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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Suitable Miniboss for Level 6 Party (My players stay out!)
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<blockquote data-quote="aco175" data-source="post: 5725624" data-attributes="member: 27385"><p>You can always give it 2 iniatives like on 25 and 15. This may make it a lot harder when it starts to get a lot of heads though. I would also give it an acid spit atk at range 10 or even 15. These do not provoke an AOO if it has more than one head. You could also give it an aura 2, 5 points of bite or acid damage.</p><p></p><p>I would also think about not giving more atacks when it has less heads. It seems that it starts off fairly strong and gets stronger before it should start to die off when they party of finally getting the upper hand. These long fights tend to drag after the first several rounds when the cool powers are used up and only at-wills are left.</p><p></p><p>Another point is terrain. You can limit the fightiing area and give the monster the upper hand. If it is in an area where it gets reach and casters cannot stand that far away without being blocked by terrain it stands a better chance. I always liked to throw some cool terrain for effect and movement purposes. Blood rock and healing ground are good. I also had these crystals once that gave back an encounter power but were then used up. There was a few in the room and the monster got to use the first one to get back a blast power.</p></blockquote><p></p>
[QUOTE="aco175, post: 5725624, member: 27385"] You can always give it 2 iniatives like on 25 and 15. This may make it a lot harder when it starts to get a lot of heads though. I would also give it an acid spit atk at range 10 or even 15. These do not provoke an AOO if it has more than one head. You could also give it an aura 2, 5 points of bite or acid damage. I would also think about not giving more atacks when it has less heads. It seems that it starts off fairly strong and gets stronger before it should start to die off when they party of finally getting the upper hand. These long fights tend to drag after the first several rounds when the cool powers are used up and only at-wills are left. Another point is terrain. You can limit the fightiing area and give the monster the upper hand. If it is in an area where it gets reach and casters cannot stand that far away without being blocked by terrain it stands a better chance. I always liked to throw some cool terrain for effect and movement purposes. Blood rock and healing ground are good. I also had these crystals once that gave back an encounter power but were then used up. There was a few in the room and the monster got to use the first one to get back a blast power. [/QUOTE]
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Suitable Miniboss for Level 6 Party (My players stay out!)
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