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    Aug 2006
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    Default Re: Red Hand of Doom: Conversion/Journal in one!

    Massacre at Drellin's Ferry

    Spoiler: Hobgoblin Bladebearer
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    Medium Humanoid (goblinoid), Lawful Evil
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    Armor Class 16 (chain shirt)
    HP 67 (9d8+27)
    Speed 30 ft
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    Str 12 (+1), Dex 16 (+3), Con 17 (+3)
    Int 11 (+0), Wis 11 (+0), Cha 9 (-1)
    -------------------------
    Skills Acrobatics +5, Athletics +3
    Senses darkvision 60 ft, passive Perception 10
    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.
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    Actions
    Shortsword (melee 5 ft) +5: 1d6+3 piercing
    Shortsword (off-hand) (melee 5 ft) +5: 1d6+3 piercing
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    Equipment
    Potion of Healing. Restores 2d4+2 HP when drunk.

    Spoiler: Manticore
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    Large Monstrosity, Lawful Evil
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    Armor Class 14 (natural armor)
    HP 68 (8d10+24)
    Speed 30 ft, fly 50 ft
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    Str 17 (+3), Dex 16 (+3), Con 17 (+3)
    Int 7 (-2), Wis 12 (+1), Cha 8 (-1)
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    Senses darkvision 60 ft, passive Perception 11
    Languages Common
    CR 3 (700 XP)
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    Tail Spike Regrowth. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.
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    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 ft) +5: 1d8+3 piercing
    Claw (melee 5 ft) +5: 1d6+3 slashing
    Tail Spike (ranged 100/200 ft) +5: 1d8+3 piercing

    Spoiler: Wyvern
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    Large Dragon, Unaligned
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    Armor Class 13 (natural armor)
    HP 110 (13d10+39)
    Speed 20 ft, fly 80 ft
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    Str 19 (+4), Dex 10 (+0), Con 16 (+3)
    Int 5 (-3), Wis 12 (+1), Cha 6 (-2)
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    Skills Perception +4
    Senses darkvision 60 ft, passive Perception 14
    Languages n/a
    CR 6 (2300 XP)
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    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 10 ft) +7: 2d6+4 piercing
    Claws (melee 5 ft) +7: 2d8+4 slashing
    Stinger (melee 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), Lawful Evil
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    Armor Class 11 (14 with mage armor)
    HP 45 (7d8+14)
    Speed 30 ft
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    Str 13 (+1), Dex 12 (+1), Con 14 (+2)
    Int 16 (+3), Wis 13 (+1), Cha 11 (+0)
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    Saving Throws Int +5, Wis +3
    Skills Arcana +5, Deception +2
    Senses darkvision 60 ft, passive Perception 11
    Languages Goblin, Common
    CR 4 (1100 XP)
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    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 (3* 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.
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    Actions
    Quarterstaff (melee 5 ft) +3: 1d8+1 bludgeoning, or 1d6+1 bludgeoning if wielded in one hand.
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    Equipment
    Diamond (50 gp).

    Spoiler: Abithriax
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    Large Dragon, Chaotic Evil
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    Armor Class 18 (natural armor)
    HP 178 (17d10+85)
    Speed 40 ft, climb 40 ft, fly 80 ft
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    Str 23 (+6), Dex 10 (+0), Con 21 (+5)
    Int 14 (+2), Wis 11 (+0), Cha 19 (+4)
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    Saving Throws Dex +4, Con +9, Wis +4, Cha +8
    Skills Perception +8, Stealth +4
    Damage Immunities fire
    Senses blindsight 30 ft, darkvision 120 ft, passive Perception 18
    Languages Draconic, Common, Infernal
    CR 10 (5900 XP)
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    Innate Spellcasting. Abithriax's innate spellcasting ability is Charisma (spell save DC 16). Abithriax can innately cast the following spells, requiring no material components:
    3/day: locate object
    1/day: grease
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    Actions
    Multiattack. Abithriax makes three attacks: one with his bite and two with his claws.
    Bite (melee 10 ft) +10: 2d10+6 piercing + 1d6 fire
    Claw (melee 5 ft) +10: 2d6+6 slashing
    Fire Breath (Recharge 5-6): Abithriax exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 16d6 fire damage on a failed save, or half as much damage on a successful one.

