| Phil. L |
I've seen the art gallery for MM V (probably not alone there). I am pretty stoked about the monsters I saw. For those who disliked MM IV because there were not enough monsters MM V makes up for it in spades.
Pity, there are all those people who aren't going to buy WotC stuff anymore. I'm afraid to say outside a few of the bigger companies, WotC does the best monster books in the business (though they faltered slightly with MM IV in my belief).
Just the number of pictures featuring poor heroes just about to die or already dead makes me hope they were all quaterlings (those who have read the old Red Box basic D&D set know what I mean).
Mike McArtor
Contributor
|
I think I'm actually going to get MMV. The artwork is gorgeous, for one. And plenty of the creatures are awesome.
My only problem is: WHERE'S THE WATER ELEMENTAL MAGI!?
Kinda sucks all 3 elements were used, but there's no Water Elemental Magi. It looks incomplete. :(
The assumption is that the magi from the MM is the water magi. These three just complete the set.
| Phil. L |
Phil. L wrote:I'm afraid to say outside a few of the bigger companies, WotC does the best monster books in the business (though they faltered slightly with MM IV in my belief).Which other companies make the best monster books in the business?
As ever,
ACE
Necromancer Games have done some good stuff with the ToH series. Malhavoc Press have also released some decent monsters.
| Razz |
Razz wrote:The assumption is that the magi from the MM is the water magi. These three just complete the set.I think I'm actually going to get MMV. The artwork is gorgeous, for one. And plenty of the creatures are awesome.
My only problem is: WHERE'S THE WATER ELEMENTAL MAGI!?
Kinda sucks all 3 elements were used, but there's no Water Elemental Magi. It looks incomplete. :(
See I was wondering if that was the case, considering the Ogre Mage can produce a cone of cold...though charm person, darkness, and invisibility would suggest otherwise.
Do the Elemental Magi have energy subtypes? I guess to make the Ogre Mage more similar to the others is to give him the Cold subtype probably, if they do have energy subtypes?
| Razz |
I did my own Water Mage creation based off the Elemental Magi in the book (I just got mine today). What do you guys think?
KEN-CHIN
Large Giant (Water)
Hit Dice: 10d8+50 (95 hp)
Initiative: +6
Speed: 40 ft. (8 squares), swim 50 ft. (10 squares)
Armor Class: 19 (-1 size, +2 Dexterity, +8 natural), touch 11, flat-footed 17
Base Attack/Grapple: +7/+16
Attack: Masterwork Large greatsword +12 melee (3d6+7) or slam +11 melee (1d4+5) or gore +11 melee (1d8+5)
Full Attack: Masterwork Large greatsword +12/+7 melee (3d6+7) or 2 slams +11 melee (1d4+5), gore +11 melee (1d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Drowning aura, spell-like abilities
Special Qualities: Low-light vision, fast healing 5, shared strength
Saves: Fort +13, Ref +5, Will +5
Abilities: Str 20, Dex 14, Con 21, Int 12, Wis 14, Cha 14
Skills: Handle Animal +6, Intimidate +6, Knowledge (nature) +6, Listen +8, Search +8, Spot +8, Swim +20
Feats: Cleave, Improved Bull Rush, Improved Initiative, Power Attack
Environment: Any aquatic
Organization: Solitary or gang
Challenge Rating: 9
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +5
Spell-Like Abilities: 3/day---obscuring mist; 2/day---control water. Caster level 10th. These abilities can be used at will if within 60 ft. of two different types of elemental mages (ken-kuni, ken-li, adn ken-sun).
Drowning Aura (Su): A ken-chin gives off a 5-foot radius emanation of suffocating drowning, imbuing its surroundings with a watery glint and deadly threat for creatures that breathe. All breathing creatures within 5 feet of a drowned are treated as if beneath water in terms of also being able to breathe. The drowning aura accelerates the process of drowning.
Normally, a creature can hold its breath for a number of rounds equal to twice its Constitution score before it begins to drown. Within the drowning aura, a creature can only hold its breath if it makes a DC 10 Constitution check every round. Each round the DC increases by 1. When the character finally fails its Constitution check, it begins to drown. In the first round, it falls unconscious (0 hit points). In the following round, it drps to -1 hit points and is dying. In the third round, if still in the drowning aura, it drowns.
A ken-chin can suppress this ability at will.
Elemental magi are immune to this ability.
Shared Strength (Su): When a ken-chin is within 60 feet of one or more elemental mages and must make a saving throw, it uses the highest save bonus among the group.
Skills: A ken-chin can move through water at its swim speed without making Swim checks. It has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. A ken-chin can use the run action while swimming, provided it swims in a straight line.