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Let’s Read Mordenkainen Presents: Monsters of the Multiverse.
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<blockquote data-quote="Leatherhead" data-source="post: 8609673" data-attributes="member: 53176"><p><h3>Elder Tempest (MToF)</h3><p></p><p>The Elder Tempest is here to rock you like a hurricane. The Tempest is a somewhat novel take on a high end Legendary threat. Instead of having a stationary lair, the Tempest has an ability that mimics a layer and region, with the notable difference being it just applies these effects to whatever area it is currently in. While these effects are very useful, they don’t have the oomph factor that other monsters have (nothing on par with the last entries<em> Wall of Force </em>for sure).</p><p></p><p>As a large and powerful Elemental “beast” that creates a massive storm wherever they go, the only real out of combat encounters you can create here are “How do we get rid of this thing without it killing us?” Or “How do we make this thing move to where we need a storm?” The latter could make for quite an interesting campaign in its own right.</p><p></p><p>When it comes to combat I want you to consider the following: The Elder Tempest can attack for 23 average damage from a relatively safe 20’ of reach, while supported by flyby attacks. OR, they could grapple someone, fly up 120’, and drop them like a rock (possibly on someone else) for 42 average damage. Flying won’t necessarily stop the damage due to the strong winds in the area, and reaction economy. Other than that interesting quirk, you should use AoE attacks whenever possible, with a possible movement legendary action if the Drag-and-Drop proves effective against your party.</p><p></p><p>In the changeover, the Elder Tempest’s Screaming Gale went from 1 mile of range to 300’ of range. Which is a significant nerf, but honestly, who wants to keep track of a mile-long battlemap, even at scale?</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 8609673, member: 53176"] [HEADING=2]Elder Tempest (MToF)[/HEADING] The Elder Tempest is here to rock you like a hurricane. The Tempest is a somewhat novel take on a high end Legendary threat. Instead of having a stationary lair, the Tempest has an ability that mimics a layer and region, with the notable difference being it just applies these effects to whatever area it is currently in. While these effects are very useful, they don’t have the oomph factor that other monsters have (nothing on par with the last entries[I] Wall of Force [/I]for sure). As a large and powerful Elemental “beast” that creates a massive storm wherever they go, the only real out of combat encounters you can create here are “How do we get rid of this thing without it killing us?” Or “How do we make this thing move to where we need a storm?” The latter could make for quite an interesting campaign in its own right. When it comes to combat I want you to consider the following: The Elder Tempest can attack for 23 average damage from a relatively safe 20’ of reach, while supported by flyby attacks. OR, they could grapple someone, fly up 120’, and drop them like a rock (possibly on someone else) for 42 average damage. Flying won’t necessarily stop the damage due to the strong winds in the area, and reaction economy. Other than that interesting quirk, you should use AoE attacks whenever possible, with a possible movement legendary action if the Drag-and-Drop proves effective against your party. In the changeover, the Elder Tempest’s Screaming Gale went from 1 mile of range to 300’ of range. Which is a significant nerf, but honestly, who wants to keep track of a mile-long battlemap, even at scale? [/QUOTE]
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