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  1. - Top - End - #91
    Firbolg in the Playground
     
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    Default Re: Red Hand of Doom: Conversion/Journal in one!

    Streets of Blood, Wave 3

    Spoiler: Goblin Wolf Rider
    Show
    Small Humanoid (goblinoid), Neutral Evil
    -------------------------
    Armor Class 13 (leather armor)
    HP 16 (3d8+3)
    Speed 30 ft
    -------------------------
    Str 11 (+0), Dex 14 (+2), Con 12 (+1)
    Int 11 (+0), Wis 13 (+1), Cha 10 (+0)
    -------------------------
    Skills Athletics +2, Nature +2, Perception +5, Stealth +7, Survival +5
    Senses darkvision 60 ft, passive Perception 15
    Languages Goblin
    CR 1/2 (100 XP)
    -------------------------
    Keen Hearing and Sight. The wolf rider has advantage on Wisdom (Perception) checks that rely on hearing or sight.
    Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
    -------------------------
    Actions
    Multiattack. The wolf rider makes two melee attacks or two ranged attacks.
    Shortsword (melee 5 ft) +4: 1d6+2 piercing
    Shortbow (ranged 80/320 ft) +4: 1d6+2 piercing

    Spoiler: Bluespawn Thunderlizard
    Show
    Large Monstrosity, Lawful Evil
    -------------------------
    Armor Class 15 (natural armor)
    HP 133 (14d10+56)
    Speed 40 ft
    -------------------------
    Str 17 (+3), Dex 8 (-1), Con 19 (+4)
    Int 3 (-4), Wis 14 (+2), Cha 8 (-1)
    -------------------------
    Saving Throws Con +7
    Skills Athletics +6, Intimidation +2, Perception +5
    Damage Resistances thunder
    Damage Immunities lightning
    Senses darkvision 60 ft, passive Perception 15
    Languages n/a
    CR 5 (1800 XP)
    -------------------------
    Charge. If the bluespawn thunderlizard moves at least 30 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 2d6 piercing damage.
    Electricity Link. As a bonus action, a bluespawn thunderlizard can deal 3d6 lightning damage to all creatures in a line between itself and another bluespawn thunderlizard. A successful Dexterity saving throw (DC 15) halves the damage.
    -------------------------
    Actions
    Gore (melee 5 ft) +6: 2d8+3 piercing
    Trample (melee 5 ft) +6: 2d10+3 bludgeoning
    Thunderclap. The bluespawn thunderlizard releases a blast of sonic energy in a 20-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 4d6 thunder damage on a failed save, or half as much damage on a successful one.


    Encounter Composition
    Allied:
    Whatever remains from previous Streets of Blood encounter
    Enemies:
    Goblin Wolf Rider *3
    Bluespawn Thunderlizard *3


    XP Award: 5700 (divided among NPCs too)

    Setup

    Continue from the state of the end of the previous wave; the PCs have only a couple minutes to adjust between waves.

    Tactics
    The Thunderlizards charge and attempt to smash their way through barricades, trying to set up as soon as possible to do damage with their Electricity Link ability.

    The goblins are fairly terrified of what is going on.

    Notes
    Of course Streets of Blood, like most of the Battle of Brindol, is an attrition process. The individual encounters shouldn't be that difficult, but going through all of them in one day should stretch the PCs' resources very thin.
    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.

  2. - Top - End - #92
    Firbolg in the Playground
     
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    Default Re: Red Hand of Doom: Conversion/Journal in one!

    Streets of Blood, Wave 4

    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.

    Spoiler: Kulkor Zhul Mindbender
    Show
    Medium Humanoid (goblinoid), Lawful Evil
    -------------------------
    Armor Class 14 (studded leather armor)
    HP 52 (7d8+21)
    Speed 30 ft
    -------------------------
    Str 9 (-1), Dex 14 (+2), Con 16 (+3)
    Int 13 (+1), Wis 10 (+0), Cha 17 (+3)
    -------------------------
    Saving Throws Wis +3, Cha +6
    Skills Deception +9, Insight +6, Intimidation +6, Perception +3, Persuasion +6
    Senses darkvision 60 ft, passive Perception 13
    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): charm monster, compulsion, confusion
    -------------------------
    Actions
    Dagger (melee 5 ft or ranged 20/60 ft) +5: 1d4+2 piercing


