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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

    Easy Skirmish

    Spoiler: Tribal Hobgoblin
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    Medium Humanoid (goblinoid)
    -------------------------
    Armor Class 12 (hide armor)
    HP 11
    Speed 30 ft
    -------------------------
    Str +1, Dex +0, Con +1
    Int +0, Wis +0, Cha -1
    -------------------------
    Senses darkvision 60 ft
    Languages Goblin
    CR 1/8 (25 XP)
    -------------------------
    Pack Tactics. The hobgoblin has advantage on an attack roll against a creature if at least one of the hobgoblin's allies is within 5 feet of the creature and the ally isn't incapacitated.
    -------------------------
    Actions
    Spear (melee) +3: 1d6+1 piercing, or 1d8+1 piercing if wielded in two hands.
    Spear (thrown 20/60 ft) +3: 1d6+1 piercing


    Spoiler: Goblin
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    Small Humanoid (goblinoid)
    -------------------------
    Armor Class 15 (leather armor, shield)
    HP 7
    Speed 30 ft
    -------------------------
    Str -1, Dex +2, Con +0
    Int +0, Wis -1, Cha -1
    -------------------------
    Skills Stealth +6
    Senses darkvision 60 ft
    Languages Goblin, Common
    CR 1/4 (50 XP)
    -------------------------
    Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
    -------------------------
    Actions
    Scimitar (melee) +4: 1d6+2 slashing
    Sling (ranged 30/120 ft) +4: 1d4+2 bludgeoning


    Spoiler: Ogre
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    Large Giant
    -------------------------
    Armor Class 11
    HP 59
    Speed 40 ft
    -------------------------
    Str +4, Dex -1, Con +3
    Int -3, Wis -2, Cha -2
    -------------------------
    Senses darkvision 60 ft
    Languages Giant, Goblin
    CR 2 (450 XP)
    -------------------------
    Actions
    Greatclub (melee) +6: 2d8+4 bludgeoning
    Javelin (thrown 30/120 ft) +4: 2d6+4 piercing


    Spoiler: Kulkor Zhul War Adept
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    Medium Humanoid (goblinoid)
    -------------------------
    Armor Class 11 (14 with mage armor)
    HP 45
    Speed 30 ft
    -------------------------
    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.


    Encounter Composition
    Tribal Hobgoblin *8
    Goblin *3
    Ogre
    Kulkor Zhul War Adept


    XP Award: 1900
    Last edited by Draz74; 2017-06-07 at 10:39 PM.
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    I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.
    ... yes, I need to be tested for ADHD.