MM2 Excerpt: Heroslayer Hydra

See, I have no problem with any of that. I don't want to see them frequently, but if the occasional monster has the ability to turn an advantage into a disadvantage? Not only am I fine with that, I prefer it. Keeps things interesting.

What's interesting is it doesn't turn an advantage into a dissadvantage necessarily, it just makes you weigh the reward.

The fighter still gives the party all the benefits of marking the hydra, but it's now "extra" risky for him to do so.

Same for the crit... it doesn't get rid of the extra damage done by the crit- It's a double edged crit though! :D
 

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This monster is awesome and I wholeheartedly approve, for the following reasons:

1. Better math. I crunched the numbers on this, and (after adjusting for solo status) it meets the damage guidelines in the DMG, which a lot of the high-level MM1 monsters did not. In fact, it exceeds them a bit... even after you allow for its hit points being reduced 20% and its damage being cranked up to match.
2. Lower hit points, higher damage. 4E monsters generally need this, and solos really need it.
3. Gets more dangerous as its hit points drop. Every 194 hit points, it cranks up the threat level, increasing the pressure on the PCs. This will help keep the fight tense and exciting.
4. Not (much) susceptible to fighter lockdown. The fighter can still do her "you no move" thing if she really wants to, but in general she can't keep the hydra frozen in place the way fighters usually do with solos. Whether to mark is now a tactical decision instead of a no-brainer.
 

While i like challenging monsters, I think this one has too much built in player-screw.

  • Turns a class ability into a class disability
  • Can't stop the heads from regrowing at all
  • Can't target the body to avoid regrowing heads
  • Party gets punished for backing up the abused Tank [Rampage]
  • Party gets punished for being lucky [hitting it with a crit recharges Rampage]
Weren't people complaining about how a foe could afford to easily just ignore the fighter's mark, take the penalty and attack someone squishier? Well, now, it has even more incentive to want to attack the tank over anyone else (an attack/damage bonus, on top of not suffering any penalties). What's not to like? ;)

I like that it encourages parties to think out of the proverbial box. If you think that your party has become too effective/comfortable with a single tactic that they keep reusing, the hydra can be an answer to that. Now tanking is no longer as straightforward as the defender simply stepping forward and marking the hydra. They now have the weigh the benefits of marking vs the drawbacks against them.

I think this is the way solos should be. Tough enough to be able to stand toe to toe with the party on its own merit, without requiring any backup from other monsters. Many-headed ensures that the party will not be able to lock it down successfully with debuff spells, while hydra fury lets it spread the damage out more evenly (some bites will hit, others will miss, so you still take some damage, rather than none on a miss or a lot on a hit). This prevents its attacks every round from becoming too binary.

Interesting that this seems to be the 1st "anti-optimization" monster I have seen so far, where it possesses abilities that allow it to scale in difficulty relative to how powerful the party may be. If you can crit often, you still get the benefits, but the monster is suddenly more effective to compensate. :lol:

It still does not seem to do much to battleragers though (since they get temp hp per hit). :p
 



The fighter still gives the party all the benefits of marking the hydra, but it's now "extra" risky for him to do so.
Exactly, in fact, it just makes the defender "more sticky", as the hydra *really* wants to attack the marking defender - and that's exactly what the defender basically wants.

It's a pretty interesting mechanic, because it doesn't remove or cancels out a class ability, but instead plays along with it - just in a way that it not only benefits the group/defender, but instead it benefits the monster as well.

Cheers, LT.
 

Exactly, in fact, it just makes the defender "more sticky", as the hydra *really* wants to attack the marking defender - and that's exactly what the defender basically wants.

It's a pretty interesting mechanic, because it doesn't remove or cancels out a class ability, but instead plays along with it - just in a way that it not only benefits the group/defender, but instead it benefits the monster as well.

Cheers, LT.

You want me to attack you? Eh? Yeah? Ok punk time for the multiheaded whoopage!!! :D
 

Let me see if my math is right.

Average AC for a fighter at level 20 is about 33 (did a quickplay character in the builder).

Fighter Turn 1: "I mark you, you big stinky-headed nasty thing"

Hydra Turn 1: "Oh yeah, I eat heroes. 5x +27 vs AC; 1d10+12 a hit - if two hit, take an extra 10." "Oh yeah, and action point."

150 average damage against the marked guy.

I think I'm in love.
 

Auto build doesn't use masterwork armor by default. It also makes the weapon the +5 instead of the armor. Which is 3 guaranteed points, one possible missing point. Scale specialization will be another +1. Or there's plate builds. Sticking a dwarf fighter in plate mail got me a 40 AC pretty easily.
 

While i like challenging monsters, I think this one has too much built in player-screw.

  • Turns a class ability into a class disability
  • Can't stop the heads from regrowing at all
  • Can't target the body to avoid regrowing heads
  • Party gets punished for backing up the abused Tank [Rampage]
  • Party gets punished for being lucky [hitting it with a crit recharges Rampage]

I like how it makes a defender's role more "defender-y". If you mark it, there's more incentive for him to attack you than normal.

I think that is a really cool way of supporting character roles and abilites instead of screwing them!

Of course, I could be wrong.

The "regrowing heads" - that seems to me to be a DM issue; do hydras in the DM's world lose the ability to regrow heads if one is burned off? Should this be part of the statblock? I don't know.
 

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