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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

    Town Hall

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


    Spoiler: Adolescent Greenspawn Razorfiend
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    Large Monstrosity
    -------------------------
    Armor Class 13
    HP 120
    Speed 50 ft, swim 50 ft
    -------------------------
    Str +4, Dex +3, Con +3
    Int -1, Wis +1, Cha -2
    -------------------------
    Skills Athletics +7, Perception +4
    Immunities poison; poisoned
    Senses darkvision 60 ft
    Languages Infernal
    CR 5 (1800 XP)
    -------------------------
    Amphibious. The razorfiend can breathe air and water.
    Spring Attack. The razorfiend can take the Disengage action as a bonus action on its turn.
    -------------------------
    Actions
    Multiattack. The razorfiend makes three attacks: two with its wingblades and one with its bite.
    Wingblade (melee) +7: 2d10+4 slashing; crit. 19-20
    Bite (melee) +7: 2d8+4 piercing
    Poison Breath (Recharge 5-6, 20-ft cone): 8d6 poison (Con DC 15 half)


    Spoiler: Ettin
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    Large Giant
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    Armor Class 12
    HP 85
    Speed 40 ft
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    Str +5, Dex -1, Con +3
    Int -2, Wis +0, Cha -1
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    Skills Perception +4
    Senses darkvision 60 ft
    Languages Giant, Goblin
    CR 4 (1100 XP)
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    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.
    -------------------------
    Actions
    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


    Spoiler: Kulkor Zhul Mindbender
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    Medium Humanoid (goblinoid)
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    Armor Class 14 (studded leather armor)
    HP 52
    Speed 30 ft
    -------------------------
    Str -1, Dex +2, Con +3
    Int +1, Wis +0, Cha +3
    -------------------------
    Saving Throws Wis +3, Cha +6
    Skills Deception +9, Insight +6, Intimidation +6, Perception +3, Persuasion +6
    Senses darkvision 60 ft
    Languages Goblin, Common, telepathy 30 ft
    CR 5 (1800 XP)
    -------------------------
    Spellcasting. The mindbender is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The mindbender knows the following spells:
    Cantrips (at will): message, minor illusion, vicious mockery
    1st level (4 slots): charm person, dissonant whispers, heroism, Tasha's hideous laughter
    2nd level (3 slots): crown of madness, detect thoughts, hold person, suggestion
    3rd level (3 slots): fear, hypnotic pattern
    4th level (1 slot): compulsion, confusion
    -------------------------
    Actions
    Dagger (melee) +5: 1d4+2 piercing
    Dagger (thrown 20/60 ft) +5: 1d4+2 piercing


    Spoiler: Wyrmlord Saarvith
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    Small Humanoid (goblinoid)
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    Armor Class 16 (studded leather armor)
    HP 60
    Speed 30 ft
    -------------------------
    Str +1, Dex +4, Con +2
    Int -1, Wis +2, Cha +0
    -------------------------
    Saving Throws Str +4, Dex +7
    Skills Animal Handling +5, Medicine +5, Perception +5, Stealth +7, Survival +5
    Senses darkvision 60 ft
    Languages Goblin, Common, Draconic, Elvish, Giant
    CR 5 (1800 XP)
    -------------------------
    Nimble Escape. Saarvith can take the Disengage or Hide action as a bonus action on each of his turns.
    Natural Explorer. Saarvith has advantage on initiative rolls, as well as on attack rolls against creatures that have not yet acted during his first turn of combat.
    Greater Favored Enemy. Saarvith has a +4 bonus to damage rolls with weapon attacks against humanoids and giants. He has advantage on Wisdom (Survival) checks to track humanoids and giants, and on Intelligence checks to recall information about them. He additionally has advantage on saving throws against the spells and abilities of giants.
    Coordinated Attack. When Saarvith uses the Attack action on his turn, if his hawk can see him, it can use its reaction to make a melee attack.
    Spellcasting. Saarvith is a 7th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). He knows the following spells:
    1st level (4 slots): absorb elements, alarm, ensnaring strike, hunter's mark, longstrider
    2nd level (3 slots)
    -------------------------
    Actions
    Scimitar (melee) +7: 1d6+4 slashing
    Shortbow (ranged 80/320 ft) +9: 1d6+4 piercing


