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Worst Monsters in 4e
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<blockquote data-quote="KarinsDad" data-source="post: 5220677" data-attributes="member: 2011"><p>Doresain is cool. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p><p></p><p>You just have to team him up with the proper mobile allies and terrain to make an interesting encounter. And, you have to use the version of him out of E2, Kingdom of the Ghouls where he gains the Necrotic Bolts power over the MM version of him.</p><p></p><p>Ravenous Frenzy is awesome, it just recharges slowly. It isn't limited to once per PC either. Circle around the Fighter 8 squares, attack 8 times on him alone and possibly several on several other PCs. Then, Teleport away and watch the slowed melee PCs try to catch up (shy of their own longer range teleports). Against most low to mid-epic PCs, this attack should hit well over 50% of the time and he should be able to get 10 or 12 attacks in with it at the proper time.</p><p></p><p>The new version of this guy is definitely designed to be a hit and run type of guy in a large area. He can easily stay ~20 squares away and artillery, then when any PCs get close, use his close attacks, then, teleport far away again. With the proper allies providing cover and support, this guy can be pretty annoying to the players. Be sure to have some nasty terrain that the monsters are resistant or immune to, but the players are not which he can slide PCs into. Or, set him up with monsters that do extra damage with flanks. And having mobile monsters to also do hit and run tactics is good for those rounds he does manage to use Ravenous Frenzy. He RF's the melee types, the rest pound the melee types, then everyone moves far away and limits the melee PC options for at least a round.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5220677, member: 2011"] Doresain is cool. :cool: You just have to team him up with the proper mobile allies and terrain to make an interesting encounter. And, you have to use the version of him out of E2, Kingdom of the Ghouls where he gains the Necrotic Bolts power over the MM version of him. Ravenous Frenzy is awesome, it just recharges slowly. It isn't limited to once per PC either. Circle around the Fighter 8 squares, attack 8 times on him alone and possibly several on several other PCs. Then, Teleport away and watch the slowed melee PCs try to catch up (shy of their own longer range teleports). Against most low to mid-epic PCs, this attack should hit well over 50% of the time and he should be able to get 10 or 12 attacks in with it at the proper time. The new version of this guy is definitely designed to be a hit and run type of guy in a large area. He can easily stay ~20 squares away and artillery, then when any PCs get close, use his close attacks, then, teleport far away again. With the proper allies providing cover and support, this guy can be pretty annoying to the players. Be sure to have some nasty terrain that the monsters are resistant or immune to, but the players are not which he can slide PCs into. Or, set him up with monsters that do extra damage with flanks. And having mobile monsters to also do hit and run tactics is good for those rounds he does manage to use Ravenous Frenzy. He RF's the melee types, the rest pound the melee types, then everyone moves far away and limits the melee PC options for at least a round. [/QUOTE]
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