    Encounter Composition
    Allied:
    Whatever remains from previous Streets of Blood encounter
    Enemies:
    Greenspawn Razorfiend *2
    Kulkor Zhul Mindbender *1


    XP Award: 5400 (divided among NPCs too)

    Setup

    Continue from the state of the end of the previous wave; the PCs have only a couple minutes to adjust between waves. Of course this wave is skipped if the PCs managed to destroy the Greenspawn Razorfiend Hatchery in the Blackfens. (And if they didn't, it's likely that the Mindbender in this encounter is in fact "Nurklenak.")

    Notes
    Of course Streets of Blood, like most of the Battle of Brindol, is an attrition process. The individual encounters shouldn't be that difficult, but going through all of them in one day should stretch the PCs' resources very thin.
    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.

  3. - Top - End - #93
    Firbolg in the Playground
     
    Draz74's Avatar

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

    Streets of Blood, Wave 5

    Spoiler: Lesser Bonedrinker
    Show
    Small Undead, Chaotic Evil
    -------------------------
    Armor Class 14 (natural armor)
    HP 78 (12d8+36)
    Speed 30 ft
    -------------------------
    Str 14 (+2), Dex 15 (+2), Con 16 (+3)
    Int 10 (+0), Wis 8 (-1), Cha 14 (+2)
    -------------------------
    Skills Perception +3, Stealth +6
    Damage Resistances necrotic
    Damage Immunities poison
    Condition Immunities Exhaustion, Poisoned
    Senses darkvision 60 ft, passive Perception 13
    Languages n/a
    CR 2 (450 XP)
    -------------------------
    Sunlight Sensitivity. While in sunlight, the lesser bonedrinker has disadvantage on Wisdom (Perception) checks that rely on sight, and on attack rolls.
    -------------------------
    Actions
    Multiattack. The lesser bonedrinker uses its claws attack, and either its tentacle attack or its bonedrink ability.
    Claws (melee 5 ft) +4: 1d8+2 slashing
    Tentacle (melee 10 feet) +4: 1d6+2 bludgeoning. On a hit, if the target is a Medium or smaller creature, it is grappled (escape DC 12). Until this grapple ends, the target is restrained. The lesser bonedrinker can only grapple two creatures at a time in this manner.
    Bonedrink. One creature the lesser bonedrinker is grappling must succeed on a DC 12 Constitution saving throw, or it takes 1d6+2 necrotic damage, and its maximum hit points are reduced by an equal amount.

    Spoiler: Ghost Brute Lion
    Show
    Large Undead, Neutral Evil
    -------------------------
    Armor Class 12
    HP 71 (11d10+11)
    Speed 0 ft, fly 50 ft (hover)
    -------------------------
    Str 6 (-2), Dex 14 (+2), Con 13 (+1)
    Int 2 (-4), Wis 12 (+1), Cha 15 (+2)
    -------------------------
    Skills Perception +4, Stealth +8
    Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical sources.
    Damage Immunities cold, necrotic, poison
    Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
    Senses darkvision 60 ft, passive Perception 14
    Languages n/a
    CR 5 (1800 XP)
    -------------------------
    Ethereal Sight. The ghost brute lion can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
    Incorporeal Movement. The ghost brute lion 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.
    Running Leap. Though incorporeal, the ghost brute lion moves with a semblance of physical interactions. With a 10-foot running start, the ghost brute lion can long jump up to 25 feet.
    Pounce. If the ghost brute lion moves at least 20 feet straight toward a creature and then hits it with a Corrupting Touch attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the ghost brute lion can make one Corrupting Bite attack against it as a bonus action.
    -------------------------
    Actions
    Corrupting Touch (melee 5 ft) +5: 3d6+2 necrotic
    Corrupting Bite (melee 5 ft) +5: 3d8+2 necrotic
    Bloodcurling Roar. Each non-undead creature within 60 feet of the ghost brute lion that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 5 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost brute lion's Bloodcurling Roar for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.

