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Thread: Converting Red Hand of Doom to 5e

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    Default Re: Converting Red Hand of Doom to 5e

    Massacre at Drellin's Ferry

    Spoiler: Hobgoblin Bladebearer
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    Medium Humanoid (goblinoid)
    -------------------------
    Armor Class 16 (chain shirt)
    HP 67
    Speed 30 ft
    -------------------------
    Str +1, Dex +3, Con +3
    Int +0, Wis +0, Cha -1
    -------------------------
    Skills Acrobatics +5, Athletics +3
    Senses darkvision 60 ft
    Languages Goblin, Common
    CR 2 (450 XP)
    -------------------------
    Martial Advantage. Once per turn, the hobgoblin can deal an extra 3d6 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.
    Dual Wielder. When the bladebearer takes the Attack action, it can use a bonus action to attack with a weapon in its off-hand.
    -------------------------
    Actions
    Shortsword (melee) +5: 1d6+3 piercing
    Off-hand shortsword (melee) +5: 1d6+3 piercing


    Spoiler: Manticore
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    Large Monstrosity
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    Armor Class 14
    HP 68
    Speed 30 ft, fly 50 ft
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    Str +3, Dex +3, Con +3
    Int -2, Wis +1, Cha -1
    -------------------------
    Senses darkvision 60 ft
    Languages Common
    CR 3 (700 XP)
    -------------------------
    Tail Spike Regrowth. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.
    -------------------------
    Actions
    Multiattack. The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.
    Bite (melee) +5: 1d8+3 piercing
    Claw (melee) +5: 1d6+3 slashing
    Tail Spike (ranged 100/200 ft) +5: 1d8+3 piercing


    Spoiler: Wyvern
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    Large Dragon
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    Armor Class 13
    HP 110
    Speed 20 ft, fly 80 ft
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    Str +4, Dex +0, Con +3
    Int -3, Wis +1, Cha -2
    -------------------------
    Skills Perception +4
    Senses darkvision 60 ft
    Languages n/a
    CR 6 (2300 XP)
    -------------------------
    Multiattack. The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.
    Bite (melee, reach 10 ft) +7: 2d6+4 piercing
    Claws (melee) +7: 2d8+4 slashing
    Stinger (melee, reach 10 ft) +7: 2d6+4 piercing. The target must make a DC 15 Constitution saving throw, taking 7d6 poison damage on a failed save, or half as much damage on a successful one.


    Spoiler: Kulkor Zhul War Adept
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    Medium Humanoid (goblinoid)
    -------------------------
    Armor Class 11 (14 with mage armor)
    HP 45
    Speed 30 ft
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    Str +1, Dex +1, Con +2
    Int +3, Wis +1, Cha +0
    -------------------------
    Saving Throws Int +6, Wis +1
    Skills Arcana +5, Deception +2
    Senses darkvision 60 ft
    Languages Goblin, Common
    CR 4 (1100 XP)
    -------------------------
    Arcane Advantage. Once per turn, the hobgoblin can deal an extra 2d6 damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the hobgoblin and that ally isn't incapacitated.
    Army Arcana. When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.
    Spellcasting. The war adept is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The war adept has the following wizard spells prepared:
    Cantrips (at will): chill touch, mage hand, minor illusion, ray of frost
    1st level (4 slots): chromatic orb, detect magic, mage armor*
    2nd level (3 slots): mirror image, ray of enfeeblement, scorching ray
    3rd level (3 slots): fireball, fly, lightning bolt
    4th level (1 slot): Evard's black tentacles
    *The war adept casts this spell on itself before combat begins.
    -------------------------
    Actions
    Quarterstaff (melee) +3: 1d8+1 bludgeoning, or 1d6+1 bludgeoning if wielded in one hand.


