Author Topic: Monster upgrades! (Part 1: Ocularon)  (Read 2049 times)

Offline Nytemare3701

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Monster upgrades! (Part 1: Ocularon)
« on: April 01, 2017, 02:03:39 PM »
First up the Ocularon from Fiend Folio, a Large aberration with:

(click to show/hide)

All wrapped up in a CR 12 package. It has 5 feats and 19 INT, so it's not going to fight stupid either. What can we replace those 5 feats with to make it stronger?

The poison and eye stealing abilities are (Ex) and force saves. Is there a feat to bump those?
Freedom of Movement is a pain to deal with for grapple monsters. Would having Dispel on the tentacle attacks help with that?

« Last Edit: April 03, 2017, 08:28:26 PM by Nytemare3701 »

Offline Ithamar

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Re: Working on some monster upgrades!
« Reply #1 on: April 03, 2017, 04:37:47 PM »
Ability Focus helps with the save DC, and I think there are a couple feats in Serpent Kingdoms that will make the poison more interesting as well.

Offline awaken_D_M_golem

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Re: Monster upgrades! (Part 1: Ocularon)
« Reply #2 on: April 04, 2017, 04:44:40 PM »
Flyby

slightly imbalance the stat load out, to up the saves #s
(technically the dm decides if some magic tripwire gets sprung)


Definitely wants to hit-and-run until most of the party is blinded, so like TrueStrike-ish stuff.
Can take hits, but wants as few condition tags as possible.

Guards/Wears any +saves item treasure, in a party's semi-wishlist.
Your codpiece is a mimic.

Offline PlzBreakMyCampaign

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Re: Monster upgrades! (Part 1: Ocularon)
« Reply #3 on: April 20, 2017, 11:37:16 PM »
I agree with Ith, always pump any DC you can't force 20/(Number Party Members) per turn times.