    Spoiler: Ghost Dire Lion
    Show
    Large Undead, Neutral Evil
    -------------------------
    Armor Class 13
    HP 104 (16d10+16)
    Speed 0 ft, fly 50 ft (hover)
    -------------------------
    Str 6 (-2), Dex 16 (+3), Con 13 (+1)
    Int 2 (-4), Wis 13 (+1), Cha 16 (+3)
    -------------------------
    Skills Perception +4, Stealth +9
    Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical sources.
    Damage Immunities cold, necrotic, poison
    Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
    Senses darkvision 60 ft, passive Perception 14
    Languages n/a
    CR 7 (2900 XP)
    -------------------------
    Ethereal Sight. The ghost dire lion can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
    Incorporeal Movement. The ghost dire lion 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.
    Running Leap. Though incorporeal, the ghost dire lion moves with a semblance of physical interactions. With a 10-foot running start, the ghost dire lion can long jump up to 25 feet.
    Pounce. If the ghost dire lion moves at least 20 feet straight toward a creature and then hits it with a Corrupting Touch attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the ghost dire lion can make one Corrupting Bite attack against it as a bonus action.
    Corrupting Gaze. If a creature starts its turn within 30 feet of the ghost dire lion and the two of them can see each other, the ghost dire lion can force the creature to make a DC 14 Constitution saving throw if the ghost dire lion isn't incapacitated. On a failed save, the creature takes 2d12 necrotic damage. On a success, halve the damage.
    A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the ghost dire lion until the start of its next turn, when it can avert its eyes again. If it looks at the ghost dire lion in the meantime, it must immediately make the save.
    -------------------------
    Actions
    Corrupting Touch (melee 5 ft) +6: 3d6+3 necrotic
    Corrupting Bite (melee 5 ft) +6: 3d8+3 necrotic


    Encounter Composition
    Allied:
    Whatever remains from previous Streets of Blood encounter
    Enemies:
    Lesser Bonedrinker *3
    Ghost Brute Lion
    Ghost Dire Lion


    XP Award: 6050 (divided among NPCs too)

    Setup

    Continue from the state of the end of the previous wave; the PCs have only a couple minutes to adjust between waves. Of course this wave is skipped if the PCs managed to sever the alliance between the Red Hand and the Ghostlord.

    Notes
    Of course Streets of Blood, like most of the Battle of Brindol, is an attrition process. The individual encounters shouldn't be that difficult, but going through all of them in one day should stretch the PCs' resources very thin.
    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.

  4. - Top - End - #94
    Firbolg in the Playground
     
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    Default Re: Red Hand of Doom: Conversion/Journal in one!

    Sniper Attack

    Spoiler: Kulkor Zhul War Adept
    Show
    Medium Humanoid (goblinoid), Lawful Evil
    -------------------------
    Armor Class 11 (14 with mage armor)
    HP 45 (7d8+14)
    Speed 30 ft
    -------------------------
    Str 13 (+1), Dex 12 (+1), Con 14 (+2)
    Int 16 (+3), Wis 13 (+1), Cha 11 (+0)
    -------------------------
    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)
    -------------------------
    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.
    -------------------------
    Actions
    Quarterstaff (melee 5 ft) +3: 1d8+1 bludgeoning, or 1d6+1 bludgeoning if wielded in one hand.
    -------------------------
    Equipment
    Diamond (50 gp).