    Spoiler: Abithriax
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    Large Dragon
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    Armor Class 18
    HP 178
    Speed 40 ft, climb 40 ft, fly 80 ft
    -------------------------
    Str +6, Dex +0, Con +5
    Int +2, Wis +0, Cha +4
    -------------------------
    Saving Throws Dex +4, Con +9, Wis +4, Cha +8
    Skills Perception +8, Stealth +4
    Immunities fire
    Senses blindsight 30 ft, darkvision 120 ft
    Languages Draconic, Common, Infernal
    CR 10 (5900 XP)
    -------------------------
    Actions
    Multiattack. Abithriax makes three attacks: one with his bite and two with his claws.
    Bite (melee, reach 10 ft) +10: 2d10+6 piercing + 1d6 fire
    Claw (melee) +10: 2d6+6 slashing
    Fire Breath (Recharge 5-6, 30-ft cone): 16d6 fire (Dex DC 17 half)


    Spoiler: Doom Fist Monk
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    Medium Humanoid (goblinoid)
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    Armor Class 17
    HP 52
    Speed 45 ft
    -------------------------
    Str +1, Dex +3, Con +3
    Int +0, Wis +2, Cha -1
    -------------------------
    Saving Throws Str +3, Dex +5
    Skills Acrobatics +5, Athletics +3, Perception +4, Stealth +5
    Senses darkvision 60 ft
    Languages Goblin, Common
    CR 3 (700 XP)
    -------------------------
    Evasion. When the monk makes a Dexterity saving throw to take half damage from an effect, it takes no damage if it succeeds on the saving throw, and only half damage if it fails.
    Flurry of Blows. Immediately after the monk takes the Attack action on its turn, it can make two unarmed strikes as a bonus action.
    Patient Defense. The monk can take the Dodge action as a bonus action on its turn.
    Step of the Wind. The monk can take the Disengage or Dash action as a bonus action on its turn, and its jump distance is doubled for the turn.
    Stunning Strike (Recharge 5-6). When the monk hits another creature with a melee attack, the target must succeed on a DC 12 Constitution saving throw or be stunned until the end of the monk's next turn.
    -------------------------
    Actions
    Multiattack. The monk makes two attacks.
    Unarmed Strike (melee) +5: 1d6+3 bludgeoning. This attack is considered magical.
    Meteor Hammer (melee, reach 10 ft) +5: 1d6+3 bludgeoning
    -------------------------
    Reactions
    Slow Fall. When the monk falls, it reduces the falling damage it takes by 20 hit points.
    Deflect Missiles. When the monk is hit by a ranged weapon attack, it reduces the damage it takes by 1d10+7. If it reduces the damage to 0, it can catch the missile or re-direct it in a ranged attack. This attack is made with proficiency and deals at least 1d6+3 damage.


    Spoiler: Blood Ghost Berserker
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    Medium Humanoid (goblinoid)
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    Armor Class 14
    HP 42
    Speed 40 ft
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    Str +4, Dex +2, Con +2
    Int -1, Wis +0, Cha +1
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    Saving Throws Str +6, Con +4
    Skills Athletics +6, Intimidation +3, Stealth +4
    Resistances all damage except psychic
    Senses darkvision 60 ft
    Languages Goblin, Common
    CR 3 (700 XP)
    -------------------------
    Rage. The berserker has advantage on Strength checks (including Athletics) and Strength saving throws.
    Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
    Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 2d6 damage from the attack.
    -------------------------
    Actions
    Multiattack. The berserker makes two melee attacks or two ranged attacks.
    Greataxe (melee) +6: 1d12+6 slashing
    Handaxe (melee) +6: 1d6+6 slashing
    Handaxe (thrown 20/60 ft) +6: 1d6+4 slashing


    Spoiler: Doom Hand Cleric
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    Medium Humanoid (goblinoid)
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    Armor Class 13 (chain shirt)
    HP 27
    Speed 25 ft
    -------------------------
    Str +1, Dex +0, Con +1
    Int +0, Wis +3, Cha +1
    -------------------------
    Skills Arcana +2, Deception +3, Religion +4
    Senses darkvision 60 ft
    Languages Goblin, Common, Infernal
    CR 2 (450 XP)
    -------------------------
    Divine Eminence. As a bonus action, the doom hand cleric can expend a spell slot to cause its melee weapon attacks to magically deal an extra 3d6 radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the doom hand cleric expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
    Spellcasting. The doom hand cleric is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The doom hand cleric has the following spells prepared:
    Cantrips (at will): resistance, spare the dying, thaumaturgy
    1st level (4 slots): bane, cure wounds, detect magic, guiding bolt
    2nd level (3 slots): hold person, invisibility, spiritual weapon
    3rd level (2 slots)
    -------------------------
    Actions
    Mace (melee) +3: 1d6+1 bludgeoning


