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<blockquote data-quote="Oofta" data-source="post: 9500320" data-attributes="member: 6801845"><p>Running 6 PCs by yourself would be crazy time. I have a quick reminder in my prep notes for special things. So for example I had a Hobgoblin Devastator in my game yesterday (low level but still a fair number of options).</p><p></p><p>Two options. First, before I had DDB I would just shorthand most of their information on attacks and powers. So ...</p><p style="margin-left: 20px"><em><strong>Army Arcana.</strong></em> When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.</p> <p style="margin-left: 20px">Actions</p> <p style="margin-left: 20px"><em><strong>Multiattack. </strong></em>The hobgoblin makes two Quarterstaff or Devastating Bolt attacks.</p> <p style="margin-left: 20px"><em><strong>Quarterstaff.</strong> Melee Weapon Attack:</em> +3 to hit, reach 5 ft., one target. <em>Hit:</em> 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands, plus 13 (3d8) force damage.</p> <p style="margin-left: 20px"><em><strong>Devastating Bolt.</strong> Ranged Spell Attack:</em> +5 to hit, range 60 ft., one target. <em>Hit:</em> 21 (4d8 + 3) force damage, and the target is knocked <a href="https://www.dndbeyond.com/sources/dnd/free-rules/rules-glossary#ProneCondition" target="_blank">prone</a>.</p> <p style="margin-left: 20px"><em><strong>Spellcasting.</strong></em> The hobgoblin casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):</p> <p style="margin-left: 20px">At will: <a href="https://www.dndbeyond.com/spells/2173-mage-hand" target="_blank">mage hand</a>, <a href="https://www.dndbeyond.com/spells/2213-prestidigitation" target="_blank">prestidigitation</a></p> <p style="margin-left: 20px">2/day each: <a href="https://www.dndbeyond.com/spells/2102-fireball" target="_blank">fireball</a>, <a href="https://www.dndbeyond.com/spells/2111-fly" target="_blank">fly</a>, <a href="https://www.dndbeyond.com/spells/2112-fog-cloud" target="_blank">fog cloud</a>, <a href="https://www.dndbeyond.com/spells/2134-gust-of-wind" target="_blank">gust of wind</a>, <a href="https://www.dndbeyond.com/spells/2167-lightning-bolt" target="_blank">lightning bolt</a></p><p></p><p>Becomes greatly shortened. I can always look stuff up if I really need to, but this is quick for me to read at a glance. I find I can put everything I need to run the vast majority of monsters on a large index card.</p><p style="margin-left: 20px">- Ignore allies for spell AOE</p> <p style="margin-left: 20px">Attacks x2</p> <p style="margin-left: 20px">- Quarterstaff +3/5(1d8+1) +13 force</p> <p style="margin-left: 20px">- Devastating Bolt: +5/12(4d8+3) force, knocks prone</p> <p style="margin-left: 20px">Spells</p> <p style="margin-left: 20px">- At will: Mage hand, prestidigitation</p> <p style="margin-left: 20px">- x2: Fireball (8d6/28); fly (spd 60), fog cloud (20 ft sphere), gust of wind (push 10x60), lightning bolt (8d6/28)</p> <p style="margin-left: 20px"></p><p>Or, because I use DDB now I just jot a couple of notes of the important things.</p><p style="margin-left: 20px">- Army Arcana ignore allies; start with fireball or lightning bolt; fly if have chance</p><p></p><p>The latter is even more helpful on much higher level monsters. Just a quick reminder of special abilities and how they're likely to open combat. Especially with spellcasters, what they're likely to cast on the first round or three of combat.</p><p></p><p>An example of the monster on a card that I used to do, which I probably could have shortened even more.</p><p>[ATTACH=full]385028[/ATTACH]</p></blockquote><p></p>
[QUOTE="Oofta, post: 9500320, member: 6801845"] Running 6 PCs by yourself would be crazy time. I have a quick reminder in my prep notes for special things. So for example I had a Hobgoblin Devastator in my game yesterday (low level but still a fair number of options). Two options. First, before I had DDB I would just shorthand most of their information on attacks and powers. So ... [INDENT][I][B]Army Arcana.[/B][/I] When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.[/INDENT] [INDENT]Actions[/INDENT] [INDENT][I][B]Multiattack. [/B][/I]The hobgoblin makes two Quarterstaff or Devastating Bolt attacks.[/INDENT] [INDENT][I][B]Quarterstaff.[/B] Melee Weapon Attack:[/I] +3 to hit, reach 5 ft., one target. [I]Hit:[/I] 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands, plus 13 (3d8) force damage.[/INDENT] [INDENT][I][B]Devastating Bolt.[/B] Ranged Spell Attack:[/I] +5 to hit, range 60 ft., one target. [I]Hit:[/I] 21 (4d8 + 3) force damage, and the target is knocked [URL='https://www.dndbeyond.com/sources/dnd/free-rules/rules-glossary#ProneCondition']prone[/URL].[/INDENT] [INDENT][I][B]Spellcasting.[/B][/I] The hobgoblin casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):[/INDENT] [INDENT]At will: [URL='https://www.dndbeyond.com/spells/2173-mage-hand']mage hand[/URL], [URL='https://www.dndbeyond.com/spells/2213-prestidigitation']prestidigitation[/URL][/INDENT] [INDENT]2/day each: [URL='https://www.dndbeyond.com/spells/2102-fireball']fireball[/URL], [URL='https://www.dndbeyond.com/spells/2111-fly']fly[/URL], [URL='https://www.dndbeyond.com/spells/2112-fog-cloud']fog cloud[/URL], [URL='https://www.dndbeyond.com/spells/2134-gust-of-wind']gust of wind[/URL], [URL='https://www.dndbeyond.com/spells/2167-lightning-bolt']lightning bolt[/URL][/INDENT] Becomes greatly shortened. I can always look stuff up if I really need to, but this is quick for me to read at a glance. I find I can put everything I need to run the vast majority of monsters on a large index card. [INDENT]- Ignore allies for spell AOE[/INDENT] [INDENT]Attacks x2[/INDENT] [INDENT]- Quarterstaff +3/5(1d8+1) +13 force[/INDENT] [INDENT]- Devastating Bolt: +5/12(4d8+3) force, knocks prone[/INDENT] [INDENT]Spells[/INDENT] [INDENT]- At will: Mage hand, prestidigitation[/INDENT] [INDENT]- x2: Fireball (8d6/28); fly (spd 60), fog cloud (20 ft sphere), gust of wind (push 10x60), lightning bolt (8d6/28)[/INDENT] [INDENT][/INDENT] Or, because I use DDB now I just jot a couple of notes of the important things. [INDENT]- Army Arcana ignore allies; start with fireball or lightning bolt; fly if have chance[/INDENT] The latter is even more helpful on much higher level monsters. Just a quick reminder of special abilities and how they're likely to open combat. Especially with spellcasters, what they're likely to cast on the first round or three of combat. An example of the monster on a card that I used to do, which I probably could have shortened even more. [ATTACH type="full"]385028[/ATTACH] [/QUOTE]
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