    Spoiler: Skather
    Show
    Medium Monstrosity, Chaotic Evil
    -------------------------
    Armor Class 17
    HP 84 (13d8+26)
    Speed 55 ft
    -------------------------
    Str 13 (+1), Dex 20 (+5), Con 14 (+2)
    Int 10 (+0), Wis 15 (+2), Cha 9 (-1)
    -------------------------
    Saving Throws Str +5, Dex +9
    Skills Acrobatics +9, Athletics +9, Investigation +4, Perception +6, Stealth +13, Survival +6
    Damage Immunities acid
    Senses darkvision 60 ft, blindsight 10 ft, passive Perception 16
    Languages Draconic, Common, Goblin, Thieves' Cant
    CR 10 (5900 XP)
    -------------------------
    Tool Proficiencies. Thieves' Tools +13, Disguise Kit +3, Poisoner's Kit +8.
    Alert. Skather has a +10 initiative check, can't be surprised while conscious, and others don't get advantage to attack rolls targeting him due to him not being able to see them.
    Ki. Skather has 7 ki points, which recharge at the end of a short rest.
    Flurry of Blows. After taking the Attack action with an unarmed strike or monk weapon, Skather can make one unarmed strike as a bonus action (or two if he spends 1 ki).
    Step of the Wind, Patient Defense. By spending 1 ki, Skather can Dodge, Disengage, or Dash as a bonus action. If he uses Disengage or Dash in this manner, his jump distance is doubled until the end of the turn.
    Stunning Strike. After hitting a target with a melee attack, Skather can spend 1 ki. The target must succeed on a DC 14 Constitution saving throw or be stunned until the end of Skather's next turn.
    Evasion. When Skather is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
    Sneak Attack. Once per turn, Skather can deal extra 3d6 damage to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or a ranged weapon.
    He doesn't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and he doesn't have disadvantage on the attack roll.
    Assassinate. Skather has advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit he scores against a creature that is surprised is a critical hit.
    Sharpshooter. Skather ignores cover when he makes ranged attacks. Before he makes an attack with a ranged weapon that he is proficient with, he can choose to take a -5 penalty to the attack roll. If the attack hits, he adds +10 to the attack's damage.
    Cunning Action. Skather can use his Bonus Action to take the Dash, Disengage, or Hide action.
    Shadow Step. When in dim light or darkness, as a bonus action, Skather can teleport up to 60 feet to an unoccupied space he can see that is also in dim light or darkness. He then has advantage on the first melee attack he makes before the end of the turn.
    -------------------------
    Actions
    Shortbow +1 (ranged 320 ft) +10: 1d6+6 piercing.
    Shortsword (melee 5 ft) +9: 1d6+5 piercing.
    Unarmed (melee 5 ft) +9: 1d6+5 piercing; counts as magical damage.
    Multiattack. Skather makes two weapon attacks.
    Darkness. By spending 2 ki points, Skather causes darkness to fill a 15-foot-radius sphere, centered within 60 feet, for up to 10 minutes of concentration. The darkness goes around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
    If the point the darkness spreads from is an object he's holding or one that isn't being worn or carried, the darkness comes from and moves with the object. Completely covering the object with something opaque blocks the darkness.
    If this spell's area overlaps with light created by a 2nd-level spell or lower, the light and its spell ends.
    Pass without Trace. By spending 2 ki points, Skather grants each creature he chooses within 30 feet a shadowy magical cloak, as long as they remain within 30 feet of him, for up to 1 hour of concentration. This cloak gives +10 to Stealth checks and causes the creature to leave behind no traces of its passage.
    Silence. By spending 2 ki points, Skather can create a 20-foot-radius area, centered on a point within 120 feet, of total silence for up to 10 minutes of concentration. Creatures within the sphere are effectively deafened, cannot cast spells with a verbal component, and are immune to thunder damage.
    Minor Illusion. Skather creates a sound or an image of an object within 30 feet that lasts for up to 1 minute. The illusion ends early if he dismisses it as an action or casts this spell again.
    If he creates a sound, it can be any volume and noise. The sound can continue unabated for the duration, or he can make sounds at different times.
    If he creates an image of an object, it must be no larger than a 5-foot cube. The image can't create any sensory effects. Physical interaction with the image reveals it to be an illusion.
    A creature can use its action to make a DC 14 Investigation check on the illusion. If it succeeds, the illusion becomes faint to it.
    Stillness of Mind. Skather ends one effect on himself that is causing him to be charmed or frightened.
    Acid Breath (Recharge 5-6). Skather exhales acid in a 15-foot line. Creatures in this area must succeed on a DC 14 Dexterity saving throw or take 5d12 acid damage; on a successful save, they take half that damage.
    -------------------------
    Reactions
    Uncanny Dodge. When an attacker that Skather can see hits him with an attack, he can use his reaction to halve the attack's damage against him.
    Deflect Missiles. Skather can use his reaction to deflect or catch the missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 1d10+12.
    If he reduces the damage to 0, he can catch the missile if it is small enough for him to hold in one hand and he has at least one hand free. If he catches a missile in this way, he can spend 1 ki point to make a ranged attack (20/60 feet) with the weapon or piece of ammunition he just caught, as part of the same reaction. He makes this attack with proficiency, regardless of his weapon proficiencies, and the missile counts as a monk weapon for the attack.
    Slow Fall. Skather can use his reaction when he falls to reduce any falling damage he takes by 35.
    -------------------------
    Equipment
    Poisoned Arrow. Skather has two more poisoned arrows in his quiver. If they hit, the target must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute.


