Quickleaf
Legend
Variant monsters – sidebars or full statblocks?
Should variations on standard Monster Manual monsters that appear in publication, for example a desert troll or pyrohydra in an adventure, be presented as a sidebar with just the new differentiating details OR as a new full stat block? Which do you think is better?
For example, this method...
[SECTION]Variant Monster: Pyrohydra
The hydra in area # descends from a line of pyrohydras once bred by the Brotherhood. While most were slain in the Brotherhood’s operations across the land, one remains. It has maximum hit points (255), seven heads, immunity to fire damage, its regrowth of Multiple Heads is prevented by cold damage (instead of fire), and it can employ the following Fire Breath action. Its CR increases to 11 (7,200 XP).
Fire Breath (recharge 5-6). Each of the hydra’s heads exhales a 15-foot cone of fire. Each creature in that area must make a DC 17 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. Multiple heads can join together to breath on one creature; instead of requiring multiple Dexterity saving throws from a single creature, the damage increases by 3d6 per additional head breathing on a target.[/SECTION]
Or this method...
Should variations on standard Monster Manual monsters that appear in publication, for example a desert troll or pyrohydra in an adventure, be presented as a sidebar with just the new differentiating details OR as a new full stat block? Which do you think is better?
For example, this method...
[SECTION]Variant Monster: Pyrohydra
The hydra in area # descends from a line of pyrohydras once bred by the Brotherhood. While most were slain in the Brotherhood’s operations across the land, one remains. It has maximum hit points (255), seven heads, immunity to fire damage, its regrowth of Multiple Heads is prevented by cold damage (instead of fire), and it can employ the following Fire Breath action. Its CR increases to 11 (7,200 XP).
Fire Breath (recharge 5-6). Each of the hydra’s heads exhales a 15-foot cone of fire. Each creature in that area must make a DC 17 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. Multiple heads can join together to breath on one creature; instead of requiring multiple Dexterity saving throws from a single creature, the damage increases by 3d6 per additional head breathing on a target.[/SECTION]
Or this method...
