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2018-09-19, 03:13 AM (ISO 8601)
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Re: Let's Read The Monster Manual II: Fantastic Beasts and Where to Fight Them
I think that the "skeletons doing things that they did in life" is pretty neat. It gives them a creepy factor, as well as providing more differences from zombies. Most importantly, it also provides the evil lich a way to get an undead army of defenders without having to home-brew up a secret evil ritual of permanent control. All you have to do is murder a bunch of CR 1/4 guards, animate the remains, then stick 'em up next to a doorway. They'll guard the doorway while attacking any living creature that comes near, something that the undead lich doesn't have to worry about. A few might not do as they did in life, but eh, why would the lich care? S/he can just make more.
And as for the Yuan-Ti... boy, do I love those things. A whole slew of different CR's allowing for a whole campaign of combats, and the intelligence that allows them to carry out the most insidious of plots. The lack of a large army further reinforces this need for intelligence, and it also mean that the PCs could, feasibly, take down the entire Yuan-Ti city on their own, once they reach high enough level and respond with a plot of their own. Truly, they can serve any adventure save for one of brute force.Last edited by Vessyra; 2018-09-19 at 03:17 AM.
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2018-09-19, 04:09 AM (ISO 8601)
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Re: Let's Read The Monster Manual II: Fantastic Beasts and Where to Fight Them
Anyone up for the slaadi? Its quite the project - i can do it, but it‘ll take some time and want to clearify it first, not that multiple people are working independently on their own write up...
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2018-09-19, 06:25 AM (ISO 8601)
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Re: Let's Read The Monster Manual II: Fantastic Beasts and Where to Fight Them
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2018-09-19, 09:14 AM (ISO 8601)
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Re: Let's Read The Monster Manual II: Fantastic Beasts and Where to Fight Them
Dawn of Hope: a 5e setting. http://wiki.admiralbenbo.org
Rogue Equivalent Damage calculator, now prettier and more configurable!
5e Monster Data Sheet--vital statistics for all 693 MM, Volo's, and now MToF monsters: Updated!
NIH system 5e fork, very much WIP. Base github repo.
NIH System PDF Up to date main-branch build version.
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2018-09-19, 09:17 AM (ISO 8601)
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Re: Let's Read The Monster Manual II: Fantastic Beasts and Where to Fight Them
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2018-09-19, 09:25 AM (ISO 8601)
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Re: Let's Read The Monster Manual II: Fantastic Beasts and Where to Fight Them
This ... is my signature finishing move!
"It's never good when you make a fiend cringe" - MadGrady
According to some online quiz, I'm a 6th level TN Wizard. They didn't give me full XP for all the monsters I've defeated while daydreaming.
http://easydamus.com/character.html
I am a Ranger Archetype: Gleaming Warden (thx to Ninja Prawn)
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2018-09-20, 11:51 AM (ISO 8601)
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- Dec 2016
Re: Let's Read The Monster Manual II: Fantastic Beasts and Where to Fight Them
Slaadi will be done latest by monday
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2018-09-24, 07:32 AM (ISO 8601)
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Re: Let's Read The Monster Manual II: Fantastic Beasts and Where to Fight Them
Slaad
Introduction
Next in line are the Slaadi. They are a genuine D&D Creation and trace back to 1st Edition. Those Toad-like chaotic creatures have kind of a Lovecraftian vibe to them and are in general quite unique and fresh. And they come in colors…
Art
The art is well done! They all have an alien appearance and are in postures which make sense for their ‘role’. I particularly like the Green Slaads’ Witch-Doctor-Style. They even included a chest-buster Tadpole. The only two criticism I have are that the Gray Slaad isn’t carrying its Greatsword and that the Death Slaad looks too big in my opinion (and again: no Greatsword), but that’s just nitpicking. Overall great evocative pictures. [Maybe someone with more knowledge about biology can comment if their overall anatomy makes sense at all :) ]
Fluff
The origin of the Slaadi is Limbo, which used to be an ever-changing Chaos with no rules whatsoever. Then Primus from Mechanus tried to install some order by infiltrating Limbo and leaving some kind of lawful-stone behind. This didn’t work out for long but left some kind of lawful mark on limbo and the stone was the origin of the Slaadi (“Spawning Stone”). The Slaadi then drove out all the Modrons from Limbo and are now one of the original inhabitants.
