GM PSA: You should probably nerf this Book 2 monster


Outlaws of Alkenstar


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I shared this in the GM reference, but I think it's worth giving its own attention-grabbing thread. Largely copy-pasted.

The monster in this case is the Claws of Time in the Cradle of Quartz. In theory it provides a neat spin on a usual dungeon crawl, echoing Alien: Isolation's Xenomorph, Resident Evil 2's Mr. X and other (seemingly) unstoppable stalkers. But its aura is wildly over-powered, compared to the GMG's guidelines. This will probably kill your PCs if you go all out with it.

The Hound's aura damage is actually absurd, as is the base creature's. 6d6 is the recommended amount for an unlimited damaging ability, according to the GMG, but that assumes it is a 2-action activity. Definitely not a passive aura. I think the "limitation" was supposed to be the immunity on a crit, but that's way too unlikely if you're using the creature as a boss before anyone can even get Juggernaut.

My suggestion, one of two things:
- Scale back the aura's damage, I would say 2-or-3d6 is appropriate. (worrying for low HP characters to stay in, spooky for anyone on a crit)
- Make the aura a 2-action activity instead. It could use a ranged option if the group tries to bait it away from the wall anyway.

In addition: allow regular perception checks in place of Recall Knowledge for PCs to catch on that the creature is staying as close to the corners as it can. Hopefully that helps them put together how best to fight it without having to make a wild knowledge check

To be clear, my group LOVED the tension of having this thing stalking them and its hit-and-run tactics. I would have liked them to get in a few more encounters before they bee-lined for the central geode. But that aura is just too much.


Starcatcher wrote:

I shared this in the GM reference, but I think it's worth giving its own attention-grabbing thread. Largely copy-pasted.

The monster in this case is the Claws of Time in the Cradle of Quartz. In theory it provides a neat spin on a usual dungeon crawl, echoing Alien: Isolation's Xenomorph, Resident Evil 2's Mr. X and other (seemingly) unstoppable stalkers. But its aura is wildly over-powered, compared to the GMG's guidelines. This will probably kill your PCs if you go all out with it.

The Hound's aura damage is actually absurd, as is the base creature's. 6d6 is the recommended amount for an unlimited damaging ability, according to the GMG, but that assumes it is a 2-action activity. Definitely not a passive aura. I think the "limitation" was supposed to be the immunity on a crit, but that's way too unlikely if you're using the creature as a boss before anyone can even get Juggernaut.

My suggestion, one of two things:
- Scale back the aura's damage, I would say 2-or-3d6 is appropriate. (worrying for low HP characters to stay in, spooky for anyone on a crit)
- Make the aura a 2-action activity instead. It could use a ranged option if the group tries to bait it away from the wall anyway.

In addition: allow regular perception checks in place of Recall Knowledge for PCs to catch on that the creature is staying as close to the corners as it can. Hopefully that helps them put together how best to fight it without having to make a wild knowledge check

To be clear, my group LOVED the tension of having this thing stalking them and its hit-and-run tactics. I would have liked them to get in a few more encounters before they bee-lined for the central geode. But that aura is just too much.

I mean, it's just a buffed up Hound of Tindalos, right?

On the other hand, they can be brutal. I ran a scenario on the FtP Discord server that had like 7 or 8 vs. a party of 6 and... that's where the term "Blender of Death" came from.


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That's why I mentioned the base creature being absurd too. It also uses the "unlimited AoE" attack damage for its level, but that's supposed to be something like a dragon's breath that costs actions (it specifically suggests 2 actions), not an aura that's free for the creature.

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