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

    Blackfens Random Encounters

    Encounter #1 (500 XP)
    Stirge *20

    Spoiler: Stirge
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    Tiny Beast, Unaligned
    -------------------------
    Armor Class 14 (natural armor)
    HP 2 (1d4)
    Speed 10 ft, fly 40 ft
    -------------------------
    Str 4 (-3), Dex 16 (+3), Con 11 (+0)
    Int 2 (-4), Wis 8 (-1), Cha 6 (-2)
    -------------------------
    Senses darkvision 60 ft, passive Perception 9
    Languages n/a
    CR 1/8 (25 XP)
    -------------------------
    Actions
    Blood Drain (melee 5 ft) +5: 1d4+3 piercing, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 1d4+3 hit points due to blood loss. The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.


    Like the Stirge random encounter in the Witchwood, it is kind of crucial that the stirges start out already surrounding the party at the start of the encounter. Also like that previous encounter, it may turn out pretty easy in spite of the enemy's numbers and positioning.

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    Encounter #2 (1200 XP)
    Harpy *6

    Spoiler: Harpy
    Show
    Medium Monstrosity, Chaotic Evil
    -------------------------
    Armor Class 11
    HP 38 (7d8+7)
    Speed 20 ft, fly 40 ft
    -------------------------
    Str 12 (+1), Dex 13 (+1), Con 12 (+1)
    Int 7 (-2), Wis 10 (+0), Cha 13 (+1)
    -------------------------
    Senses passive Perception 10
    Languages Common
    CR 1 (200 XP)
    -------------------------
    Actions
    Multiattack. The harpy makes two attacks: one with its claws and one with its club.
    Claws (melee 5 ft) +3: 2d4+1 slashing
    Club (melee 5 ft) +3: 1d4+1 bludgeoning
    Luring Song. The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.
    While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target can take the Dash action on its turn to move toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it.
    A target that successfully saves is immune to this harpy's song for the next 24 hours.


    Just as the MM suggests, make sure there's some quicksand (DMG pg. 110) or something between the harpies and the party at the start of the encounter. With the harpies working together (targeting different PCs each, not attacking each other's victims), I think this encounter could actually be quite dangerous.

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    Encounter #3 (1050 XP)
    Lizardfolk *6
    Lizardfolk Shaman


    Spoiler: Lizardfolk
    Show
    Medium Humanoid (lizardfolk), Neutral
    -------------------------
    Armor Class 15 (natural armor, shield)
    HP 22 (4d8+4)
    Speed 30 ft, swim 30 ft
    -------------------------
    Str 15 (+2), Dex 10 (+0), Con 13 (+1)
    Int 7 (-2), Wis 12 (+1), Cha 7 (-2)
    -------------------------
    Skills Perception +3, Stealth +4, Survival +5
    Senses passive Perception 13
    Languages Draconic
    CR 1/2 (100 XP)
    -------------------------
    Hold Breath. The lizardfolk can hold its breath for 15 minutes.
    -------------------------
    Actions
    Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon.
    Bite (melee 5 ft) +4: 1d6+2 piercing
    Heavy Club (melee 5 ft) +4: 1d6+2 bludgeoning
    Spiked Shield (melee 5 ft) +4: 1d6+2 piercing
    Javelin (ranged 30/120 ft) +4: 1d6+2 piercing

    Spoiler: Lizardfolk Shaman
    Show
    Medium Humanoid (lizardfolk), Neutral
    -------------------------
    Armor Class 13 (natural armor)
    HP 27 (5d8+5)
    Speed 30 ft, swim 30 ft
    -------------------------
    Str 15 (+2), Dex 10 (+0), Con 13 (+1)
    Int 10 (+0), Wis 15 (+2), Cha 8 (-1)
    -------------------------
    Skills Perception +4, Stealth +4, Survival +6
    Senses passive Perception 14
    Languages Draconic
    CR 2 (450 XP)
    -------------------------
    Hold Breath. The lizardfolk can hold its breath for 15 minutes.
    Spellcasting. The lizardfolk is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The lizardfolk has the following druid spells prepared:
    Cantrips (at will): druidcraft, produce flame, thorn whip
    1st Level (4 slots): entangle, fog cloud
    2nd Level (3 slots): heat metal, spike growth
    3rd Level (2 slots): conjure animals (reptiles only), plant growth
    -------------------------
    Actions
    Multiattack. The lizardfolk makes two attacks: one with its bite and one with its claws.
    Bite (melee 5 ft) +4: 1d6+2 piercing
    Claws (melee 5 ft) +4: 1d4+2 slashing
    Crocodile Bite (melee 5 ft) +4: 1d10+2 piercing. If the target is a Large or smaller creature, the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the lizardfolk can't bite another target. If the lizardfolk reverts to its true form, the grapple ends.
    Change Shape. The lizardfolk magically polymorphs into a Large crocodile, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. In lizardfolk form, it cannot use its crocodile bite attack. In crocodile form, it cannot cast spells or use its multiattack, bite, or claws attacks. Otherwise, its statistics (other than size) are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Once it uses this feature, the lizardfolk must finish a short or long rest before it can use it again.


    These are out of the MM.

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    Encounter #4 (2200 XP)
    Chuul *2

    Spoiler: Chuul
    Show
    Large Aberration, Chaotic Evil
    -------------------------
    Armor Class 16 (natural armor)
    HP 93 (11d10+33)
    Speed 30 ft, swim 30 ft
    -------------------------
    Str 19 (+4), Dex 10 (+0), Con 16 (+3)
    Int 5 (-3), Wis 11 (+0), Cha 5 (-3)
    -------------------------
    Skills Perception +4
    Damage Immunities poison
    Condition Immunities Poisoned
    Senses darkvision 60 ft, passive Perception 14
    Languages understands Deep Speech but can't speak it
    CR 4 (1100 XP)
    -------------------------
    Amphibious. The chuul can breathe air and water.
    Sense Magic. The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.
    -------------------------
    Actions
    Multiattack. The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.
    Pincer (melee, reach 10 ft) +6: 2d6+4 bludgeoning. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled.
    Tentacles. One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


    Nice to get a taste of Aberrations somewhere in this campaign that's otherwise dominated by other creature types.

