Dandu
First Post
Let me show you something. It's a list of the CR 10 monsters in core that will attack in melee.Ah, I see a better picture, now. Our opinions are so radically different because our sense of battle in DnD is so different. In the games you play, the average monster is aware and can distinguish the subtle differences between humanoids. In all the games I play, the average monster is oblivious and can as easily distinguish the subtle differences between humanoids as humanoids can distinguish the subtle differences between insects.
Only when humanoids and exceptional monsters attack the party do they have the knowledge of which you speak.
Collsal Animated Object: 256 HP, AC 11. Will not notice an AoO for 2d6+2 damage (average 9 points), especially if the object has sufficient hardness. On the plus side, likely not smart enough to use any tactics whatsoever. Win for the Monk.
Young Adult Brass Dragon: 110 HP, AC 24. Flight, burrowing, swimming. Casts spells as a 5th level sorcerer. Highly intelligent, highly cunning. Yeah, the monk is not winning this one. About the same evaluation applies for the other two other dragons that crop up at CR 10.
9 Headed Cryohydra: 97 HP, AC 19. Fast Healing 19.
11 Headed Hydra: 118 HP, AC 21. Fast Healing 21. Hydras have 2 Int, but 10 Wis. Whether they'd be able to tell who the weaker members of the group are is something that will depend on how your DM inteprests the ability scores, but should the Hydra decide that it wants to eat the person with the least mucles behind the monk, she won't really be able to dissuade it with her AoO, or prevent it from lashing out at the wizard with the 11 attacks that the hydra gets even after moving. There's also the matter of its breath weapon...
Win for the monk?
Fire Giant: 142 HP, AC 23. 10 Int, 14 Wis. Will probably be able to make a tactical assessment of your party and decide to attack the wizard first.
Clay Golem: 90 HP, AC 22. Mindless. The monk will draw its fire well. This is a victory for the monk.
Bebelith: 150 HP, AC 22. Int 11, Wis 13. Big scary demon spider. Bad news.
Gargantuan Monsterous Scorpion: 150 HP, AC 24. Mindless. Win for the monk.
Noble Salamander: 112 hp, AC 18. Int 16, Wis 15. Will attack with stratiegery.
This leaves out several spellcasters like Rakshas, Guardian Nagas, etc, who wouldn't attack in melee, and against whom the monk would be about as useful as a cactus in a monkey's pajamas.
Ultimate point: 17 CR 10 monsters total, 11 of whom will fight in melee, four of whom are dumb enough to blindly attack people.
There is nothing exceptional about opponents being able to act strategically; they are infact quite common.
Even indoors, unless you're fighting in a narrow tunnel, you're going to have a space next to you that someone can slip through. And if they're too large to simply bypass you like that, they have a huge bonus to Bull Rushing and can push you out of the way. Or use their Reach to attack the person behind you over your head; now, if you could only push them out of the way somehow...Also, it's very rare that my group fights on an open plain where walls and obstacles don't exist that hinder the movement of players and monsters in some manner, and when monsters tend to range in greater sizes, they tend to have greater hindrances.
The untouchable monk just a speed bump in the face of a determined attacker and doesn't contribute more than can be accomplished with one of the 2nd or 3rd level spells that provides flanking and a Wall of Force.
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