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MMV love from a MMIV hater

Even reading this thread, I'm not sure what you guys perceive as the big difference between the quality of IV and V. I thought IV was a very useful book. The only downside of it was the heavy focus on Spawn of Tiamat (or "Tia Pets" as I call them :D ). Admittedly, the focus on Thoon here is much more welcome.

I definitely want to see some Elemental Magi minis!
 

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I actually threw 4 carnage demons and 4 vivisectors against my party tonight. The vivisectors were carrying the carnage demons :)

They were spotted by a flying PC, they landed around a bend on the road, and battle began. Unfortunately, due to poor placement, they couldn't charge the PC who they could all see, but could get to him in a double move, and even if it wasn't the wisest move tactically the carnage demons all surrounded that particular PC, who had readied an action to attack. Seemed like what a bunch of stupid, battle-hungry demons would do. They all died before even getting their first attack, although that's largely because I completely forgot about their DR (the PC they surrounded dealt 19 to one, cleaved, and dealt 19 to the other). DR aside, I just don't like how fragile they are. 19 HP is nothing.

The vivisectors were a lot more interesting... They basically turned invisible, attacked for a few rounds, and then used their last swift invisibility of the day to run away. I still made the party try attacking and rolling miss chances until their next round when they didn't see the vivisectors "blink" (reappear and then use a swift action to turn invis).
 

I, too, have already used MMV stuff in my game. First session of a short high-level Planescape game, I bring the party together by having them fight off two spirraxes trapped in Sigil. Loads of fun!

Demiurge out.
 

Asmor said:
The vivisectors were a lot more interesting... They basically turned invisible, attacked for a few rounds, and then used their last swift invisibility of the day to run away. I still made the party try attacking and rolling miss chances until their next round when they didn't see the vivisectors "blink" (reappear and then use a swift action to turn invis).

Well, they are supposed to occupy the niche of bottom-tier rank-and-file demons.

And DR makes a big difference.
 

Asmor said:
They were spotted by a flying PC, they landed around a bend on the road, and battle began. Unfortunately, due to poor placement, they couldn't charge the PC who they could all see, but could get to him in a double move, and even if it wasn't the wisest move tactically the carnage demons all surrounded that particular PC, who had readied an action to attack. Seemed like what a bunch of stupid, battle-hungry demons would do. They all died before even getting their first attack, although that's largely because I completely forgot about their DR (the PC they surrounded dealt 19 to one, cleaved, and dealt 19 to the other). DR aside, I just don't like how fragile they are. 19 HP is nothing.
Well number one, the first carnage demon was still alive even without DR. there should have never been a cleave. It was disabled at 0HP, was still standing and had a standard action coming to it when it's turn came back around.

Number two, what was the ready? Did the PC specifically ready the attack for when he could cleave? That decision usually has to be made when the ready is declared.

Number 3, their claws are nice, but honestly, they need a two handed weapon, maybe a glaive. They start proficient in simple and martial weapons as outsiders.

Move to a charge position? Yes. charge someone with a ready, sure. Draw AoOs IF the foe does not have silver to attack a weaker foe? Sure. Move into a foes ready? I kinda doubt that, especially if the person looked strong or had a two handed weapon, though Wisdom 6 has few examples to really say for certain.

I do think the carnage demon is better served with endurance and die hard as the default feats. Let them have thier saves as glass jaws. Maybe Savage Species's Thick skin x2. {+2 to existing DR, no more than double base].



Now here is a monster I don't recommend using. It is a Carnage demon frenzied berserker {Complete warrior PRC}. But if you like the PRC or just have to deal with it in your game, here ya go.

Bound within black shell of material similar to magically hardened adamantine [hardness 40, HP 1] Izzzock the reckless floats in a temporal stasis inducing fluid, protecting Izzack from the world, but more importantly, protecting the world from Izzack. Should the shell be breached, the shell with crumble to dust and the fluid will lose it's magic, freeing Izzzack. The Demon lord who owns Izzock plans only to release him as a living weapon, most likely to be hurled by a goristro demon into battle near a pack of Carnage demons already engaged in melee. A Goristro with the far shot could reliably lob the shell 1500 feet [the max of 5 increments]


