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MM: How many high levels monsters have some form of magic resistance?
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<blockquote data-quote="IgnatiusJ.Reilly" data-source="post: 6419463" data-attributes="member: 6775123"><p>I've played one character to the 20th level so far, he was an Evoker. The Evoker, with Sculpt Spell, has options at these levels, since his/her area affects do half damage even if they save. Magic Missile is an obvious choice here with no save. If your caster has the Robe of Archmagi or one of the +x to DC wands, you're better off, but I wouldn't count on save spells against these creatures.</p><p></p><p> Overall, I wouldn't rely on spells that require saves, for any appreciable effect, against these creatures, even if you're a caster who maximizes his DC at the cost of all else. The best tactic seems to be buffing warriors and rogues and allowing them to do the damage necessary here. Hopefully, you won't need a another concentration spell during this time you're buffing though. I suppose the the Sorcerer could nullify the advantage using Heighten Spell for 3 sorcery points, in the absence of Legendary Resistance anyway. Note that their are a great many creatures with 5E's form of Magic resistance than those listed here.</p><p></p><p>One important thing I should add though, is that in the absence of innate advantage or temporary advantage due to a spell affect, one can use their spells to good effect. Saving throws in this edition are not easy to make, especially if you target the 'correct' one with a spell. However, due to limited spell slots/one concentration slot and the creature getting a re-save every round, I don't consider the tough saving throws problematic. It's not as though casters don't face the same saving throws as well.</p></blockquote><p></p>
[QUOTE="IgnatiusJ.Reilly, post: 6419463, member: 6775123"] I've played one character to the 20th level so far, he was an Evoker. The Evoker, with Sculpt Spell, has options at these levels, since his/her area affects do half damage even if they save. Magic Missile is an obvious choice here with no save. If your caster has the Robe of Archmagi or one of the +x to DC wands, you're better off, but I wouldn't count on save spells against these creatures. Overall, I wouldn't rely on spells that require saves, for any appreciable effect, against these creatures, even if you're a caster who maximizes his DC at the cost of all else. The best tactic seems to be buffing warriors and rogues and allowing them to do the damage necessary here. Hopefully, you won't need a another concentration spell during this time you're buffing though. I suppose the the Sorcerer could nullify the advantage using Heighten Spell for 3 sorcery points, in the absence of Legendary Resistance anyway. Note that their are a great many creatures with 5E's form of Magic resistance than those listed here. One important thing I should add though, is that in the absence of innate advantage or temporary advantage due to a spell affect, one can use their spells to good effect. Saving throws in this edition are not easy to make, especially if you target the 'correct' one with a spell. However, due to limited spell slots/one concentration slot and the creature getting a re-save every round, I don't consider the tough saving throws problematic. It's not as though casters don't face the same saving throws as well. [/QUOTE]
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MM: How many high levels monsters have some form of magic resistance?
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