Tidespawn Statistics

A collection of Tidespawned minions for filling out a combat. As always, be careful about large numbers of ranged attackers- they can focus-fire a party member down very quickly if they're the more intelligent varieties of Tidespawn. You can increase minion levels fairly easily by simply adding +1 to hit and defense for each level you advance them. To keep things scaled properly, no PC should be more than a level or so lower than the most powerful minion in an encounter- these things are meant to represent enemies that are no real match for the heroes.

Great, savage creatures that trade precision for murderous damage and enormous resilience, Brutes work well in company with creatures who can pin down their enemies and give them the extra help they sometimes need to bring their most dangerous attacks into play.

Artillery are comparatively fragile creatures best kept at the back to rain down their highly accurate attacks on the enemy. Without a screen of minions or meat shields, artillery monsters tend to die rapidly.

Controllers serve to make the party's life harder, forcing movement, making actions more difficult, or punishing certain actions. They need other creatures around to take full advantage of their powers.

Soldier-class enemies tend to be tougher to hit and more accurate than other sorts of monsters, and work well with allies. Be careful not to use too high-level a soldier against your group- they may not be able to hit it.

For those occasions when you want a centerpiece monster that still has some friends. If you're running for a group with only 2-3 PCs, however, consider cutting the HP on these creatures by as much as a half. Without a good number of Strikers, parties can end up running out of resources with their elite enemies not even bloodied.

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