[sblock=Izzzock the reckless, Carnage demon] Advanced Carnage Demon Barbarian 1, frenzied berserker 6 Medium Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 9d8+7d12+ ( 107hp) [139 raging] Basically infinite HP while in frenzy
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 19 [ Raging 15] (+2 Dex, +3 natural, +4 masterwork chain shirt, touch 11, flat-footed 17
Base Attack/Grapple: +16/+26
Attack: +1 silver greatsword +27 Melee (2d6+15 crit 19-20 Chaos, Evil) or Slam +21 melee (1d4+10 Chaos, Evil, Special)
Full Attack: +1 sliver greatsword +27/+21/+17/+12 Melee (2d6+15 crit 19-20 Chaos, Evil) or 2 Slams +21 melee (1d4+10 Chaos, Evil, Special)
Balls out, Frenzying & raging Full Attack: +1 sliver greatsword +16/+16/+11/+6/+1 Melee (2d6+70 crit 19-20 Chaos, Evil) or 2 Slams +15 melee (1d4+34 Chaos, Evil, Special)
Space/Reach: 5 ft./5 ft.
Special Attacks: Aligned strike, Carnage, Reaving fists, Rage 1/day, frenzy 3/day, Supreme cleave, Improved power attack, inspire frenzy
Special Qualities: Darkvision 60 ft., destructive appetite, DR 5/silver, immune to electricity, immune to poison, resist acid 10, resist cold 10, resist fire 10
Saves: Fort +14, Ref +6, Will +3
Abilities: Str 30***, Dex 14, Con 18, Int 6, Wis 6, Cha 4
Skills: Climb +15, Intimidate +14, Jump +19, Listen +10, Spot +10, Survival +4, swim+12[raging +14].
Feats: Power Attack, Cleave, Destructive Rage [CW], Intimidating rage[CW], Extend Rage, Extend rage, Die Hard(b)
Challenge Rating: 14
Treasure: Victim's possessions & gauntlet of strength +2, +1 alch. silver greatsword, Potion of Fly
Alignment: Always chaotic evil

Carnage demons speak abyssal.

COMBAT
Carnage (Su) For each other carnage demon within 30 feet, a carnage demon gains a +1 bonus on attack rolls and damage rolls, up to a maximum of +5.

Destructive appetite (Ex) After every successful melee attack, a carnage demon must succeed on a DC 14 will save. If it fails, it attacks the nearest creature that is not a carnage demon whenever it is is unable to attack an enemy in a given round

Deathless frenzy (Ex) Fights normally and not die from HP damage until after frenzy ends. Disintegrate, slay living, massive damage and other effect that kill outright can still slay him. See complete warrior for further details, but yes, Izzzock the Reckless will still be swinging at -900 HP.

Frenzy [Ex] 3/day +6 Str, -4 AC & one additional attack for 17 rounds [19 if also raging] due to extended rage x2. Take 2 nonlethal damage each round. If out of enemy creatures, attack nearest ally. Once per round, may attempt a DC 20 will save to end early. If injured frenzy on next action, a will save DC 10+damage dealt since last action, can prevent this. See complete warrior for further details.

Improved power attack [Ex] +3 damage for each-2 to hit taken. +3 for -1 with a two handed weapon

Inspire frenzy (Su) 1/day, while in frenzy, can cause Allies within 10' to also enter frenzy.

Rage: See PHB, Lasts 19 rounds due to extended rage x2

Reaving fists (Ex) A carnage demons' slams overcome any metal based DR, such as silver, cold iron or adamantine.

Supreme cleave [Ex] May take a 5' adjustment before or after cleaving . Still only one 5' adjustment per round and only if the character does not otherwise move.[/sblock]
 
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I've been looking over the MMV this morning. Some nice stuff in there, and I always love the introduction of new devils!

But I think my favorite new critter is the Mockery Bug. An adventure centered around those would simply be so creepy!!!
 



Felon said:
Even reading this thread, I'm not sure what you guys perceive as the big difference between the quality of IV and V. I thought IV was a very useful book. The only downside of it was the heavy focus on Spawn of Tiamat (or "Tia Pets" as I call them :D ). Admittedly, the focus on Thoon here is much more welcome.

I found MMIV largely uninspiring. Most of the monsters were either bland (blood hulk), unnecessary retreads (another flying snake, another bunch of barely-variant spiders, another goblinoid that fills the same niche as others), or unnecessary (inferno spider could just as easily have been a spider with the fire element template applied).

The monsters with class levels really killed the book for me. This time around, only a few are simply monsters with class levels. Most are variants, which count as a new creature in my book. For instance, if MMV had included gnolls, they'd probably have given us maybe a witch doctor, a flind, a ghuuna, and a shoosuva, all still modified gnolls but rich with history. Compare to the MMIV's githyanki which weren't even psionic. <sigh>

MMIV also focused on simplifying the creatures so much that many became one-trick ponies. The deathdrinker demon, for example, relies heavily on its quickended greater teleport (which isn't even legal with the feat...you can't quicken a 7th-level spell with Quicken Spell-Like Ability).

And then there were the dragonspawn. Page after page after page after page of dragonspawn.

MMIV also broke very little ground. It basically proudly waved the "we're here to be simpler" flag. MMV has some really groundbreaking stuff, like the Thoon constructs' abilities to alter their abilities, the spirrax and some others' altering their entire focus once an amount of damage has been sustained, and so forth.

MMIV did have some winners (the balhannoth, lodestone marauder, zern), but they were few and far between. MMV appears to be the opposite.

MMV is more inspiring, the monsters more complex, and more innovative. It also has a better spread of CRs and monster types.
 

So its the odd # MMs that are good, and the even # ones that are bad?

That reverses the primal odd-even patern: the Star Trek movies.
 

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