    Encounter Composition
    Kulkor Zhul War Adept *2
    Skather


    XP Award: 8100 (divided among NPCs too)

    Setup

    The War Adepts are on the first floor; Skather is on the second floor at a window.

    Tactics

    Skather's mission (disabling Lord Jarmaath with a homebrewed poison) is already accomplished; he's sticking around to see if he can cause more havoc, but will not hesitate to retreat back to the Horde if threatened.

    Notes

    As Skather is supposed to be a Ninja in 3.5e, I built him with all the frills of a Shadow Monk / Assassin Rogue. He's kind of a glass cannon, but that's thematic.

    It's a natural houserule that a Monk/Rogue can Sneak Attack using unarmed attacks, even though they're not technically Finesse weapons. Be fair about whether you use this houserule for Skather, depending on whether you would allow a PC to do the same.
    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.

  5. - Top - End - #95
    Firbolg in the Playground
     
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    Join Date
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    Default Re: Red Hand of Doom: Conversion/Journal in one!

    Cathedral Steps

    Spoiler: Ogre
    Show
    Large Giant, Chaotic Evil
    -------------------------
    Armor Class 11 (hide armor)
    HP 59 (7d10+21)
    Speed 40 ft
    -------------------------
    Str 19 (+4), Dex 8 (-1), Con 16 (+3)
    Int 5 (-3), Wis 7 (-2), Cha 7 (-2)
    -------------------------
    Senses darkvision 60 ft, passive Perception 8
    Languages Giant, Goblin
    CR 2 (450 XP)
    -------------------------
    Actions
    Greatclub (melee 5 ft) +6: 2d8+4 bludgeoning
    Javelin (ranged 30/120 ft) +6: 2d6+4 piercing

    Spoiler: Hill Giant
    Show
    Huge Giant, Chaotic Evil
    -------------------------
    Armor Class 13 (natural armor)
    HP 105 (10d12+40)
    Speed 40 ft
    -------------------------
    Str 21 (+5), Dex 8 (-1), Con 19 (+4)
    Int 5 (-3), Wis 9 (-1), Cha 6 (-2)
    -------------------------
    Skills Perception +2
    Senses passive Perception 12
    Languages Giant
    CR 5 (1800 XP)
    -------------------------
    Actions
    Multiattack. The giant makes two greatclub attacks.
    Greatclub (melee 10 ft) +8: 3d8+5 bludgeoning
    Rock (ranged 60/240 ft) +8: 3d10+5 bludgeoning