The Slaadi reproduce by injecting either eggs (red slaad) or diseases (blue slaad) into a humanoid host who then either incubates a tadpole that consumes the body and grows into a blue slaad (egg) or transforms the host into a red Slaad (disease). Except if the host is a magic user able to cast at least 3rd level Spells, then the host instead turns into a Green Slaad, who has magical powers itself. The Green Slaad can over time “unlock knowledge” to turn into a Gray Slaad, a mightier form of the Green Slaad. The Gray Slaad can then eat a Death Slaad to turn itself into a Death Slaad, the strongest version presented in the Monster Manual.
The Slaadi follow a basic might-makes-right philosophy with Death Slaadi being on top. Blue and Red Slaadi want to reproduce, Greens are more intelligent and want to climb up the ladder to Gray (picking up a Greatsword for whatever reason), who then want to become Death Slaadi. Death Slaadi are infused with necrotic energy and are evil and destructive. They are the ones enabling the others to create new Slaadi, as only they can plane shift themselves and others, so they could introduce Blues and Reds to other planes where humanoids exist in abundance. A small squad could infect a whole town with ease, so that could spawn potentially a lot of new Slaadi at once.
*edit*: One thing I forgot to mention is that Slaadi can also spawn from the spawning stone and Im pretty sure that this will happen in a random fashion. As Slaadi are so chaotic that the ones presented in the book are only possible options, so you can make up new ones on the spot if you wish so.
There is also the variant that most Slaadi have a part of the Spawning Stone embedded in their head. This splinter can be removed by powerful magic or a surgery endangering the Slaad. Whoever has the shard controls the Slaad. But the magical removal option is only for really high powered beings and only worth it for controlling Death Slaadi and the surgical removal requires you to pin down the Slaad and carries the risk of damaging them – but with their regeneration it’s not a real danger.
All in all the Fluff is okay in my Opinion, it is a very complicated story after all. With the 5 presented Slaadi you get a ‘closed system’ where everyone makes sense alone and in respect to the other ones, so I think that anyone new to D&D can get an easy access to those chaotic creatures.
I see the point of the whole ‘Spawning-Stone-Embedded-Shards” Variant, though I think it’s poorly executed:
Cast Imprisonment (9th lvl), Wish (9th lvl AND temporarily lose your ability to cast, get a STR of 3 and maybe never cast wish again) or pin it down and do a DC20 Medicine check (something a commoner could do with a lucky roll). I think they went a bit too far with this one – either skip the Medicine Check or lower the Spell Requirements and add a save for the Slaad.
Purpose and Tactics
The Slaadi are interesting opponents in a well-rounded package:
Good defense with rather high HP/AC, Magic Resistance, Regeneration, Elemental Resistance. They have interesting side abilities, like telepathy, dark vision and out-of-combat Spells. And all of them sport a bite/claw/claw routine with either nasty rider effects or offensive spells. The reds and blues are straight up brutes, while the Green-Gray-Death evolution gains more spells up the ladder. The only odd thing is that the Greens have a ranged attack, which the Gray/Death Slaadi loose. The strongest magical option they have IMO is at-will Major Image which they could use for all kinds of shenanigans. Fireball is also nice, especially as they can target their own guys (resistance to fire, magic resistance and regeneration).
On a more strategic level:
Their way of reproduction is interesting and should be taken into consideration: They need a humanoid host to create red/blue/green Slaadi. I’m not an expert about Limbo, but it seems that there are not many humanoids living there, so it’s tempting for them to infiltrate other dimensions. Only the Blue/Red Slaadi can produce offspring that way, though they have no means to plane shift. The Death Slaad can’t create new Slaadi, but it has the ability to plane shift others. I like that they made a vice-versa dependency between the higher and lower ranks. So a Black Slaad and 8 other Slaadi could plane shift e.g. to the material plane and thanks to their eggs/phages create a foothold there to spread. The Black Slaad could then just return to Limbo the next day and leave them there fending for themselves. As the eggs hatch considerably longer than the disease a Slaad party like this could be very efficient: 5 Reds, 2 Blues, 1 Green. Clearing them out would be quite the task for a normal militia and if they move from remote village to remote village they could increase their numbers greatly and send out new small packs of fresh slaadi to spread over the country.
Their regeneration and resistances makes it unlikely for them to die outside of combat: they can fall off cliffs and a few moments later are fine again. They can wade through burning houses or freezing cold. As long as it’s less than their total HP and less than 11dmg/Round they are fine, so they can survive many places that others would simply die.
