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Community
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My boss plant monsters need fixin'
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<blockquote data-quote="Fede" data-source="post: 4649627" data-attributes="member: 81219"><p>(I won't comment stats because i don't have the books with me and don't remember the tables about monster creation)</p><p>An elite enemy counts as 2 standard enemies, so it should have ways to be the equivalent of 2 enemies (mainly by making 2 attacks every round):</p><p></p><p>-the deathflower has a normal attack and an encounter attack. after it uses the encounter (nitpick about the encounter attacK: vicious vines should end when the target escapes the grab, not with save ends), he can only use the basic attack, and with speed 1 it will be very difficult to reach a pc.</p><p>I suggest adding another attack to remove this problem, something like</p><p></p><p>R venomous spores:</p><p>+X vs reflex, 2 attacks, range 10, X damage + 5 ongoing poison (save ends)</p><p>this will make it able to attack even with it's very low speed and it's 2 attacks becaues it's an elite.</p><p></p><p>or, if you want it to be able to pull, </p><p></p><p>R hypnotic scent(minor, 1/round):</p><p>+X vs will, close burst 10, pull 5</p><p></p><p>and maybe making the encounter power a recharge 5 power.</p><p></p><p>-i'd make the behemoth different (i'm imagining it as a big carnivorous plant, with a big mouth and tendrils that grab), here are the changes that i'd make:</p><p></p><p>i'd make it Large, but with aura 3, representing the 2x2 squares mouth and the aura represents the entangling roots</p><p></p><p>i'd make the bite very powerful and damaging (maybe with an added effect? i'd say based on poison, maybe ongoing poison damage or weakness), but without reach</p><p></p><p>i'd make the tendril wrap reach 4, less damaging but sustain minor and with pull 4</p><p></p><p>i'd add something to make it able to do 2 attacks in a round, so maybe the bite could be minor/1 round, so it can make a tendril attack and a bite in the same turn.</p><p></p><p>also, because it's rooted to the ground, i'd make it immune to forced movement</p><p></p><p>I hope that it helps (and rereading it, i also hope that it makes sense...)</p></blockquote><p></p>
[QUOTE="Fede, post: 4649627, member: 81219"] (I won't comment stats because i don't have the books with me and don't remember the tables about monster creation) An elite enemy counts as 2 standard enemies, so it should have ways to be the equivalent of 2 enemies (mainly by making 2 attacks every round): -the deathflower has a normal attack and an encounter attack. after it uses the encounter (nitpick about the encounter attacK: vicious vines should end when the target escapes the grab, not with save ends), he can only use the basic attack, and with speed 1 it will be very difficult to reach a pc. I suggest adding another attack to remove this problem, something like R venomous spores: +X vs reflex, 2 attacks, range 10, X damage + 5 ongoing poison (save ends) this will make it able to attack even with it's very low speed and it's 2 attacks becaues it's an elite. or, if you want it to be able to pull, R hypnotic scent(minor, 1/round): +X vs will, close burst 10, pull 5 and maybe making the encounter power a recharge 5 power. -i'd make the behemoth different (i'm imagining it as a big carnivorous plant, with a big mouth and tendrils that grab), here are the changes that i'd make: i'd make it Large, but with aura 3, representing the 2x2 squares mouth and the aura represents the entangling roots i'd make the bite very powerful and damaging (maybe with an added effect? i'd say based on poison, maybe ongoing poison damage or weakness), but without reach i'd make the tendril wrap reach 4, less damaging but sustain minor and with pull 4 i'd add something to make it able to do 2 attacks in a round, so maybe the bite could be minor/1 round, so it can make a tendril attack and a bite in the same turn. also, because it's rooted to the ground, i'd make it immune to forced movement I hope that it helps (and rereading it, i also hope that it makes sense...) [/QUOTE]
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My boss plant monsters need fixin'
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