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    Encounter #5 (1800 XP)
    Will-o'-Wisp *4

    Spoiler: Will-o'-Wisp
    Show
    Tiny Undead, Chaotic Evil
    -------------------------
    Armor Class 19
    HP 22 (9d4)
    Speed 0 ft, fly 50 ft (hover)
    -------------------------
    Str 1 (-5), Dex 28 (+9), Con 10 (+0)
    Int 13 (+1), Wis 14 (+2), Cha 11 (+0)
    -------------------------
    Damage Resistances acid, cold, fire, necrotic, thunder; bludgeoning/piercing/slashing from nonmagical attacks
    Damage Immunities lightning, poison
    Condition Immunities Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained, Unconscious
    Senses darkvision 120 ft, passive Perception 12
    Languages Common
    CR 2 (450 XP)
    -------------------------
    Consume Life. As a bonus action, the will-o'-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 3d6 hit points.
    Ephemeral. The will-o'-wisp can't wear or carry anything.
    Incorporeal Movement. The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.
    Variable Illumination. The will-o'-wisp sheds bright light in a 5-to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.
    -------------------------
    Actions
    Shock (melee 5 ft) +4: 2d8 lightning
    Invisibility. The will-o'-wisp and its light magically become invisible until it attacks or uses its Life Drain, or until its concentration ends (as if concentrating on a spell).


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    Encounter #6 (3900 XP)
    Hydra

    Spoiler: Hydra
    Show
    Huge Monstrosity, Neutral
    -------------------------
    Armor Class 15 (natural armor)
    HP 172 (15d12+75)
    Speed 30 ft, swim 30 ft
    -------------------------
    Str 20 (+5), Dex 12 (+1), Con 20 (+5)
    Int 2 (-4), Wis 10 (+0), Cha 7 (-2)
    -------------------------
    Skills Perception +6
    Senses darkvision 60 ft, passive Perception 16
    Languages n/a
    CR 8 (3900 XP)
    -------------------------
    Hold Breath. The hydra can hold its breath for 1 hour.
    Multiple Heads. The hydra starts with five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
    Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.
    At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.
    Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
    Wakeful. While the hydra sleeps, at least one of its heads is awake.
    -------------------------
    Actions
    Multiattack. The hydra makes as many bite attacks as it has heads.
    Bite (melee 10 ft) +8: 1d10+5 piercing


    By this time, the party should certainly be able to handle a full MM hydra. Hopefully if they run into this random encounter, it doesn't detract from the drama they hopefully went through in the Blackwater Causeway encounter.

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    Encounter #7 (3600 XP)
    Giant Crocodile *2

    Spoiler: Giant Crocodile
    Show
    Huge Beast, Unaligned
    -------------------------
    Armor Class 14 (natural armor)
    HP 85 (9d12+27)
    Speed 30 ft, swim 50 ft
    -------------------------
    Str 21 (+5), Dex 9 (-1), Con 17 (+3)
    Int 2 (-4), Wis 10 (+0), Cha 7 (-2)
    -------------------------
    Skills Stealth +5
    Senses passive Perception 10
    Languages n/a
    CR 5 (1800 XP)
    -------------------------
    Hold Breath. The crocodile can hold its breath for 30 minutes.
    -------------------------
    Actions
    Multiattack. The crocodile makes two attacks: one with its bite and one with its tail.
    Bite (melee 5 ft) +8: 3d10+5 piercing, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.
    Tail (melee 10 ft, one target not grappled by the crocodile) +8: 2d8+5 bludgeoning. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.


    Results

    This encounter was easy for the party to chase away, but not before they'd lost a horse to the surprise round. So maybe that's an ok level of resource expenditure for a random encounter. If the fight had continued, I'm sure the party would have won, but they would have taken some decent damage first I imagine.

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    Encounter #8 (3600 XP)
    Greenspawn Razorfiend *2

    Spoiler: Greenspawn Razorfiend
    Show
    Large Monstrosity, Lawful Evil
    -------------------------
    Armor Class 13
    HP 119 (14d10+42)
    Speed 50 ft, swim 50 ft
    -------------------------
    Str 18 (+4), Dex 17 (+3), Con 16 (+3)
    Int 8 (-1), Wis 12 (+1), Cha 7 (-2)
    -------------------------
    Skills Athletics +7, Perception +4
    Damage Immunities poison
    Condition Immunities Poisoned
    Senses darkvision 60 ft, passive Perception 14
    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 5 ft) +7: 2d10+4 slashing; crit. 19-20
    Bite (melee 5 ft) +7: 2d8+4 piercing
    Poison Breath (Recharge 5-6): The greenspawn razorfiend exhales poisonous gas in a 20-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 8d6 poison damage on a failed save, or half as much damage on a successful one.


    Note that I want the Spawn of Tiamat to be a significant encounter with only one Razorfiend, so I'm using slightly weaker razorfiends for random encounters and the Town Hall (where fully-grown ones would be overwhelming to a party), and a stronger "mature" version for the solo encounter.
    Last edited by Draz74; 2019-03-03 at 10:05 PM.
    You can call me Draz.
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    Also of note:

    I'm back to working on converting Red Hand of Doom to 5e.