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

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    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: 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: Wyrmlord Ulwai Stormcaller
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    Medium Humanoid (goblinoid), Neutral Evil
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    Armor Class 16 (studded leather armor +2)
    HP 58 (9d8+18)
    Speed 30 ft
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    Str 10 (+1), Dex 14 (+3), Con 14 (+3)
    Int 14 (+3), Wis 8 (+0), Cha 19 (+5)
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    Saving Throws Str +0, Dex +5, Con +2, Int +2, Wis -1, Cha +7
    Skills Acrobatics +5, Arcana +5, Deception +10, Nature +5, Performance +7, Persuasion +7, Stealth +5, Survival +5
    Senses darkvision 60 ft, passive Perception 10
    Languages Goblin, Common, Draconic, Infernal, Primordial (Auran)
    CR 6 (2300 XP)
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    Bardic Inspiration. Ulwai can spend a bonus action on her turn to grant a Bardic Inspiration die, a d8, to one creature other than herself within 60 feet who can hear her. Within 10 minutes, the creature can expend the die to roll it and add it to an ability check, attack roll, or saving throw it makes. This may be done after the d20 roll but before the result is declared. A creature can only have one Bardic Inspiration die at a time. Ulwai can do this 4 times, and regains expended uses when she finishes a short rest.
    Song of Rest. Friendly creatures who hear Ulwai perform while spending Hit Dice at the end of a short rest (including Ulwai herself) regain an extra 1d8 hit points.
    Jack of All Trades. Ulwai's ability score modifiers above reflect her ability to add half her proficiency bonus to ability checks. If her ability score modifiers are needed for other purposes, they are 1 lower than what is listed.
    Spellcasting. Ulwai is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Ulwai knows the following bard spells:
    Cantrips (at will): dancing lights, mage hand, vicious mockery
    1st level (4 slots): absorb elements, charm person, cure wounds, feather fall, heroism, thunderwave
    2nd level (3 slots): enhance ability, invisibility, suggestion
    3rd level (3 slots): dispel magic, lightning bolt, sending
    4th level (3 slots): freedom of movement
    5th level (1 slot): modify memory
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    Actions
    Shocking Whip (melee 10 ft) +5: 1d4+2 slashing + 2d6 lightning
    Heavy Crossbow (ranged 100/400 ft) +5: 1d10+2 piercing
    Countercharm. Until the end of Ulwai's next turn, she and any friendly creatures within 30 feet have advantage on saving throws against being charmed or frightened. A creature must be able to hear Ulwai to gain this benefit. The effect ends early if Ulwai is incapacitated or silenced or if she voluntarily ends it (no action).
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    Reactions
    Cutting Words. When a creature Ulwai can see within 60 feet makes an attack roll, ability check, or damage roll, Ulwai can expend a Bardic Inspiration die, rolling it and subtracting the number rolled from the creature's roll. The creature is immune if it can't hear Ulwai or is immune to being charmed. This can be used after the creature's roll is made, but before its result is declared.
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    Equipment
    Staff of Stormclouds (requires attunement). This staff is used to cast the following spells. It has 10 maximum charges and regains 1d8+2 charges at dawn each day.
    1 charge: fog cloud
    2 charges: call lightning
    6 charges: control weather
    Shocking Whip (requires attunement). You can use a bonus action to speak this weapon's command word, causing its length to turn into arcing bolts of electricity. This causes it to shed bright light in a 20-foot radius and dim light for an additional 20 feet, and to deal +2d6 lightning damage to any target it hits. The electricity lasts until you use a bonus action to speak the command word again or until you drop or stow the whip.


    Encounter Composition
    Doom Hand Cleric *2
    Doom Fist Monk *3
    Wyrmlord Ulwai Stormcaller


    XP Award: 5750

    Terrain

    Not much terrain other than standard doors and the statue of Tiamat. By this point, the PCs probably have built up enough familiarity with Tiamat that identifying the statue is a DC 0 Religion check.

    Tactics

    Of course the stat blocks above have different spells available than the ones in the book, and in any case the value of pre-buffing is greatly diminished by the Concentration rules. Still, pre-buff as possible; Ulwai can drop a 4th-level Heroism spell on the whole group, while the Clerics make her and themselves Invisible. The Monks try to bottleneck the PCs in doorways and stunlock them, forming two rows; the front row can attack with their fists and use Flurry of Blows or Patient Defense, while the back row strikes with meteor hammers and uses Patient Defense. Ulwai saves her Bardic Inspirations mostly for Cutting Words.

    The Monks and Clerics are prepared to fight to the death, but Ulwai is prepared to surrender and mislead the PCs from captivity, as detailed under Wyrmlord Ulwai Developments.

    Treasure

    Ulwai's opera is worth 500 gp to someone who appreciates the genre. Her mithral jewelry is worth another 500 gp, and the perfume in her room is worth 100 gp.

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    Notes

    Ulwai is built mostly as a Lore Bard 9. It's possible that she needs more HP and other boosts to make her a reasonable CR as opposed to being built using PC rules ... It's nice that I was able to make her reasonably storm-themed without needing to homebrew an equivalent to 3.5e's Stormsinger PrC, though.

    By the numbers, this should be a hard enough battle with just two of the Doom Fist Monks rather than three, but I just have a feeling all of the creatures here are easy for their CR rating, and that the party can probably handle the extra body.
    Last edited by Draz74; 2019-07-01 at 10:07 AM.
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    Also of note:

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