Is it just me, or do Couatls in dnd seem weird. I'm aware of where they come from, and I know what they are for. But in weird ways they just seem a little...off.
Like, I expect them to have flyby, but they don't. I expect them to be larger than they are, and they are the second weakest celestial in the game. The game talks about them being so great and important, but they seem really underwhelming. Does anyone else feel that way? If so, are there any changes you make for them in your games?
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Hey y'all, I'm Okashido and I'm super into D&D. I like making characters(to the point where I have a doc about 100 pages long filled with character ideas.), am an aspiring actor in college, and also consider myself a storyteller and actor at the table. I enjoy making characters with backstories and watching them play off of other people. I roll with the punches and am a great Improviser. I can DM, but think my strengths lay in being a Player most. Hope we can all have fun and maybe play some games.
They are definitely not combat focused. However, with immunity to non-magical attacks, access to Change Shape, and mental stats of 18+, it makes for a very versatile NPC for a low level party.
Change Shape alone is a very potent ability. If you want Flyby specifically, have it transform into a Quetzalcoatlus. Note that it has no limit to the number of times it can transform. A clever DM could make one of these deadly to even a mid-level party.
That said, my headcanon has them being much, much larger, so homebrewing a Gargantuan version is definitely on the table.
They lack flyby because it's not their fighting style. They don't swoop past people and rake with claws. They wrap around and constrict. Flyby would just create confusion on the default attack pattern.
5e monster stats are kept simple for ease of running. Extra things are left out.
Given that they are Lawful Good, and based on the Lore behind them, seldom are they "foes", unless your party is an evil one. They are fabulous NPC's, and great for plot hooks (Party encounters one that needs help with a quest of some kind, or the party must search to find one that has specific ancient history knowledge the party needs)
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Is it just me, or do Couatls in dnd seem weird. I'm aware of where they come from, and I know what they are for. But in weird ways they just seem a little...off.
Like, I expect them to have flyby, but they don't. I expect them to be larger than they are, and they are the second weakest celestial in the game. The game talks about them being so great and important, but they seem really underwhelming. Does anyone else feel that way? If so, are there any changes you make for them in your games?
Hey y'all, I'm Okashido and I'm super into D&D. I like making characters(to the point where I have a doc about 100 pages long filled with character ideas.), am an aspiring actor in college, and also consider myself a storyteller and actor at the table. I enjoy making characters with backstories and watching them play off of other people. I roll with the punches and am a great Improviser. I can DM, but think my strengths lay in being a Player most. Hope we can all have fun and maybe play some games.
They are definitely not combat focused. However, with immunity to non-magical attacks, access to Change Shape, and mental stats of 18+, it makes for a very versatile NPC for a low level party.
Change Shape alone is a very potent ability. If you want Flyby specifically, have it transform into a Quetzalcoatlus. Note that it has no limit to the number of times it can transform. A clever DM could make one of these deadly to even a mid-level party.
That said, my headcanon has them being much, much larger, so homebrewing a Gargantuan version is definitely on the table.
They lack flyby because it's not their fighting style. They don't swoop past people and rake with claws. They wrap around and constrict. Flyby would just create confusion on the default attack pattern.
5e monster stats are kept simple for ease of running. Extra things are left out.
I think they make awesome foe!
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Given that they are Lawful Good, and based on the Lore behind them, seldom are they "foes", unless your party is an evil one. They are fabulous NPC's, and great for plot hooks (Party encounters one that needs help with a quest of some kind, or the party must search to find one that has specific ancient history knowledge the party needs)