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Which monsters are the most effective / fun in game?
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<blockquote data-quote="Lord Zardoz" data-source="post: 4157294" data-attributes="member: 704"><p>I recently ran a fight with some Bulettes. I set up the encounter to use two. One to show up initially, and another to join in after 4 rounds. Given the HP and decent AC of the beast, I expected it to be a pretty tough fight.</p><p></p><p>In practice, they turned out to be Glass Cannons. Scary glass cannons sure, but the first one dropped in about 3 rounds to four 8th level characters. I might have mitigated it if I had the first one burrow and wait for the 2nd to show up. Definitely worth a revisit later though.</p><p></p><p></p><p></p><p>I tend to favor running fights with multiple opponents as well for similar reasons. Solo creatures just do not have much middle ground between TPK and Nuisance. Manticores are an exception to that, since the Spike volley when flying is both flexible and dangerous. Multiple opponents tends to have several advantages. It is a good counter to builds that inflict huge damage on single opponents, and it is easier to adjust the difficulty of the encounter.</p><p></p><p>The only problem I am having right now is that my players have some pretty strong defenses at their disposal. I have one fighter that has an AC of 23, and a Cleric that has an AC of 21, and uses Shield of Faith to kick that to 26 or so. The party Sorcerer has Greater Invis, which tends to make targeting him difficult. The party Ranger comes in at AC 18, which is just manageable for me to target with most plausible fodder types.</p><p></p><p>I tend to prefer opponents who can hit on a 16 or higher for most melee opponents, and I like to use a hand full of them. There just are not many creatures which fit that criteria that do not also inflict so much damage on a hit that using 6 to 10 of them is a good plan.</p><p></p><p>Given that I am running RHoD right now, here are my opinions of the monsters that I have used. I should note that I use Draconians from the Dragonlance setting rather than the Dragonspawn.</p><p></p><p>Goblin Warg Riders: Excellent for harassment. They manage a +9 to hit with their bows, and mounted archery can keep them out of harms way. The only downside is that they do not do much damage with their bows.</p><p></p><p>Ghost Blood Berzerkers: These are very effective at keeping my players wary. When Raged and power attacking at the maximum, they still have a surprisingly high attack roll, and inflict 1d12+20 damage. They also have enough HP to make up for a relatively low AC.</p><p></p><p>Blade Bearers: Adequate to hit bonus, but not especially effective.</p><p></p><p>Ghost Dire Lion / Ghost Brute Lion: Not bad, but not great.</p><p></p><p>Half Fiend Behir: Effective, but Grapple dependant.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 4157294, member: 704"] I recently ran a fight with some Bulettes. I set up the encounter to use two. One to show up initially, and another to join in after 4 rounds. Given the HP and decent AC of the beast, I expected it to be a pretty tough fight. In practice, they turned out to be Glass Cannons. Scary glass cannons sure, but the first one dropped in about 3 rounds to four 8th level characters. I might have mitigated it if I had the first one burrow and wait for the 2nd to show up. Definitely worth a revisit later though. I tend to favor running fights with multiple opponents as well for similar reasons. Solo creatures just do not have much middle ground between TPK and Nuisance. Manticores are an exception to that, since the Spike volley when flying is both flexible and dangerous. Multiple opponents tends to have several advantages. It is a good counter to builds that inflict huge damage on single opponents, and it is easier to adjust the difficulty of the encounter. The only problem I am having right now is that my players have some pretty strong defenses at their disposal. I have one fighter that has an AC of 23, and a Cleric that has an AC of 21, and uses Shield of Faith to kick that to 26 or so. The party Sorcerer has Greater Invis, which tends to make targeting him difficult. The party Ranger comes in at AC 18, which is just manageable for me to target with most plausible fodder types. I tend to prefer opponents who can hit on a 16 or higher for most melee opponents, and I like to use a hand full of them. There just are not many creatures which fit that criteria that do not also inflict so much damage on a hit that using 6 to 10 of them is a good plan. Given that I am running RHoD right now, here are my opinions of the monsters that I have used. I should note that I use Draconians from the Dragonlance setting rather than the Dragonspawn. Goblin Warg Riders: Excellent for harassment. They manage a +9 to hit with their bows, and mounted archery can keep them out of harms way. The only downside is that they do not do much damage with their bows. Ghost Blood Berzerkers: These are very effective at keeping my players wary. When Raged and power attacking at the maximum, they still have a surprisingly high attack roll, and inflict 1d12+20 damage. They also have enough HP to make up for a relatively low AC. Blade Bearers: Adequate to hit bonus, but not especially effective. Ghost Dire Lion / Ghost Brute Lion: Not bad, but not great. Half Fiend Behir: Effective, but Grapple dependant. END COMMUNICATION [/QUOTE]
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