doesn't want to live under the shadow of a Beholder any more than any other creature does, and perhaps the PCs could convince the creature to leave them alone if they create an escape opportunity. Another interesting possibility is that the PCs require the presence of a Death Kiss. Perhaps they need to harvest some of their strange body parts as a reagent for some kind of magical item. Maybe they need to generate a lot of electricity and happen to already have a massive supply of blood. In either case the focus of that particular adventure would be how to give a Beholder a Nightmare and survive the ensuing chaos. The Death Kiss has a described combat routine. They latch their tentacles onto whatever targets they can grapple, then suck them dry, while regaining HP in the process. I find this to be a bit over-simplistic for a creature that has at least human levels of intelligence. So I will note that they can fly, and grapple from a distance, allowing them to at least employ the “Grapple stuff in the air” tactic I am fond of, while potentially keeping melee attackers away from their main body. Though any melee attacker will be forced to endure the automatic reprisal of their Lightning Blood ability. Another thing to consider is the fact they can suck the blood out of up to three targets, but only once per turn per target. Meaning they should grapple as many creatures as possible, and preferably weak ones like mounts in order to get some sweet blood based healing. The Death Kiss also has a combat option you may not realize at first, they can replace their Tentacle attacks with Blood Drains, allowing them to grapple a target, then immediately drain it the same turn. The Death Kiss was nerfed a tad bit for this printing. Their maximum HP was brought down, and their tentacle attacks do less damage. However, the bulk of their damage comes from the Blood Drain power, which also heals them. So the overall effect of these changes are minor. [/QUOTE]
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