    Spoiler: Hell Hound
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    Medium Fiend
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    Armor Class 15
    HP 45
    Speed 50 ft
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    Str +3, Dex +1, Con +2
    Int -2, Wis +1, Cha -2
    -------------------------
    Skills Perception +5
    Immunities fire
    Senses darkvision 60 ft
    Languages understands Infernal but can't speak it
    CR 3 (700 XP)
    -------------------------
    Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
    Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.
    -------------------------
    Actions
    Bite (melee) +5: 1d8+3 piercing + 2d6 fire
    Fire Breath (Recharge 5-6, 15-ft cone): 6d6 fire (Dex DC 12 half)


    Spoiler: Hobgoblin Veteran
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    Medium Humanoid (goblinoid)
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    Armor Class 18 (chain mail, shield)
    HP 27
    Speed 30 ft
    -------------------------
    Str +2, Dex +1, Con +1
    Int +0, Wis +0, Cha -1
    -------------------------
    Senses darkvision 60 ft
    Languages Goblin, Common
    CR 1 (200 XP)
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    Martial Advantage. Once per turn, the hobgoblin can deal an extra 2d6 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.
    -------------------------
    Actions
    Longsword (melee) +4: 1d8+2 slashing, or 1d10+2 slashing if wielded in two hands.
    Longbow (ranged 150/600 ft) +3: 1d8+1 piercing


    Spoiler: Hobgoblin Regular
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    Medium Humanoid (goblinoid)
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    Armor Class 18 (chain mail, shield)
    HP 11
    Speed 30 ft
    -------------------------
    Str +1, Dex +1, Con +1
    Int +0, Wis +0, Cha -1
    -------------------------
    Senses darkvision 60 ft
    Languages Goblin, Common
    CR 1/2 (100 XP)
    -------------------------
    Martial Advantage. Once per turn, the hobgoblin can deal an extra 2d6 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.
    -------------------------
    Actions
    Longsword (melee) +3: 1d8+1 slashing, or 1d10+1 slashing if wielded in two hands.
    Longbow (ranged 150/600 ft) +3: 1d8+1 piercing


    Encounter Composition
    Manticore *6
    Hobgoblin Bladebearer *6
    Wyvern *2
    Kulkor Zhul War Adept *5
    Abithriax
    Doom Fist Monk *3
    Blood Ghost Berserker *3
    Doom Hand Cleric *2
    Hell Hound *4
    Hobgoblin Veteran *8
    Hobgoblin Regular *12


    XP Award:
    Irrelevant. There's no way your players are beating this encounter, and if they do, just keep throwing more stuff at them.

    ------------------------------------------------------------------

    Comments on the new stat blocks here:
    - The wyvern is the MM wyvern, and Abithriax is the MM Young Red Dragon. Since it had the perfect CR for him, he didn't need any adjustments except knowing Infernal.
    - The Doom Fist Monk is pretty close to a PC-built Monk 7, but with a few tweaks. Most prominently, I didn't want the DM to have to keep track of ki for each monk, so I gave Stunning Strike a recharge and otherwise assumed an unlimited pool of ki.
    - The Blood Ghost Berserker isn't really based on an existing stat block; I wrote it kind of from scratch. Although of course its special abilities are taken from MM bugbears and from the Barbarian class.

    To some extent, the composition of this encounter doesn't matter much, because its narrative purpose is "Make the PCs run screaming if they don't want a TPK." And that's not hard; the DM just has to keep adding additional waves of monsters to the attack if it ever looks like the PCs might be winning.

    The part that requires finesse is to make sure that the monsters arrive gradually enough that the PCs have a chance to retreat before they (or at least all of them) are killed.

    So the DM can get as creative as he likes with which Horde monsters are involved in this attack. The description of the attack even mentions other Wyrmling dragons, and also describes (and features prominently in the artwork) Hill Giants; it just doesn't have the wyrmlings or the hill giants focusing on the PCs specifically. Chimeras are another natural addition to the encounter if you're looking to make changes. So hey, DMs, go wild if you want to, if your PCs ever reach this encounter at all.

    But the composition I wrote above is translated directly from the adventure, for the sake of faithfulness to the source material. The exception is that I left out the hieracosphinxes. I don't know of anywhere that hieracosphinxes have been published yet in 5e, and they don't fit into the lore of my own homebrew world anyway, and frankly the Horde has plenty of diversity even without them.
    Last edited by Draz74; 2017-07-14 at 10:24 PM.
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    ... yes, I need to be tested for ADHD.