Hooks
A local duke summons the heroes, as recently a Slaad infestation started. It’s always the same scheme: A group of Slaadi appears out of nowhere, takes over a village and infect the people living there. When the troops arrive and they are done fighting the Slaadi with rather high casualties they receive news that there has been another attack already. The duke can’t keep this up for much longer as he is losing too many of his people and soldiers. Are the Heroes able to end this threat?
A strange old man is posting notes in the local taverns that he is looking for brave adventurers. It turns out that he is a Gray Slaad in disguise. His overlord is an exceptionally evil Death Slaad and the Gray Slaad wants to end him, as his madness and bloodlust goes too far even for a Gray Slaad. He wants to set up a trap to ambush the Death Slaad and he even offers to dispose of the Death Slaads corpse, which he says is highly toxic…
The Party encounters a strange Group in the Woods: A Red, a Blue and a Green Slaad who are constantly arguing with each other. With them is a weird woman named Angelica who seems to be already driven mad by her three companions. According to Zitz, the Green Slaad, they have a mission to fulfill, but they don’t know why and even worse how: Angelica has to be returned to her ‘home planet’, a fact that Angelica herself confirms. She doesn’t know the name of the Planet though, only that her fathers is king there and awaits her desperately…
Verdict
I like the Slaadi in general and I think this version is a good compromise between fluff and playability. A solid group of monsters for mid-to-high level games, which can be used for (very) random encounters as well as for campaign long plotlines.Last edited by DerKommissar; 2018-09-25 at 02:09 AM.
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2018-09-24, 11:33 PM (ISO 8601)
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Re: Let's Read The Monster Manual II: Fantastic Beasts and Where to Fight Them
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2018-09-24, 11:58 PM (ISO 8601)
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2018-09-25, 02:21 AM (ISO 8601)
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Re: Let's Read The Monster Manual II: Fantastic Beasts and Where to Fight Them
I'm glad to see the writeup! I started a writeup some time ago, but life got in the way of finishing it. I wasn't really feeling the idea of completing the tactical assessment, but I've got some hooks I like.
I found the idea of gray slaadi having to consume an entire death slaad in order to advance somewhat odd. Either they have distensible stomachs, or it doesn't have to be all in one sitting. I've got this image of my head of a very glum gray slaad, very full, sitting in front of half of a death slaad corpse with a look of weary resignation.
Also, the slaadi stick out to me in that they inflict a terminal condition, which is fairly rare in this edition. This makes them useful for adventure design in that they impart an impetus to continue on the adventure and not rest constantly.
Spoiler: HooksCat and Mouse: The Reverend Hardy Nuyi, days before his retirement, rescued the party from a red slaad, but a few days later at dinner, he said he felt ill, and then a slaad tadpole burst out of his chest. It's scurried off somewhere in the nooks and crannies of the abbey, and if it isn't hunted down, it's going to metamorphose into an even more powerful green slaad.
The Most Dangerous Livestock: The Academy is an isolated community all its own, a self-sustaining fiefdom on a small island, wholly dedicated to the upkeep of the school at which the most talented youth are taught gentle, utilitarian magics that help make the world better. When a student attains the third level of spells, they graduate, and leave the Academy to seek their fortune—or so they were told. The night of graduation, the PCs are assailed by massive toadlike creatures in the night and carried through a swirling portal to a prison on another plane. Through a narrow, barred window, they see an enormous, intricate monolith suspended in a swirling elemental void. The guards on patrol, humanoids in all-concealing plate, mutter about "implantation" and "extraction." In the corner, a piece of graffiti says "SLAAD EAT YOVR INSIDES THE GEMS CONTROL THEM." Where are the PCs? How do they get out alive?
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2018-09-25, 02:23 AM (ISO 8601)
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Re: Let's Read The Monster Manual II: Fantastic Beasts and Where to Fight Them
Thanks for the reminder! I updated my review as I just forgot about that.
About the chaotic neutral alignment:
To me it is indeed a bit counter-intuitive as well, as I so far only encountered them as enemies (in Video Games or Table Top). But I'm glad they are not, because the whole 'this race and all its members is just born evil' strikes me as a weird way of presenting a group of creatures in a game in the 21st century. Especially as there is an absolut measurement for alignment, so creatures ARE evil/good/etc. (just hit them with a spell that affects only alignment XY and you'll see) but at the same time their actions AND their motivations matter. So alignment is both: absolute and relative... *mind blows up*
I have to admit though, that I stopped following the whole alignment thingy back in 3.5 and I'm not really qualified to talk about 5e in this regard, as I read the "alignment doesn't matter so much anymore in this edition" and thought like "alright, fine with me" and skipped over everything talking about alignment...
