Mourning Haunt Monster Question/Comment

The Human Target

Adventurer
I was looking for a third level big boss monster for the campaign I'm currently running, and came across this critter in the Eberron Campaign Guide.

I thought that it was a pretty good fit for what I wanted (a level 3 solo lurker.)

Its got plenty of interesting powers, and should be a good challenge for my party.

Until I noticed something.

Reactive Swipe (Immediate interrupt. when the Mourning haunt
Is hit by a melee attack: at·will) . Teleportation +6 vs. Reflex: 1d6 +4 damage. and the Mourning haunt teleports 3 squares.

Which unless I'm having a brain fart, means that the Mourning Haunt is basically immune to melee attacks. And that kinda seems a little overpowered and a whole lot of not fun for the players. Especially since almost every party is going to have at least 2 melee focused characters, and mine will has 4.

Am I reading this wrong? Am I overreacting? Would it gimp the monster too much if I made it a recharge 5/6 power?
 

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Well... looking at it, the damage output of the monster's fairly low so it needs this ability to survive. Compare that to the other lvl 3 solo lurker, the Young Brown Dragon. It's reaction ability is Sand Spray, and can blind ranged attackers + can blind melee attackers fairly easily with a move action, so it's not out of line especially as all its defenses are much lower than the dragons. Solo's are supposed to be tough critters and this one is particularly annoying for melee characters, but them's the breaks of foregoing your reflex score.

If you want something a bit less annoying, avoid the Lurker and pick either a soldier or a brute.

One thing i forgot, do Solo's get more than 1 immediate action? I don't think so, so they should only be able to do it 1/round (although it could 'port 3 squares into the air, negating the melee characters as well)
 
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Well... looking at it, the damage output of the monster's fairly low so it needs this ability to survive. Compare that to the other lvl 3 solo lurker, the Young Brown Dragon. It's reaction ability is Sand Spray, and can blind ranged attackers + can blind melee attackers fairly easily with a move action, so it's not out of line especially as all its defenses are much lower than the dragons. Solo's are supposed to be tough critters and this one is particularly annoying for melee characters, but them's the breaks of foregoing your reflex score.

If you want something a bit less annoying, avoid the Lurker and pick either a soldier or a brute.

One thing i forgot, do Solo's get more than 1 immediate action? I don't think so, so they should only be able to do it 1/round (although it could 'port 3 squares into the air, negating the melee characters as well)

Ahh thats the ticket. I forgot that you can take any number of opportunity actions on other peoples turns, but only one immediate action per round. So it was mostly a brain fart/gaming rust. That brings everything into focus.

I was never worried about it hitting reflex. You're right, if you dump a defense thats what ya get.

So its an annoying power, but in that fun for a DM way. ;)

Thanks a lot, I feel better.

I'd love any tips/advice/or stories about using the Mourning Haunt in game if anyone has any.
 

Not a story about this critter, but a story of how using a power like that Interrupt can screw player's plan.

Player's where talking loudly on how the Warlord would set up a Daily that grants +5 to attacks for the rest of the encounter (against the target of the power).
So when he used it against him, he activated his Encounter interrupt power that would teleport him out and leave a minion in it's place.

The player almost got mad at me :angel:

So, try to not be predictable on when and how the monster uses his interrupt.
Tactics such as "always let the first PC to attack him in melee use an At-Will" shouldn't work.
And watch out what plans are the character's making shouting in the battlefield.
 

Not a story about this critter, but a story of how using a power like that Interrupt can screw player's plan.

Player's where talking loudly on how the Warlord would set up a Daily that grants +5 to attacks for the rest of the encounter (against the target of the power).
So when he used it against him, he activated his Encounter interrupt power that would teleport him out and leave a minion in it's place.

The player almost got mad at me :angel:

So, try to not be predictable on when and how the monster uses his interrupt.
Tactics such as "always let the first PC to attack him in melee use an At-Will" shouldn't work.
And watch out what plans are the character's making shouting in the battlefield.

Yeah, very good idea.

I'm gonna try and mix it up, try and negate some sneak attacks, dailies, and encounters if I can. Plus its a fun way to jump behind the defender and gank the squishes.

We'll see how well they can think on their feet.
 


Only works if it can fly/hover (which it may be able to - I don't have access to its profile right now) - otherwise it will simply fall back to the ground.
 

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