Lolth!

The better ones just lose an activation, not their entire set of turns. That's why I rather like them.

I haven't run a solo with multiple turns per round, but I have one coming up in a week or so, and this is what I'm doing to reduce the severity of stun/daze. Specifically, the power states:

"Whenever [creature] is subject to a daze, stun or dominating effect that is not save ends, that effect is removed at the end of [creature]'s next turn."

It has the side-effect of making some players not benefit from the daze/stun/dominated, but that's fine with me. If they want to lock the solo down, they'll have to work for it. Save ends effects are still good, since they will always last as long as End of Next Turn effects.

Anyway, back to talking about Lolth, I really like what I'm seeing. I love ongoing damage with powers, because it's a condition that doesn't limit a characters' abilities, but is still threatening. Can't wait to see what the spider form is.
 

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I couldn't find any solos that do that, at all - could you give some examples?

The most obvious one is Tiamat! Her power Quintuple Brain is the most powerful one of these as well, as she only loses her next activation and multiple daze/stun effects do not stack. There are other monsters that function like this, but they are really all over the place and so it can be hard to remember them. Such creatures do exist though.
 


Ah, right. I forgot that she wasn't appearing in the Compendium.

I wish I could remember the others - they do exist but I feel they aren't from core books they are from adventures and similar. Either way though the ability is not without precedent and I can affirm works extremely well.
 

The Sharn gets it, at least vs daze and stunned - though it is still based on auto-saving. I ran a fight with one the other day, though, and simply declared that all daze and stunned effects cleared at the end of its turn, and it didn't feel overpowered.

It actually resulted in the party using more interesting tactics to coordinate their strikes, which was even better!
 

Yeah, the Sharn is still screwed by them without the modification. Ah well, hopefully this is something that will be fixed in 5e :)
 

But they already changed it to only effects that allow a saving throw for Vecna and Torog

Tiamat's statblock says "makes an immediate saving throw against effects that a save can end."

In the nature of deities description right under Tiamat's statblock says "deities make a saving throw even when the effect doesn't normally end on a save."

So it seems kind of obtuse, but it's saying a god can make a saving throw against (save ends) effects, and gods treat all effects as (save ends) effects.

natureofdeities.png
 


Thanks for the info, but ...

16 month old Threadromancy

As opposed to...making a duplicate topic?...

The multiturn solos actually tend to be the most screwed by 'stunned until next turn' powers, since they're the attacker's turn, so a Behir will be stunned for three of its turns by one hit. Then they can use the next power.

I think multi-turn solos are even more screwed by zone powers, since everytime they start their turn within the zone they take damage, which means they need to continue backpeddling and doing ranged attacks, because engaging in melee and face stacking zone/aura damage make them fall even faster.
 


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