    Spoiler: Wyrmlord Hravek Kharn
    Show
    Medium Humanoid (goblinoid), Lawful Evil
    -------------------------
    AC 21 (plate armor +1, shield)
    HP 98 (7d10+6d6+39)
    Speed 30 ft
    -------------------------
    Str 19 (+4), Dex 8 (-1), Con 16 (+3)
    Int 13 (+1), Wis 10 (+0), Cha 18 (+4)
    -------------------------
    Saving Throws Str +8, Dex +3, Con +11, Int +5, Wis +8, Cha +12
    Skills Arcana +5, Deception +7, Intimidation +7, Religion +5
    Senses darkvision 60 ft, passive Perception 10
    Languages Goblin, Common, Draconic, Giant
    CR 10 (5900 XP)
    -------------------------
    Saving Face. If Kharn misses with an attack or fails an ability check or a saving throw, he can gain a bonus to the roll equal to the number of allies he can see within 30 feet of him (maximum bonus of +5). Once he uses this trait, he can't use it again until he finishes a short or long rest.
    Favored by the Gods. If Kharn fails a saving throw or misses with an attack roll, he can roll 2d4 and add it to the total. Once he uses this feature, he can't use it again until he finishes a short or long rest.
    Channel Divinity: Guided Strike. When Kharn makes an attack roll, he can use his Channel Divinity to gain a +10 bonus to the roll. He makes this choice after he sees the roll, but before the DM says whether the attack hits or misses. Once he has used Channel Divinity, he cannot use it again until he completes a short or long rest.
    Divine Smite. When Kharn hits a creature with a melee weapon attack, he can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell-level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
    Aura of Conquest. Kharn constantly emanates an aura while he's not incapacitated. The aura extends 10 feet from him in every direction, but not through total cover. If a creature is frightened of him, its speed is reduced to 0 while in the aura, and that creature takes 3 psychic damage if it starts its turn there.
    Aura of Protection. Whenever a friendly creature within 10 feet of Kharn must make a saving throw, the creature gains a +4 bonus to that saving throw. Kharn must be conscious to grant this bonus.
    Font of Magic. Kharn has 6 sorcery points, which are refreshed when he finishes a long rest. He can convert them (inefficiently) into spell slots as a bonus action. Once per turn, when he or an ally within 5 feet rolls dice to determine the number of hit points a spell restores, he can spend 1 sorcery point to reroll any number of those dice once, provided he isn't incapacitated. When he casts a spell that targets only one creature and doesn't have a range of Self, he can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell.
    Spellcasting. Kharn is a 9th-level spellcaster. His spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). Kharn has the following sorcerer and paladin spells known or prepared:
    Cantrips (at will): acid splash, booming blade, fire bolt, friends, guidance
    1st level (4 slots): armor of Agathys, command, compelled duel, detect poison and disease, searing smite, thunderous smite, wrathful smite, absorb elements, bless, healing word
    2nd level (3 slots): hold person, spiritual weapon, branding smite, zone of truth, dragon's breath, mirror image, misty step
    3rd level (3 slots): bestow curse, counterspell
    4th level (3 slots)
    5th level (1 slot)
    -------------------------
    Actions
    Lay on Hands. Kharn can touch a creature and heal it. Once he has restored 30 hit points this way, he must replenish this ability by finishing a long rest.
    Channel Divinity: Conquering Presence. As an action, Kharn forces each creature of his choice that he can see within 30 feet of him to make a DC 16 Wisdom saving throw. On a failed save, a creature becomes frightened of him for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. Once Kharn has used Channel Divinity, he cannot use it again until he finishes a short or long rest.
    Multiattack. Kharn makes two weapon attacks.
    Vicious War Pick (melee 5 ft) +8: 1d8+6 piercing. When Kharn rolls a natural 20 on his attack roll with this magic weapon, the target takes an extra 7 piercing damage.


    Encounter Composition

    Hoo boy. The composition for this climactic fight is art more than science. You want it to be extremely challenging, but hopefully not a TPK, even in the PCs' extremely worn-down state. Good luck figuring that out!

    The enemies should consist of:
    Ogre *4
    Hill Giant *2
    Wyrmlord Hravek Kharn

    ... but also any Wyrmlords the PCs allowed to escape who are reasonably serving as Kharn's honor guard, and even the Ghostlord if the PCs haven't prevented him from fighting alongside the Horde. You can also reasonably include Ruven and/or Pash-Kari (a Kulkor Zhul War Adept and a Doom Hand Warpriest, respectively -- Kharn's consorts), e.g. if there are no Wyrmlords or Ghostlord to include and you want the battle to be a bit bigger.

    To give the PCs any sort of chance in this scenario, they should also have significant NPC support. I went with pretty much the maximum amount of NPC support reasonable: A number (4?) of Town Guards, a Lion of Brindol, Captain Lars Ulverth, Tredora Goldenbrow, and Immerstal the Red.

    To make matters even more complicated (but to give you much more granularity to balance the encounter), you can and should declare a number of spell slots already-used on both sides of the encounter.

    XP Award: 11300 or more (divided among NPCs too)

    Tactics

    As described in the original adventure, Kharn requests that his bodyguards not land the final blow on his main opponents, at least initially. This arrogance may give the PCs a bit more of a chance.

