![]() ![]() Being able to use a touch spell, and then getting out of range, without provoking attacks of opportunity is amazing. This is what makes it so good for inside of combat. Even without taking control over it with the spell, you can just use it as a natural sentry while you do something else.Īnd then it has Flyby. Not only that, it has 120ft of darkvision. It has skill bonuses for Perception and Stealth, and has advantage on Perception checks. This bird is singlehandedly the best familiar in vanilla. Like I said - doesn't make much sense when explained, but that's how it works. So the gist is: Your owl moves at the same time as you, your enemies, your allies, and everyone in combat, so even though it moves first on board, flies up to the enemy, uses Help Action, and flies away, then even though 2 more people have moved inbetween the owl and yourself, it all happened at once, so it was helping you with your attack, and then immediately left. I know it doesn't make much sense on the board, since everyone moves one after another, but there would be just no way of doing it otherwise (closest thing would probably be Gygaxian Initiative, but that's much more complicated and still isn't truly "real time"). In order to easier understand this, Haven923, you need to understand one vital thing about how D&D combat rounds operate in relation to time passing. Phandelver and Below: The Shattered ObeliskĮxactly as TheRealNedlam1 has pointed out. I would definitely suggest specters, possibly giving them a greatsword of some other weapon to increase coolness.Mordenkainen Presents: Monsters of the Multiverse Even more so if you add some vermin or lesser undead to assist it. I know it has a much lower CR, but it’s actually pretty tough. If you’re looking for something to challenge a first level party, I would suggest a specter. Also, PCs that low level are less likely to have the resources to get past its resistances. Just, looking at the average damage output alone, it would KO any 1st level PC in a single hit, each. I’d say even if you wanted to use these for a really deadly encounter, you’d still want to save it until the PCs are 2nd (or even 3rd) level characters. That means that an appropriately equipped and well-rested party of four 4th-level adventurers should be able to defeat a ghost without suffering any casualties? Therefore, this wouldn't be appropriate for a group of four or five 1st-level characters?Ī fair assumption, but CR ratings are imperfect, and incorporeal undead tend to punch well above their weight. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. The ghost now controls the body but doesn't deprive the target of awareness. One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost the ghost then disappears, and the target is incapacitated and loses control of its body. ![]() The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If the save fails by 5 or more, the target also ages 1d4 × 10 years. Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. Hit: 17 (4d6 + 3) necrotic damage.Įtherealness. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Phandelver and Below: The Shattered Obelisk Mordenkainen Presents: Monsters of the Multiverse ![]()
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