Any erratta on the Eidolon?

Spinachcat

First Post
Look up the Eidolon in the MM. Compare him to anything else that costs 800 XP. The monster is freaking amazing. He would be nightmarish at 1600 XP.

I check the erratta thread and I did not see anything. Anyone else know if there is some sort of typo?
 

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Hmm, you're right, he is pretty bad. Especially compared to the other level 13 controller (leader) the Minotaur Cabalist. The Eidolon's defenses are a little worse over all, but I'm not sure if that makes up for it.

Maybe you should submit a question to Wizard's customer service? There's nothing out there about this so far, as you said.
 

Maybe it's due to the odd-factor of the monster... it's not a "iconic" D&D monster, so its possible not many people have seen it in action. I happened to be looking at it yesterday as (if I remember right) in 3e is shot blood at the PC's and I always found that to be horribly interesting. So I must agree based on what I was reading (I first thought I was just off, but I'm glad you confirmed it)
 


Yes, I think you are missing the fact that the eidolon can't use it's powerful hallowed stance AND attack in the same round. It has to choose between moving and attacking or going into the stance each round, since entering the stance is a standard action.

Basically, while the eidolon stands there buffing its allies, you wipe all of its allies out, and then attack the eidolon. It can only use divine retribution once per round (limited to one immediate action).
 

It can only use divine retribution once per round (limited to one immediate action).

Yes, but that one attack is plenty. Characters of levels 8-10 are going to have a rough time punching through its defenses and resistance.

Hallowed Stance needs a recharge or something.

If I was using him, I'd give Hallowed Stance a recharge 4-6, so it's using the power once every other round or so. I would add a separate standard action that gives one of its allies in its line of sight extra 2d6 radiant damage on its next attack.
 

Its attacks and defenses look pretty much typical, and it's got some serious restrictions on its ability to attack. Basically, if it's got allies, you ignore it until the allies are dead; if it doesn't have allies, you ignore it until it actually attacks (which prevents using Hallowed Stance, especially if you avoid standing next to it) and then you beat the stuffing out of it.

However, if PCs don't figure out the correct tactics, it's a very tough monster.
 

However, if PCs don't figure out the correct tactics, it's a very tough monster.
I am very pleased to see at least one monster in 4E that does not reward the "Just hit it." playstyle.

1. Don't strike to kill the eidolon's allies. In 4E it is the attacker's choice to kill or subdue when they bring a victim to 0 HP. The Eidolon's Vengeful Flames ability triggers only on a "kill", unlike several other abilties that trigger on creatures that hit 0 HP.

2. Don't be unwilling to leave it be. If after it's allies are taken down, it is just going to sit there, let it. Loot the place and move on. Drag the things allies out of its sight and slit thier throats if you need them dead. An immobile rock with resist 20 that can whack you for 2d8+8 if you attack it is a DC 1 Int test. It is supposed to come at the party with slams after the allies are gone. if it turtles instead, leave it alone.

Now I will admit it does look like it could pay "Sit on the objective" a little too well for it's level.

Mengu said:
Yes, but that one attack is plenty. Characters of levels 8-10 are going to have a rough time punching through its defenses and resistance.
Yeah, thats why it is a level 13 leader. When using foes of divergent levels against the party, the DM is supposed to double check the monster’s capabilities to make sure if the party can deal with them. This is one of the cases where a level 13 foe’s capabilities make it a bad fit for two level level 9 enemies if the DM plans to have the thing play "turtle" after it's allies are gone.

The only 'fix' that might be needed is to have Hallowed Stance require at least one non Eidolon ally within 20 squares. This will enforce the suggested combat approach in the Eidolon entry.
 
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I like this monster for two reasons:

1) in the right setting and location, an eidolon in Hallowed Stance could be mistaken for nothing more than a religious sculpture or statue.

2) two eidolons ping-ponging out of hallowed stance, along with a few other baddies.

I zeroed in on this guy right away as a great addition for interesting combats, though "overpowered" wasn't really my first thought. I'll have to take a closer look.
 

I zeroed in on this guy right away as a great addition for interesting combats, though "overpowered" wasn't really my first thought. I'll have to take a closer look.
Well, to me the issue is what happens if the party has to take down the Eidiolon that has decided to Sit in Hallowed Stance indefinitly. Will the resist 20 & Divine Retribution 1/round make damaging it too painfully drawn out of a process for level 13 PCs?
 

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