Mitigating Stun

Post/Author/DateTimePost
#1

mbeacom

Dec 09, 2014 13:41:33

 

 

Hey everybody,

 

Thanks for the help last week with my Mind Flayer questions. I've had a chance to run the encounter and it was very educational. I'm learning a lot about higher level 5E and I'm enjoying what I'm finding.

 

To that point, I have a couple mechanical questions as well as some interpretation stuff.

 

So the Mind Flayers have Wall of Force, which they cast to protect themselves enabling them to use their Mind Blast ability. This lead to PCs spending a lot of (too much) time in the Stunned condition. Assuming a PC wants to be able to mitigate the potential for stunning (and the DM wants to be ready for when the players start dropping their own Stun effects), what are some of the pertinent spells and mechanics necessary. So far I've found a couple of spell effects that grant advantage on saves, or offer some other bonus to saves, as well as a few feats and class/racial features that would help with rerolls or with those saves. The only spell I see that specifically mentions lifting it is <strike> Greater Restoration</strike>Power Word Heal which is I believe a level 9 spell so not particularly useful just yet. 

 

What kind of things can PCs do if they expect to see more mind flayers (INT save vs. Stun) in particular and stunners in general. And what kind of contingencies can a DM have prepared if this players start using Stun with some frequency?

 

This is basically getting a bit higher level than my 5E familiarity so any thoughts/feedback/rulings ideas would be welcome.

 

One note: I'm not looking to overwhelm PCs, nor negate them, just looking for reasonable mechanical and story based outcomes for the use of Stun on both sides of the screen.  I want to use it but I want to be careful that it's not all powerful on either the PC or Monster side. Thanks!

 

Edit: Correction, Original post stated Greater Restoration was a 9th level spell that removes stun but was confused and was referring to Power Word Heal (as the below poster was kind enough to point out).

#2

iserith

Dec 09, 2014 13:49:48

Aura of Purity grants advantage to saving throws against stun effects. Power Word Heal removes the stun condition. Greater Restoration is a 5th-level spell and doesn't remove stun.

 

Entreat players interested in finding remedies or preventatives for stun by using the Research downtime activity. If they are successful in their research, they discover magical spells or items in some fantastical location that they can adventure to recover. As for the DM, he or she can just decide that their monsters are immune to the stun condition (or get advantage on saving throws or whatever). Maybe that's natural to the monster, an effect of a spell on them or the environment they're in, or an item they wear.

 

If you're up for it, please update your old mind flayer thread with a recap of how the scene went. Thanks!

(Reply to #2)

mbeacom

iserith wrote: