1.
Imp that can Darken. See the PDF I bought, LEGENDARY BESTIARY, where low level monsters get legendary actions.
IMP
Darken. The imp reduces the level of illumination light sources within 60 feet emit by one category (bright light becomes dim and dim light becomes total darkness) for 1 minute. The imp can only affect a light source once with this action. The darkness created by this action is considered magical.
Inviz: it'll turn inviz too.
I think what happens is, this is Strahd's pet. A very important pet that better stay inviz so he can be semi-protected from light from the Sunsword a little bit. I think it'll reduce sunsword light dmg to 15 foot radius or something.
2.
Vamp spawn - plays dead way before end of it's turn. How will this work vs. my recent "tries to get one last swipe attack in as it hits 0 HP?". Variety is the key, nay?
- Need several of them. Some turn to dust. Some to bones, some sort of melt. Some get final 0 HP attack, some don't... maybe depending on what the last hit was against them... super hard hit, no final 0 HP attack?
- And then at least one plays dead. BOO!, surprise grapple (w/ adv) then bite or something.
- *** Raven wereravens at Bl.Water Inn
- Wachterhaus in Vallaki
- Van Richten's Tower (Khazan's old tower)
- 3 hags windmill
- Straight to Druids (wine area?)
- Werewolf den
- talk to
- Maybe a 3 or 4 FlameSkull battle... at the amber temple area.
- Many guys have anti fire resist stuff.
- *** have a chokept. where the melee guy(s) can hold off infinite hordes of skellies or twigblights, to give time for casters (and maybe energy bow) to take out the flameskulls.
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