WoW Monsters

Pants said:
Exactly.
Instead of creating a new mechanic, I'd just use an existing one.
-- Aye, it's appropriate for all knockback abilities (heck, let them have the Dungeonscape improved versions heh). But almost every single critter you listed had it :)
They live in the Molten Core. That was my reasoning for being immune to fire, game source be damned in this case.
-- Hard to argue with that honestly (all are effectivelly creatures of elemental fire), but I do wonder if it would be more appropriate to use spell resistance instead, it would appear to kill two birds (the online game critters have high spell resists at level 60 because they are 62+, but are not fire immune).
I like the way the book handled them quite a lot.
-- Ahh, don't have that book yet. Hope it was handled better then the first WoW monster manual ... Did they make MC critters fire immune or spell resist?
Well.... he IS a god. Or at least partially one. ;)
-- True. It is worth noting that originally Zul Gurub was to be a 40-man raid zone ... :)
I also try to view the various 'bosses' around the fact that level 60 characters in WoW translate roughly to level 20 D&D characters. The Monster Guide agrees with me, as Baron Rivendare and Balnazzar hover around CR 20 while Geddon and Garr are 25 (though, to be fair, the editing on the 'boss' statblocks are quite slipshod).
-- Interesting. How do they handle the raid bosses as far as appropriate CR? There's no way you're going to get 40 tabletop gamers to fight Onyxia :)
 

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Tzeentch said:
-- Aye, it's appropriate for all knockback abilities (heck, let them have the Dungeonscape improved versions heh). But almost every single critter you listed had it :)
Well, lots of critters in MC do crazy knockback attacks. :confused:

-- Hard to argue with that honestly (all are effectivelly creatures of elemental fire), but I do wonder if it would be more appropriate to use spell resistance instead, it would appear to kill two birds (the online game critters have high spell resists at level 60 because they are 62+, but are not fire immune).
The fire immunity is just to make sure that the intense heat of the Molten Core (and I envision it being very draining to an unprotected party) doesn't outright kill them as opposed to just making them immune to fire damage spells, which is significantly less damaging to characters in D&D than to WoW chars.

-- Ahh, don't have that book yet. Hope it was handled better then the first WoW monster manual ... Did they make MC critters fire immune or spell resist?
The MC monsters that are in the book are immune to fire (most have the fire subtype actually).

The book has stats for the following:
Core Hound (CR 14, I much prefer this version)
Elemental, Lava
Elemental, Lava Surger
Molten Giant (CR 12, also has a rock throwing ability, I'd probably hybridize my version and the book's)

-- Interesting. How do they handle the raid bosses as far as appropriate CR? There's no way you're going to get 40 tabletop gamers to fight Onyxia :)
Not all Raid Bosses get a write-up, just a few
Archaedes (of Ulduman fame) - CR 14
Balnazzar - CR 21 (though his CR is off, it should be 26...)
Baron Geddon - CR 25
Baron Rivendare - CR 22 (Again, his CR is off, it should be 25)
General Drakkisath - CR 20
Garr - 25
Kel'Thuzad - CR 38 (!!)
Lady Onyxia - CR 25
Lord Kazzak - CR 23 (Again, CR is off, it should be 25)
Nefarian - CR 31 (his hit points look wrong, haven't recalculated them)

The Raid Bosses are pretty sloppily edited, so it's safe to say that they represent a sort of ballpark figure. Most of the problems result from the application of the Elite Template, a nasty and really wonky template that quadruples the base creature's hit points in addition to some other benefits. A few of the creatures look like they're missing these additions (for example, the CR adjustments), but I haven't looked through everything carefully.

Most of them look to be around the area where I'd peg them at, though personally I'd put Rivendare and Balnazzar no higher than CR 20.
 

Pants said:
The Raid Bosses are pretty sloppily edited, so it's safe to say that they represent a sort of ballpark figure. Most of the problems result from the application of the Elite Template, a nasty and really wonky template that quadruples the base creature's hit points in addition to some other benefits. A few of the creatures look like they're missing these additions (for example, the CR adjustments), but I haven't looked through everything carefully.
-- Ugh. This gives me very, very little hope that the other creatures in the book are actually correct as written.
 

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