dnd 5e – Truesight and Darkvision, Why Does A Monster Have Both?

That is a very interesting find. You are correct in asserting that truesight is strictly superior to darkvision.

Although I don’t think that it is directly stated in any book or rule set, I would go ahead and make the assumption that truesight has magical origin / nature whilst darkvision does not.

If we do indeed make that assumption, it would suggest that truesight would be negated in areas with anti magic fields or whatever, and would not benefit the creature whatsoever, if the said area was also pitch dark. In that case darkvision should apply normally since it sounds like it is more based on genetics.

Having said that, I do not think I am able to discern any other difference between the two, and also do not believe that there are many cases, where someone would stumble upon a pitch black area where all magic is nullified e.t.c.

Would probably make for a cool creature den. (Like an intelligent elder shadow dragon’s den or something like that :P)

dnd 5e – D&D 5th Edition: Truesight and Darkvision, Why Does A Monster Have Both?

While creating a homebrew monster based around eyes and vision, I looked up monsters that had both darkvison and truesight, surprisingly only two have both, the Avatar of Death and Canoloth, I’ll use the Canoloth as the example here.

When reading the descriptions of both vision types, darkvision allows a creature to see in dim light as if it were bright light and darkness as if it were dim light but it can’t discern color and only sees shades of grey, with truesight not only can you see in normal darkness but also magical darkness, as well as many other benefits, so what confuses me is why any creature would have both forms of vision (especially when it only has darkvision out to 60 feet but truesight out to 120 feet) when truesight already has the only benefit of darkvision along with all its other benefits?

Have I misinterpreted the mechanics of these different sight types, is their a hidden reason behind having both? Or is it just a slipup of the designers to give a creature like the Canoloth both forms of vision?

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dnd 3e – Do you get feats in addition to feats you get from your hit dice as a monster class?

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pathfinder 1e – What type of action is the opposed charisma check in Charm Monster?

Scenario

Standard action, the bard casts Charm Monster.
The monster changes posture, it seems to have worked!

“Back up, I charmed it” – he yells to his allies (free action)

while gesturing at the monster to stop fighting (move action or fluff alluding to action for next round?)

Question

What’s the earliest he can make the Opposed Charisma Check to convince (Int 1) monster to back off and stop attacking allies, assuming all his allies immediately went full defense and that there’s no one except for the party and the monster there?

dnd 5e – Is there a meaningful difference between giving a monster multiattack and giving it multiple turns per round?

Consider that all of the following things are connected to a turn:

  • Movement
  • Actions
  • Bonus Actions
  • Reactions
  • Object Interactions
  • Events that happen automatically during a turn
  • Possibly other things I may have forgotten.

If all you need is more attacks, then that means you need to fix everything that is not that attack. Some of the things that need to be fixed seem easy, because they are found on the creature’s sheet. For example, to fix the creature’s movement you give it less speed (as you yourself plan to do).

However, not everything the creature interacts with is found on its own sheet! How many things exist that interact with movement alone? More than I could count, and every single one has a potential of creating unintended consequences.

For example lets say a creature has a speed of 10 feet so that over the course of its 4 turns it can move 40 feet and someone hits this creature with a ray of frost, which reduces its speed by 10 feet. Now instead of being able to move 30 feet per round, the creature can move 0 feet per round. What do you do now that you have spotted this unintended consequence?
Do you accept that ray of frost is OP against this creature?
Do you create a dedicated ruling for ray of frost?
Do you create a generic ruling for speed reductions (thereby risking new unintended consequences)?

Moreover, some of the unintended consequences can be very nuanced, hard to spot, and/or hard to quantify. For example, a creature with multiple turns can use its strongest at-will attack over and over again, which is boring; whereas the design of the Multiattack action (and legendary actions and lair actions) often forces a creature to use all its attacks, which adds variety even though some of those attacks are weaker.

Now scale up this problem to every feature, spell, ability, trait, magic item, etc that interacts with movement, actions, bonus actions, reactions, object interactions, and/or events that happen automatically during a turn.

You don’t have the time to research all these interactions, find the unintended consequences, and devise all the necessary rulings. Therefore, you will have to improvise on the spot when you encounter an unintended consequence, you will have to document those improvised rulings so that you can be consistent the next time, and your players will have to deal with an increasingly large list of improvised rulings.

You should not put yourself and your players through all this trouble when your problem already has well documented solutions:

  • Use legendary actions
  • Use lair actions
  • Use more enemies

dnd 5e – Is there a monster that has resistance to magical attacks on top of immunity against nonmagical attacks?

I was wondering if there is an official monster in 5th edition that has resistance against any combination of bludgeoning, piercing or slashing damage and an immunity against any combination of bludgeoning, piercing or slashing damage dealt with non-magical weapons on top of that.

While I was looking through various monster stat-blocks I noticed that resistance to bludgeoning, piercing and slashing damage is extremely rare (e.g. Treant) and it bothered me that a Rakshasa for example has almost no physical durability because when the players get to fight one, it’s likely they already have magical weapons.

I’m thinking about homebrewing a monster that has resistance to the common damage types and an immunity to the common damage types if the attacks are made with nonmagical weapons, but I wanted to know if that already exists in 5th edition because I like to stick with official material instead of inventing something totally new.

dnd 5e – Would Protection From Good and Evil protect a monster from a PC?

Some monsters can cast Protection From Good and Evil, such as an Orc Hand of Yurtrus. By spell name alone, this seems like it would be useful against a good-aligned party.

The spell description, however, states:

one willing creature you touch is protected against certain types of
creatures: aberrations, celestials, elementals, fey, fiends, and
undead.

Unless those are just examples of creatures it can protect against, and not a full list, it doesn’t sound like the spell offers meaningful protection against, say, a halfling paladin.

Is it just broadly assumed that Protection From Good and Evil will work against PCs, when cast by a monster, or have I missed something?

dnd 3.5e – How does fearful empowerment work on summon monster?

The dread witch prestige class offers the ability fearful empowerment:

Fearful Empowerment (Su): Starting at 3rd level, once per day you can add the fear descriptor to any spell you cast that has some sort of visual manifestation. For example, you could apply it to a fireball, to a summon monster spell, or to any visual illusion, but not to charm person, since that spell does not directly create any visual effect. Creatures targeted by a spell modified by fearful empowerment must make a Will save (DC equal to 10 + your class level + your Cha modifier) or become shaken for 1d4 rounds; this is in addition to any other effects the spell might have. Your save DC bonuses from master of terror apply to this spell.

(Heroes of Horror, pg. 98-99)

Explicitly noted here is that fearful empowerment works with a summon monster spell, but then the effect of fearful empowerment is to attempt to render shaken anyone “targeted by a spell modified by fearful empowerment.”

Summon monster doesn’t target any creatures; it summons a monster. How does a fearfully-empowered summon monster work? Is everyone attacked by the creature, or otherwise targeted by its abilities, subject to the effect? Or is it merely that being in the presence of such a summoning that’s frightful—and if so, how close must one be? Do you have to be able to see it?

I suspect the strict RAW answer here is simply “you can cast a fearfully-empowered summon monster spell, since summon monster is explicitly a legal subject of the fearful empowerment ability, but since summon monster never targets anyone, no one is actually subject to the fearful empowerment effect and you just wasted your daily usage of the ability.” That being the case, does anyone have any experience running a dread witch actually using a fearfully-empowered summon monster to some actual effect? What are the pros and cons of running things that way—is that how you would still run things? Is there a solid best practice to follow here? Or is “just pick something else” really the best answer here?

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