    Spoiler: Hawk
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    Small Beast
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    Armor Class 16
    HP 21
    Speed 10 ft, fly 60 ft
    -------------------------
    Str -2, Dex +3, Con +0
    Int -4, Wis +2, Cha -3
    -------------------------
    Saving Throws Str +1, Dex +6, Con +3, Int -1, Wis +5, Cha +0
    Skills Acrobatics +6, Perception +5, Survival +5
    Languages n/a
    CR n/a (is a class feature of Saarvith)
    -------------------------
    Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight.
    Pack Tactics. The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally isn't incapacitated.
    Beast's Defense. While the hawk can see Saarvith, it has advantage on all saving throws.
    Greater Favored Enemy. The hawk has a +4 bonus to damage rolls with weapon attacks against humanoids and giants. It has advantage on Wisdom (Survival) checks to track humanoids and giants, and on Intelligence checks to recall information about them. It additionally has advantage on saving throws against the spells and abilities of giants.
    -------------------------
    Actions
    Talons (melee) +6: 1d4+6 slashing


    Spoiler: Regiarix
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    Large Dragon
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    Armor Class 18
    HP 112
    Speed 35 ft, swim 40 ft, fly 70 ft
    -------------------------
    Str +4, Dex +2, Con +3
    Int +1, Wis +0, Cha +2
    -------------------------
    Saving Throws Dex +5, Con +6, Wis +3, Cha +5
    Skills Perception +6, Stealth +5
    Immunities acid
    Senses blindsight 30 ft, darkvision 120 ft
    Languages Draconic, Common, Goblin
    CR 6 (2300 XP)
    -------------------------
    Amphibious. Regiarix can breathe air and water.
    -------------------------
    Actions
    Multiattack. Regiarix makes three attacks: one with his bite and two with his claws.
    Bite (melee, reach 10 ft) +7: 2d8+4 piercing + 1d8 acid
    Claw (melee) +7: 2d4+4 slashing
    Acid Breath (Recharge 5-6, 30-ft line): 10d8 acid (Dex DC 14 half)


    Encounter Composition
    Ogre *6
    Adolescent Greenspawn Razorfiend
    Ettin
    Kulkor Zhul Mindbender "Nurklenak"
    Wyrmlord Saarvith
    Hawk
    Regiarix


    XP Award: 2900

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    I built the Mindbender as a cross between a Bard and a Warlock, with stats fairly close to a PC overall. I'm not opposed to a Mindbender stat block that's less of a standard Vancian spellcaster, like the one provided by Lord Ruby; but I don't want it to be CR 8 like his. Since this project has been stalled for a while, I thought I'd go ahead and post the Mindbender I have, even though I might eventually overhaul it.

    Saarvith is pretty close to a PC Revised Ranger. I thought keeping him a Beastmaster was flavorful.

    Regiarix is toned down marginally from the MM Young Black Dragon, because I wanted him CR 6 for the sake of avoiding TPKs. I'm not opposed to giving him some innate spellcasting for flavor's sake, but I'm wary of access to Heat Metal or even Darkness pushing him into a higher CR. Besides, this encounter might be plenty complicated for the DM to run even with Regiarix as a "boring" standard dragon that attacks or breathes each round.

    Overall, the encounter should be doable and maybe even anticlimactic if the party does a good job of dividing and conquering (attacking when Regiarix isn't home; taking on the Razorfiend by itself; stealthily taking out the Ogres one by one). But if they take on the whole Town Hall at once, it will be extremely lethal.
    Last edited by Draz74; 2017-07-15 at 12:12 PM.
    You can call me Draz.
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    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.