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Let's Read: Volo's Monsters
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<blockquote data-quote="Chaosmancer" data-source="post: 6968138" data-attributes="member: 6801228"><p>Beholders were never implied to have a heavy connection to the Far Realms?</p><p></p><p>I thought all the Aberrations had at least some connection the Far Realms? This… is weird to me. Where did they come from then? Were they somehow supposed to be native to the Material Plane?</p><p></p><p></p><p>Cave Fisher</p><p></p><p>I love the connection these things have to Dwarves, the idea of Dwarves drinking monster blood as alcohol is simply amazing. </p><p></p><p>However, I do wish they had done more with this flammable blood of theirs. I feel like something dramatic should happen if one of these is hit by a Fireball, something which could be turned into a hobgoblin trap, where they have adventurers trapped in an area with Cave Fishers, and then catch the room on fire causing massive problems for the players. </p><p></p><p>Other than that, this monster is more interesting as a non-combatant background element, like [MENTION=53176]Leatherhead[/MENTION] did (which I find amazing and will be stealing for the Dwarven city of Harth in my homebrew world). </p><p></p><p>I could also see nets made of Cave Fisher filament, sticking to everything and being incredibly hard to get free of. Very convenient for those Drow that want to take prisoners instead of corpses or those Hobgoblins that want to slaughter helpless people instead of those who can fight back. </p><p></p><p></p><p></p><p>Fire Giant Dreadnought</p><p></p><p>So, I finally got around to reading these guys. They are respectably tough things for a PC team to encounter. They get 2 shield attacks a turn, dealing 4d6+8 bludgeoning, 2d6 fire, and 2d6 piercing on a hit. 8d6+8 per hit hurts.</p><p></p><p>But then I read their special move, and I was curious how people interpret it. I’m going to try and post it directly: </p><p></p><p>“Shield Charge. The giant moves up to 30 feet in a straight line</p><p>and can move through the space of any creature smaller than</p><p>Huge. The first time it enters a creature's space during this</p><p>move, it makes a fireshield attack against that creature. If the</p><p>attack hits, the target must also succeed on a DC 21 Strength</p><p>saving throw or be pushed ahead of the giant for the rest of</p><p>this move. If a creature fails the save by 5 or more, it is also</p><p>knocked prone and takes 18 (3d6 + 8) bludgeoning damage, or</p><p>29 (6d6 + 8) bludgeoning damage if it was already prone.”</p><p></p><p>So, it says the 1st time it enters the space, but if they fail the save and are pushed ahead of the giant, does the giant get to attack them again as it moves? I don’t think so, as that could end up being 6 attacks against a single creature, potentially dealing 48d6+48 damage, which seems way too big even for a CR 14 creature.</p><p></p><p>Laying it all out this way, that 1st time it enters line is supposed to prevent multiple attacks correct?</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 6968138, member: 6801228"] Beholders were never implied to have a heavy connection to the Far Realms? I thought all the Aberrations had at least some connection the Far Realms? This… is weird to me. Where did they come from then? Were they somehow supposed to be native to the Material Plane? Cave Fisher I love the connection these things have to Dwarves, the idea of Dwarves drinking monster blood as alcohol is simply amazing. However, I do wish they had done more with this flammable blood of theirs. I feel like something dramatic should happen if one of these is hit by a Fireball, something which could be turned into a hobgoblin trap, where they have adventurers trapped in an area with Cave Fishers, and then catch the room on fire causing massive problems for the players. Other than that, this monster is more interesting as a non-combatant background element, like [MENTION=53176]Leatherhead[/MENTION] did (which I find amazing and will be stealing for the Dwarven city of Harth in my homebrew world). I could also see nets made of Cave Fisher filament, sticking to everything and being incredibly hard to get free of. Very convenient for those Drow that want to take prisoners instead of corpses or those Hobgoblins that want to slaughter helpless people instead of those who can fight back. Fire Giant Dreadnought So, I finally got around to reading these guys. They are respectably tough things for a PC team to encounter. They get 2 shield attacks a turn, dealing 4d6+8 bludgeoning, 2d6 fire, and 2d6 piercing on a hit. 8d6+8 per hit hurts. But then I read their special move, and I was curious how people interpret it. I’m going to try and post it directly: “Shield Charge. The giant moves up to 30 feet in a straight line and can move through the space of any creature smaller than Huge. The first time it enters a creature's space during this move, it makes a fireshield attack against that creature. If the attack hits, the target must also succeed on a DC 21 Strength saving throw or be pushed ahead of the giant for the rest of this move. If a creature fails the save by 5 or more, it is also knocked prone and takes 18 (3d6 + 8) bludgeoning damage, or 29 (6d6 + 8) bludgeoning damage if it was already prone.” So, it says the 1st time it enters the space, but if they fail the save and are pushed ahead of the giant, does the giant get to attack them again as it moves? I don’t think so, as that could end up being 6 attacks against a single creature, potentially dealing 48d6+48 damage, which seems way too big even for a CR 14 creature. Laying it all out this way, that 1st time it enters line is supposed to prevent multiple attacks correct? [/QUOTE]
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