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2018-09-25, 12:03 PM (ISO 8601)
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Re: Let's Read The Monster Manual II: Fantastic Beasts and Where to Fight Them
If death slaadi come from grey slaad eating a death slaad, where did the first death slaad came from? And does that mean there's only a limited number of them, and you can permanently lower that number if you destroy their corpses or otherwise prevent grey slaadi from eating them?
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2018-09-25, 01:00 PM (ISO 8601)
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Re: Let's Read The Monster Manual II: Fantastic Beasts and Where to Fight Them
Presumably the Spawning Stone, which tied them the Slaad to their toad-forms and the ultimate power of Ygorl. That, or the Greater Power of Wish.
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2018-09-25, 03:35 PM (ISO 8601)
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Re: Let's Read The Monster Manual II: Fantastic Beasts and Where to Fight Them
I think the spawning stone in limbo is exactly the opposite of the gear-thingy in mechanus: there is no rule to what it spawns, green, blue, white, prismatic, red and blue, you name it. IMO the ones presented in the MM are just the ones where kind of rules exist what happens afterwards, i.e. they can reproduce or evolve. But nothing's unthinkable. The lack of yellow ones is just a sign of chaos and a proof of concept ;p
Last edited by DerKommissar; 2018-09-25 at 03:36 PM.
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2018-09-25, 04:06 PM (ISO 8601)
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2018-09-25, 05:42 PM (ISO 8601)
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Re: Let's Read The Monster Manual II: Fantastic Beasts and Where to Fight Them
I forgot that death slaadi were the exception; however I was still surprised the other slaadi were not evil.
In general I follow alignment rules loosely if at all and regularly have individuals who break the mold (orcs, hobgoblins). The only creatures I have an 'innate alignment' (which is not the same as a permanent alignment which can not be changed) are celestials, fiends, gnolls, other extraplanar races (slaadi, modrons).
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2018-09-26, 05:00 AM (ISO 8601)
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Re: Let's Read The Monster Manual II: Fantastic Beasts and Where to Fight Them
I love the slaadi because they're so terrible and bicycle. They're also have greenly shoes for upside right flying speed. My favourite part about them, though, is the gravitational chair backward 2n1quarhes022-sh'(!jdbrh
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2018-09-26, 05:47 AM (ISO 8601)
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2018-09-27, 01:58 AM (ISO 8601)
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Re: Let's Read The Monster Manual II: Fantastic Beasts and Where to Fight Them
Anyone up for the spectre? Otherwise I‘ll do it...
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2018-09-28, 02:09 AM (ISO 8601)
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Re: Let's Read The Monster Manual II: Fantastic Beasts and Where to Fight Them
Updated collection thread: http://www.giantitp.com/forums/shows...7&postcount=35
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2018-09-28, 06:02 AM (ISO 8601)
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Re: Let's Read The Monster Manual II: Fantastic Beasts and Where to Fight Them
Specter
Introduction
The Specter is a very generic creature: a bit bland and no surprises.
Art
The Art is all in all nice. A bit more flashy than the other undead and also quite metal. Maybe they painted it in normal colors and then decided to just print a negative of it.
Fluff
Fluffwise they are rather boring: They get created when the soul is ripped from the body and then they wander the world. They don’t remember anything, their goal is to snuff out live cause they hate it – hell, they can’t even talk. Oh and of course they don’t like sunlight, because it’s a source of live. With water, earth etc. they are fine for whatever reason.
IMO a creature that has “meaningless cannon-fodder” written all over it.
There is a variant, the Poltergeist, with a higher CR and genuine invisibility. It can knock objects and creatures around and does force instead of necrotic damage. I don’t know why they didn’t make a statblock for those, as they seem a bit more interesting.
Purpose and Tactics
Their high fly speed and many resistances make them a frustrating enemy for low-level parties, all thanks to them being incorporeal. In 3e this trait was notorious for incorporeal creatures hiding in the ground and attacking from there, so therefore I think they added the “takes damages if it ends its turn in an object” clause – whatever sense that makes, as IMO you either are incorporeal or you are not. They hit quite hard, especially when they crit and the life drain ability makes them great candidates for the attrition game. They also have sunlight sensitivity but Darkvision (like everyone). They didn’t even bother enough to give them some kind of “life vision”, so that e.g. in their vision living beings light up big red and they can sense them through walls etc. as their only motivation would suggest.