    Spoiler: Doom Fist Monk
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    Medium Humanoid (goblinoid), Lawful Evil
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    Armor Class 17
    HP 52 (7d8+21)
    Speed 45 ft
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    Str 12 (+1), Dex 17 (+3), Con 16 (+3)
    Int 11 (+0), Wis 15 (+2), Cha 8 (-1)
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    Saving Throws Str +3, Dex +5
    Skills Acrobatics +5, Athletics +3, Perception +4, Stealth +5
    Senses darkvision 60 ft, passive Perception 14
    Languages Goblin, Common
    CR 3 (700 XP)
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    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.
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    Actions
    Multiattack. The monk makes two attacks.
    Unarmed Strike (melee 5 ft) +5: 1d6+3 bludgeoning. This attack is considered magical.
    Meteor Hammer (melee 10 ft) +5: 1d6+3 bludgeoning
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    Reactions
    Slow Fall. When the monk falls, it reduces the falling damage it takes by 35 hit points.
    Deflect Missiles. When the monk is hit by a ranged weapon attack, it reduces the damage it takes by 1d10+10. 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), Chaotic Evil
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    Armor Class 14
    HP 42 (5d12+10)
    Speed 40 ft
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    Str 19 (+4), Dex 14 (+2), Con 15 (+2)
    Int 8 (-1), Wis 10 (+0), Cha 13 (+1)
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    Saving Throws Str +6, Con +4
    Skills Athletics +6, Intimidation +3, Stealth +4
    Damage Resistances all damage except psychic
    Senses darkvision 60 ft, passive Perception 10
    Languages Goblin, Common
    CR 3 (700 XP)
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    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.
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    Actions
    Multiattack. The berserker makes two melee attacks or two ranged attacks.
    Greataxe (melee 5 ft) +6: 1d12+6 slashing
    Handaxe (melee 5 ft) +6: 1d6+6 slashing
    Handaxe (ranged 20/60 ft) +6: 1d6+4 slashing

    Spoiler: Doom Hand Cleric
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    Medium Humanoid (goblinoid), Lawful Evil
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    Armor Class 13 (chain shirt)
    HP 27 (5d8+5)
    Speed 25 ft
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    Str 13 (+1), Dex 10 (+0), Con 12 (+1)
    Int 10 (+0), Wis 16 (+3), Cha 13 (+1)
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    Skills Arcana +2, Deception +3, Religion +4
    Senses darkvision 60 ft, passive Perception 13
    Languages Goblin, Common, Infernal
    CR 2 (450 XP)
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    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)
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    Actions
    Mace (melee 5 ft) +3: 1d6+1 bludgeoning

    Spoiler: Hell Hound
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    Medium Fiend, Lawful Evil
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    Armor Class 15 (natural armor)
    HP 45 (7d8+14)
    Speed 50 ft
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    Str 17 (+3), Dex 12 (+1), Con 14 (+2)
    Int 6 (-2), Wis 13 (+1), Cha 6 (-2)
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    Skills Perception +5
    Damage Immunities fire
    Senses darkvision 60 ft, passive Perception 15
    Languages understands Infernal but can't speak it
    CR 3 (700 XP)
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    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.
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    Actions
    Bite (melee 5 ft) +5: 1d8+3 piercing + 2d6 fire
    Fire Breath (Recharge 5-6: The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one.

    Spoiler: Hobgoblin Veteran
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    Medium Humanoid (goblinoid), Lawful Evil
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    Armor Class 18 (chain mail, shield)
    HP 38 (7d8+7)
    Speed 30 ft
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    Str 14 (+2), Dex 12 (+1), Con 12 (+1)
    Int 11 (+0), Wis 10 (+0), Cha 9 (-1)
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    Senses darkvision 60 ft, passive Perception 10
    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.
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    Actions
    Longsword (melee 5 ft) +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), Lawful Evil
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    Armor Class 18 (chain mail, shield)
    HP 11 (2d8+2)
    Speed 30 ft
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    Str 13 (+1), Dex 12 (+1), Con 12 (+1)
    Int 10 (+0), Wis 10 (+0), Cha 9 (-1)
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    Senses darkvision 60 ft, passive Perception 10
    Languages Goblin, Common
    CR 1/2 (100 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.
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    Actions
    Longsword (melee 5 ft) +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:
    I guess be nice to the PCs and total up whatever they manage to kill before they retreat.

    Setup

    Just do your best to introduce waves fast enough that they convince the PCs to retreat, but slowly enough that you don't get a TPK. Although the book says a TPK is narratively appropriate at this point, hopefully your players are more attached to their characters than that.

    The composition here is pretty flexible. Introduce more barges as necessary if your PCs somehow manage to beat what's provided, or even look further into this conversion and pull out some Hill Giants or something. But i'm assuming with my stat blocks here that you follow the wave composition described in the book, sans Heriacosphinxes.

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    Notes

    The wyvern is straight out of the MM.

    Abithriax has only minor changes from the MM Young Red Dragon (which was the correct CR). I'm glad 5e has moved away from dragons being full sorcerers, since they should mostly be using melee attacks and breath weapons in combat, but I do miss the unique feel that their innate spellcasting gave them, so I've brought it back in small doses. Abithriax probably won't find his innate spells useful in standard combat anyway, but they're there just in case.

    Doom Fist Monks are built mostly as PHB Monks, but with a few tweaks. I didn't want the DM to have to keep track of ki points for each of them, so I just assumed an unlimited pool of ki and limited Stunning Strike with a recharge.

    I kind of wrote up the Blood Ghost Berserker from scratch, taking inspiration from MM Bugbears and the PHB Barbarian.
    Last edited by Draz74; 2019-01-10 at 09:33 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.