View Single Post

Thread: Converting Red Hand of Doom to 5e

  1. - Top - End - #59
    Firbolg in the Playground
     
    Draz74's Avatar

    Join Date
    Aug 2006
    Location
    Utah
    Gender
    Male

    Default Re: Converting Red Hand of Doom to 5e

    Marked for Death

    Spoiler: Hobgoblin Regular
    Show
    Medium Humanoid (goblinoid)
    -------------------------
    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


    Spoiler: Ogre
    Show
    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, Common
    CR 2 (450 XP)
    -------------------------
    Actions
    Greatclub (melee) +6: 2d8+4 bludgeoning
    Javelin (thrown 30/120 ft) +4: 2d6+4 piercing


    Spoiler: Barghest
    Show
    Large Fiend (shapechanger)
    -------------------------
    Armor Class 17
    HP 90
    Speed 60 ft
    -------------------------
    Str +4, Dex +2, Con +2
    Int +1, Wis +1, Cha +2
    -------------------------
    Skills Deception +4, Intimidation +4, Perception +5, Stealth +4
    Resistances cold, fire, lightning; bludgeoning/piercing/slashing from nonmagical attacks
    Immunities acid, poison; poisoned
    Senses blindsight 60 ft, darkvision 60 ft
    Languages Infernal, Goblin, Worg, Common
    CR 4 (1100 XP)
    -------------------------
    Shapechanger. The barghest can use its action to polymorph into a Small goblin or back into its true form. In goblin form, its Speed is reduced to 30 ft, and it cannot use its bite attack. Otherwise, its statistics (other than size) are the same in each form. Any equipment it is wearing or carrying isn't transformed. The barghest reverts to its true form if it dies.
    Fire Banishment. When the barghest starts its turn engulfed in flames that are at least 10 feet high or wide, it must succeed on a DC 15 Charisma saving throw or be instantly banished to Gehenna. Instantaneous bursts of flame (such as a red dragon's breath or a fireball spell) don't have this effect on the barghest.
    Keen Smell. The barghest has advantage on Wisdom (Perception) checks that rely on smell.
    Innate Spellcasting. The barghest's innate spellcasting ability is Charisma (spell save DC 12). The barghest can innately cast the following spells, requiring no material components:
    At will: levitate, minor illusion, pass without trace
    1/day each: charm person, dimension door, suggestion
    -------------------------
    Actions
    Bite (melee) +6: 2d8+4 piercing
    Claws (melee) +6: 1d8+4 slashing


    Spoiler: Blackspawn Raider
    Show
    Medium Monstrosity
    -------------------------
    Armor Class 15
    HP 105
    Speed 40 ft
    -------------------------
    Str +2, Dex +3, Con +3
    Int +0, Wis +1, Cha -1
    -------------------------
    Skills Perception +3, Stealth +5, Survival +5
    Immunities acid
    Senses blindsight 10 ft, darkvision 60 ft
    Languages Draconic, Common
    CR 4 (1100 XP)
    -------------------------
    Actions
    Multiattack. The blackspawn makes two weapon attacks.
    Scimitar (melee) +5: 1d6+3 slashing
    Javelin (thrown 30/120 ft) +5: 1d6+3 piercing
    Acid Breath (Recharge 5-6, 15-ft line): 5d8 acid (Dex DC 13 half)


    Encounter Composition
    Hobgoblin Regular *5
    Ogre
    Barghest *2
    Blackspawn Raider *4


    XP Award: 7550

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

    5e seems to have done away with having "Greater" Barghests be a thing. They were only 1 CR higher anyway. So I just re-used regular Barghests.

    My Blackspawn Raiders are CR 4 by the numbers, but I'm afraid they might be a pretty easy CR 4, and also boring (not much for special abilities, sacks of lots of HP). Are there any great special abilities I should be giving them that thematically fit the 3.5e original monster?

    This encounter definitely needs playtesting to make sure it's difficult as advertised. Not one you want to whiff. The XP budget seems to indicate that it should be Deadly indeed, but I don't trust it. The ambush conditions and the raiders' to-the-death fanaticism should help.
    Last edited by Draz74; 2017-06-07 at 11:05 PM.
    You can call me Draz.
    Trophies:
    Spoiler
    Show

    Also of note:

    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.