Their main purpose is to be a nameless (it wouldn’t even remember), silent (it can’t speak) and purposeless (there is life – I kill life) enemy to everyone, who you can kill without care, interest or remorse.
Hooks
Some generic ideas how to use them:
Ritual place for necromancers.
Poltergeist infests a house.
Random enemy in a random place.
Edit: A necromancer obtained an evil artifact: everyone slain in its vicinity is turned into a specter und the necromancers control.
Verdict
In my opinion the most uninspired Monster so far in this otherwise great book. If you got some ideas, please post them, but IMO they included the Monster to have an incorporeal undead of CR 1.Last edited by DerKommissar; 2018-09-28 at 08:53 AM.
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2018-09-28, 10:15 AM (ISO 8601)
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Re: Let's Read The Monster Manual II: Fantastic Beasts and Where to Fight Them
Eh, I think there's a lot you can do with them, if only due to the incorporeality. To my mind they're best used as tools to ambush the party's back line.
They absolulety are mooks that can't drive the narrative, but then so are the zombies.
I've had fun with a soul-sucking weapon that was overpowered as heck for the level that the PCs got it at, but had the drawback that whenever it killed someone, it sucked their soul out and left an angry spectre floating about.Make Martials CoolAgain.
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2018-09-28, 12:25 PM (ISO 8601)
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Re: Let's Read The Monster Manual II: Fantastic Beasts and Where to Fight Them
It's ok to have an occasional remorseless killer. They have an intelligence of 10 so they know exactly what they are doing; this is not a shark, this is a creature that wants to exterminate all life.
They work very well in a classic Gygaxian dungeon with narrow hallways separated from other rooms by 5' of wall. Pop out of wall, attack wizard, pop back through wall. Teach the party how to use readied actions.This ... is my signature finishing move!
"It's never good when you make a fiend cringe" - MadGrady
According to some online quiz, I'm a 6th level TN Wizard. They didn't give me full XP for all the monsters I've defeated while daydreaming.
http://easydamus.com/character.html
I am a Ranger Archetype: Gleaming Warden (thx to Ninja Prawn)
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2018-09-28, 01:02 PM (ISO 8601)
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Re: Let's Read The Monster Manual II: Fantastic Beasts and Where to Fight Them
I was kind of hoping for some James Bond jokes...
Anyway, I'll get started on the sphinx.
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2018-09-28, 05:25 PM (ISO 8601)
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Re: Let's Read The Monster Manual II: Fantastic Beasts and Where to Fight Them
Except they can’t really do this in this edition anymore *shrugs*
But I’m with you, thats the way to use them. I just hoped they would give them at least „life sense“ and the ability to talk...
How about:
A guy they wanna snuff out, but he promises them more victims if they let him live. And they start to follow him as he brings more and more victims, so in the end he really is starting to lead them for his own gain...
but as it is in the MM thats not possible. But its how i would play them.Last edited by DerKommissar; 2018-09-28 at 05:56 PM.
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2018-09-28, 08:33 PM (ISO 8601)
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Re: Let's Read The Monster Manual II: Fantastic Beasts and Where to Fight Them
Why couldn't they? They don't stay in the solid wall, they move through, attack, and move through to empty space again.
They can actually do that in 5e, unlike 3.5, because you couldn't split your move in 3.5 without a feat. Meaning that once the incorporeal undead poked out of the wall to attack, it was stuck in place until its next turn.Last edited by JackPhoenix; 2018-09-28 at 08:34 PM.
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2018-09-28, 09:14 PM (ISO 8601)
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Re: Let's Read The Monster Manual II: Fantastic Beasts and Where to Fight Them
Well, a lot of the incorporeals had Flyby Attack, if I remember correctly.
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2018-09-28, 09:46 PM (ISO 8601)
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2018-09-28, 10:25 PM (ISO 8601)
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Re: Let's Read The Monster Manual II: Fantastic Beasts and Where to Fight Them
I think the suggestion is not to hide in the walls but on the other side of them. The specter can pop between corridors with enough time to size things up and attack whichever PC they feel like.
Some other possible Specter ideas:
A series of Specter attacks in different towns suggests that something more nefarious is afoot. Can the party track down the source of these wayward souls?
Folks in these parts tell the story of Ghost Town and the blight that surrounds it. One day, they say, everyone dropped dead and a blight has covered the town and the surrounding area ever since. Dare the PCs investigate further?