Sep 09, 2015 It’s not different then saying “vulnerable to fire”, so i dont get why minion natural weakness vs aoe damage would be a problem. The real FIX now is that if you kill 3/4 minion of a group, the damage output of the group is not reduced (because the single minion can do 4 attacks), so mathematically the effectiveness is the same of a single creature. 3 Jump or Tumble check (DC 10). Normally, the damage and the check DC for such a jump would be greater, even for a landing on a soft surface, but the pit covers are specifically designed and built to cushion falls. When the cover is unlatched, anyone jumping or falling from the shaft takes damage.
The hobgoblin wins against most CR 1 enemies because the CR system is designed to estimate a challenge for a group of that level that the group can BEAT for roughly 20% resources. The hobgoblin is in truth, effectively a CR 1 creature himself. Of course, we're not. Jan 10, 2017 Fire bolt, ray of frost and shocking grasp are damaging cantrips that a hobgoblin Devastator can actually make hay out of thanks to Arcane Advantage: fire bolt can do 2d10 + 2d6 damage (18 hp expected) against a target who’s within 5 feet of an ally of the Devastator, ray of frost can do 2d8 + 2d6 (16 hp expected) and slow it, and shocking grasp can do 2d8 + 2d6 and suppress. Volley (Ex) A hobgoblin phalanx troop can fire a volley of arrows as a standard action. This attack takes the form of up to four lines with a range of 100 feet. This attack takes the form of up to four lines with a range of 100 feet.
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CR 4
Incomplete Creatures
Creatures of CR 4 with one or many improving, reviewing, or removing templates present. Please help work on the problem presented on the template.
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Home > Spells > Magic Missile
Evocation [Force]
Level: | Sor/Wiz 1 |
---|---|
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Targets: | Up to five creatures, no two of which can be more than 15 ft. apart |
Duration: | Instantaneous |
Saving Throw: | None |
Spell Resistance: | Yes |
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.
For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.
According To The Dmg A Hobgoblin Should Be Cr 3 4
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