Drowned...overpowered? [Archive] - Wizards Community

Post/Author/DateTimePost
Furin Mirado

04-09-06, 04:59 PM
I decided to try out the Drowned from MM3 this weekend and was rewarded with a total party death. :eek: They were all level 9, so it should have only been a challenge at best. The problem seems to be with the drowning aura which requires a constitution check to not fall unconscious every round and thus could kill a party of a much higher level. Now I like the idea of the monster, but it seems like someone wasn't paying attention when they let that ability through.

So, am I missing something here or is it really overpowered? And if I want to use it at a later date, does anyone have any ideas for nerfing it?
savant_warlord13

04-09-06, 08:51 PM
this has been discussed way too many times.

the CR is 9, not 8, and beyond that leave it alone
Aragorn Raziel Wilcrez

04-12-06, 11:56 AM
A DC 10 Con check normally isn't hard to make, especially if the DM allows players to take 10 on it. For holding breath, yeah, I might allow them to take 10 if I felt particularly generous. Other than that, all they have to do is stay at least 30 ft away and use ranged weapons. A 9th level barbarian should be able to get close enough to give a drowned the hell it deserves for being a pest. A 9th level wizard or sorcerer doesn't even have to go near it. Summon a water elemental or water-breathing creature to fight it, or use a water breathing spell on you and your allies, and wing it. It's only a 3rd level spell, and if there's no wizard, sorcerer, or druid with that spell, then its like the basilisk: you weren't really prepared to fight such an oddball, and it killed you. Blegh. Also, if they don't already, let spellcasting characters know that if they have the Scribe Scroll and/or Brew Potion feat, they should be making those items. Even expendable items that cost exp to create help a lot in the long run. Heck in 2nd Ed, spellcaster level progression was freakishly slow, so it kind of works out the same.

I'd normally give the player's characters a heads up on what they're going to encounter by having some sort of reference, like someone who survived an attack, letting them reserch it, etc... and did they ever think (or have the opportunity) to run away until they're better prepared?

Nobody ever said adventuring was a safe profession. Good gaming!