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Sum Mon III - Dretch - Unbalanced?
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<blockquote data-quote="coyote6" data-source="post: 151394" data-attributes="member: 1225"><p><strong>Re: Re: Re: Sum Mon III - Dretch - Unbalanced?</strong></p><p></p><p>I had a band of 4 dretches attack a PC group (which were, IIRC, 4th level, with almost no magical weapons). The dreteches died miserablly. They hit all of one PC telekinetically. The save DC on their <em>scare</em> is all of a 12 -- not too hard to make; only one NPC failed, and since it only lasts for two rounds, he was back quite quickly. They can't see through their own <em>darkness</em>, so it's mainly useful for confusion & defensive use. <em>Stinking cloud</em> was by far the most useful -- but that's only once per day, and the DC is relatively low (DC 13). It was mainly useful in the fight because the PCs were inside a tavern, and the <em>cloud</em> followed <em>darkness</em> -- so the PCs spent a number of rounds stumbling around in the dark trying to get out of the cloud, so one or two eventually failed the Fort save. Meanwhile, the darkness made the dretches mostly useless.</p><p></p><p>Remember that the dretches' attack roll with telekinetically hurled objects is their BAB (+2) plus their Int mod (-3) -- total attack bonus: -1. And it's not a ranged touch attack. Throwing objects, they'll be doing all of 1d6 damage. Throwing weapons, they could do more -- but they still will rarely hit.</p><p></p><p>Now, a clever wizard could summon some dretches, have them blanket the area with <em>darkness</em> & maybe a <em>stinking cloud</em>, then summon some baatezu devil, that can see through the darkness & is immune to the cloud's poisonous vapors. <em>Summon monster II</em> will conjure up a lemure, which is pretty wimpy -- but a handful of those, against PCs blinded by <em>darkness</em> & choking in a <em>stinking cloud</em> might be an interesting fight. It'll take, what, <em>summon monster VI</em> to get more dangerous devils?</p><p></p><p>Assuming the devils and demons don't fight amongst themselves, of course. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Ah, I believe it's more customary to name Sean Reynolds rather than Monte Cook (unless the subject is Monte's alt. ranger or one of the Books of Eldritch Might, naturally). </p><p></p><p>The Sage is, of course, nigh-mandatory in all cases. </p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="coyote6, post: 151394, member: 1225"] [b]Re: Re: Re: Sum Mon III - Dretch - Unbalanced?[/b] I had a band of 4 dretches attack a PC group (which were, IIRC, 4th level, with almost no magical weapons). The dreteches died miserablly. They hit all of one PC telekinetically. The save DC on their [i]scare[/i] is all of a 12 -- not too hard to make; only one NPC failed, and since it only lasts for two rounds, he was back quite quickly. They can't see through their own [i]darkness[/i], so it's mainly useful for confusion & defensive use. [i]Stinking cloud[/i] was by far the most useful -- but that's only once per day, and the DC is relatively low (DC 13). It was mainly useful in the fight because the PCs were inside a tavern, and the [i]cloud[/i] followed [i]darkness[/i] -- so the PCs spent a number of rounds stumbling around in the dark trying to get out of the cloud, so one or two eventually failed the Fort save. Meanwhile, the darkness made the dretches mostly useless. Remember that the dretches' attack roll with telekinetically hurled objects is their BAB (+2) plus their Int mod (-3) -- total attack bonus: -1. And it's not a ranged touch attack. Throwing objects, they'll be doing all of 1d6 damage. Throwing weapons, they could do more -- but they still will rarely hit. Now, a clever wizard could summon some dretches, have them blanket the area with [i]darkness[/i] & maybe a [i]stinking cloud[/i], then summon some baatezu devil, that can see through the darkness & is immune to the cloud's poisonous vapors. [i]Summon monster II[/i] will conjure up a lemure, which is pretty wimpy -- but a handful of those, against PCs blinded by [i]darkness[/i] & choking in a [i]stinking cloud[/i] might be an interesting fight. It'll take, what, [i]summon monster VI[/i] to get more dangerous devils? Assuming the devils and demons don't fight amongst themselves, of course. :) Ah, I believe it's more customary to name Sean Reynolds rather than Monte Cook (unless the subject is Monte's alt. ranger or one of the Books of Eldritch Might, naturally). The Sage is, of course, nigh-mandatory in all cases. ;) [/QUOTE]
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