![]() Some of you "jumped them" and so faired better. Now, for others here, I understand you attacked them in a context where you may NOT have suffered that jump-combo of 100% hit for 13-54 damage (1d6 from death-from-above +2d12+4 +2d8+4). Let's ignore that Charge requires 10 feet movement, as a melee attack on a prone character would be worse anyhow. * Prone 100 % : Astarion 18 Dex and my main 16 Dex were knocked prone 3X in a row (in all, so seems to be 100%). ![]() Īttack #1 : supernatural jump that knocks you prone it seems 100 % *Īttack #3 (charge, though zero feet) also hits 100 % as you are still prone (same turn). What I experienced / saw are minautaurs that are beyond CR 4 as they can do a 3-combo attack that hits 100%. They were easy to hit because they were setup as Barbarians, they continuously used the Reckless Attack feature meaning that all their attacks were at advantage, and all attacks against them were at advantage. Gale's death gas dropped me like a sack of crap. Then I went to try to help Asterion stand up, and didn't notice that Gale was already dead right next to him. They got him good twice, but he still had 3 HPs when the second one died. The minos hit like trucks, but I think their AC is teh suxxors, because my EK rarely missed, and took them both down within a few rounds. My EK then got some good hits using Faithbreaker. The next round, they killed Asterion, but not before he was able to stab one of them pretty well. They immediately killed my mage and cleric in the first moments of the engagement. His AC was good enough that they missed most of the time. I went into the Underdark and took down both of the minotaurs with my eldritch knight. Https:/ / 5e.tools/ bestiary/ thousand-teeth-gos.html ![]() That doesn't mean it's OP, it just means the party isn't ready for that fight yet. In all fairness, it should have wiped the party. While the DM seemed to want to kill us, I think he thought it would take too long to roll up new characters, so he ran us all down to near death and then we finally killed him. It wrecked us, and we barely managed to survive. Note the legendary actions at the bottom. I'm currently playing the Ghosts of Saltmarsh adventure, and we just fought this thing last week with a group of 6 (4 were level 3, and 2 were level 4). Cheesing isn't and majority of the players won't be cheesing and I definitely don't want to look up cheese straights for fights with monsters who stats and attacks are turned up to 20. Larian really needs to just look at the Monster handbook and get attacks and stats straight from there instead of trying to homebrew everything for some.w/e reason? Cheesing fights doesn't give you a sense of accomplishment or w/e, winning a fight that was hard is fun, and worth it. Those are the abilities of Minotaur in 5e book, i dont see a jump that knocks you prone or the possibility to attack 2x a turn on top of that also the charge mechanic. Gore: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Reckless: At the start of its turn, the minotaur can gain advantage on all melee weapon Attack rolls it makes during that turn, but Attack rolls against it have advantage until the start of its next turn.Īctions Greataxe: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Labyrinthine Recall: The minotaur can perfectly recall any path it has traveled. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 ft. straight toward a target and then hits it with a gore Attack on the same turn, the target takes an extra 9 (2d8) piercing damage. "Charge: If the minotaur moves at least 10 ft. There is a difference between an hard encounter and one that is designed to just punish you until you come up with some amazing min-max strategy or cheese it. 3 attacks with 1 knockback ability in 1 turn.while ur fighting on tiny bridge and high elevations is a recipe for disaster. A jump, and what, 2 attacks in 1 turn? It's like the people who made that encounter and designed their abilities was high.
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