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Monster Conversion: The Immolith
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<blockquote data-quote="Dualazi" data-source="post: 7010917" data-attributes="member: 6855537"><p>Some thoughts, in no particular order of importance:</p><p></p><p>Your fiery grab looks like it works well, but it's not clarified if the Immolith gains extra bonus actions from having people held, since it's not making the additional claw attacks. It sounds pedantic (and is) but I could see nitpicking being made over it.</p><p></p><p>The fire damage seems cripplingly low. That's (sort of) alright, given that enemies will probably take some retribution damage from multiattack in melee, but at level 8-9 (when I could see players fighting one) ongoing 3 is just pitiful, and unless they're grabbed then fire resistance might still apply, dropping it to 1 damage.</p><p></p><p>Continuing from the above point, at AC 11 and 147 hp, this thing is going to get smoked before that aura has any chance to be a threat. In my opinion, auras really work best as high damage threats to keep PCs off enemy casters/artillery, or as low damage pressure from tanky foes. This does neither really.</p><p></p><p>My suggestion would be to ramp up the aura significantly and reduce the claw damage somewhat, since you want the fantasy of a controller of sorts who slows the player's movement and then drags them to fiery doom, and it makes the melee characters a little more cautious about capitalizing on that ridiculously low AC. As it stands currently I'd just ignore more of its mechanics and spam quad attacks to get some damage in before it drops.</p><p></p><p>Another potential suggestion (although not drawn from its 4e statblock) would be to give it stacking regen when enemies are affected by Deathsmoke Gaze. That would justify the low damage and make players have to deal with a sort of opt-in self CC if they want to cut down on the healing or burn through it.</p></blockquote><p></p>
[QUOTE="Dualazi, post: 7010917, member: 6855537"] Some thoughts, in no particular order of importance: Your fiery grab looks like it works well, but it's not clarified if the Immolith gains extra bonus actions from having people held, since it's not making the additional claw attacks. It sounds pedantic (and is) but I could see nitpicking being made over it. The fire damage seems cripplingly low. That's (sort of) alright, given that enemies will probably take some retribution damage from multiattack in melee, but at level 8-9 (when I could see players fighting one) ongoing 3 is just pitiful, and unless they're grabbed then fire resistance might still apply, dropping it to 1 damage. Continuing from the above point, at AC 11 and 147 hp, this thing is going to get smoked before that aura has any chance to be a threat. In my opinion, auras really work best as high damage threats to keep PCs off enemy casters/artillery, or as low damage pressure from tanky foes. This does neither really. My suggestion would be to ramp up the aura significantly and reduce the claw damage somewhat, since you want the fantasy of a controller of sorts who slows the player's movement and then drags them to fiery doom, and it makes the melee characters a little more cautious about capitalizing on that ridiculously low AC. As it stands currently I'd just ignore more of its mechanics and spam quad attacks to get some damage in before it drops. Another potential suggestion (although not drawn from its 4e statblock) would be to give it stacking regen when enemies are affected by Deathsmoke Gaze. That would justify the low damage and make players have to deal with a sort of opt-in self CC if they want to cut down on the healing or burn through it. [/QUOTE]
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