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Thread: Converting Red Hand of Doom to 5e

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    Firbolg in the Playground
    Draz74's Avatar

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    Aug 2006

    Default Re: Converting Red Hand of Doom to 5e

    Mercenary Gold

    Spoiler: Goblin
    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.
    Scimitar (melee) +4: 1d6+2 slashing
    Sling (ranged 30/120 ft) +4: 1d4+2 bludgeoning

    Spoiler: Ettin
    Large Giant
    Armor Class 12
    HP 85
    Speed 40 ft
    Str +5, Dex -1, Con +3
    Int -2, Wis +0, Cha -1
    Skills Perception +4
    Senses darkvision 60 ft
    Languages Giant, Goblin
    CR 4 (1100 XP)
    Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
    Wakeful. When one of the ettin's heads is asleep, its other head is awake.
    Multiattack. The ettin makes two attacks: one with its battleaxe and one with its morningstar.
    Battleaxe (melee) +7: 2d8+5 slashing
    Morningstar (melee) +7: 2d8+5 piercing

    Encounter Composition
    Goblin *5
    Ettin *2

    XP Award: 2450


    Like many of the "Elsir War" encounters, there are tons of creative things that could be done to spice this encounter up, but lacking any bursts of creativity, I'm going to translate the monsters involved directly.

    In a real campaign, the DM will have to pay attention to when the players are getting bored of facing the same Horde creatures repeatedly and get more creative -- but not until the players have gotten a sense for the makeup of the Horde.
    Last edited by Draz74; 2017-07-14 at 09:19 PM.
    You can call me Draz.

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