    I definitely recommend having Kharn use one of his 4th- or 5th-level slots to cast Armor of Agathys before the battle begins, and before he's in range of any Counterspell possibilities. Once he's wailing on a PC, have him also burn high-level slots to KO them as quickly as possible with high-damage Smites.

    Notes

    Kharn is a potent but complicated build. (As I mentioned in an earlier post, the best emulation for his Talon of Tiamat build that I could come up with was a Conquest Paladin 7 / Divine Soul Sorcerer 6.) Hopefully you play him more skillfully than I did! (The encounter ended up being a little too easy in my campaign, due to me forgetting about some of Kharn's abilities at crucial moments.)
    Last edited by Draz74; 2019-12-14 at 09:56 AM.
    You can call me Draz.
    Trophies:
    Spoiler
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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.

  6. - Top - End - #96
    Pixie in the Playground
    Join Date
    Dec 2019

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

    I want to thank you for the conversion you've done here.

    I somehow found RHoD when I came back to tabletop RPGing in late '16 as a player. And I knew that eventually I wanted to run it as a GM, and this post string has enable me to do it. It's my first time GMing.

    I started GMing the current game around 15 months ago at level 1, and I built up what I think is a pretty good way to keep part 5 as a part of the story.

    My players just finished part 2 and went to Brindol while on the road to the Ghostlords lair. I ran the not so sick spy in a town I created on the road between Rhest and Brindol. I ran the spy in a way that I knew would appeal to one of the PCs that likes to think of himself as a Casanova. He, as I expected, tried to pick her up and, as I didn't expect, started boasting to her saying everything they've done so far, where they're going and invited her to come with them.

    So he's expecting her to come with them to the Lair and I have to decide for her, whether it is more lucrative for her to stay in Brindol to gather battle plans and possibly sabotage the city or to track the progress of the PCs in their quest to convince the Ghostlord to either join the forces of Brindol or at least to not side with the Red Hand.

    The party, ex parte of the spy, has spoken with the Lord of Brindol who told them of the plan to recruit the Dwarves, and I'm going to run the relevant encounter on the road to the wastes. If the spy stays with them, and they make the right choice of what to do with the money, the horde will know all about the dwarves coming to help. Possibly the horde could intercept the gold shippment a second time. [PC] has also told the spy that the Elves are coming from the north, I think that they might have to get attacked en route by a dragon/the dragons reducing their impact on the Battle of Brindol.
    Last edited by B33bl3br0x; 2019-12-16 at 10:27 AM.

  7. - Top - End - #97
    Pixie in the Playground
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    Default Re: Red Hand of Doom: Conversion/Journal in one!

    Welcome back Draz! Thanks again for doing all this. My own game just recently started back up and we'll be heading into my Eberron themed RHoD after Forge of Fury and this thread will be invaluable.

  8. - Top - End - #98
    Pixie in the Playground
     
    Zombie

    Join Date
    Dec 2019

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

    Holy crap.

    Your work just made a lurker of 10+ years make an account to say thanks.

    Seriously. This is effing fantastic. I was reading the old RHoD the other day and decided some individual encounters would fit seamlessly into my own campaign... if they were 5e... I was not looking forward to messing with the balance/conversion to and I randomly stumble across your work literally the day after I made the decision to use some of that material.

    Thank you for sharing your work.

  9. - Top - End - #99
    Pixie in the Playground
    Join Date
    Dec 2019

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

    Quote Originally Posted by Draz74 View Post
    We actually just wrapped up the last chapter of the campaign this morning. Soooo I've finally run all of Red Hand of Doom!

    Now I should double down on putting the conversion and a summed-up Journal on this thread. We'll see if I actually do.

    Actually, I just discovered the Game Master 5 app. (Android version here.) And started putting my campaign world into it, including my RHoD conversion. Would people be interested in me uploading the XML version of the conversion eventually?
    I just saw this post that I'd missed. Please, please, please do this.

  10. - Top - End - #100
    Pixie in the Playground
     
    BardGuy

    Join Date
    Mar 2020

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

    Hey! Long time lurker here and found your notes incredibly useful. My group just conquered the Fane and took out Tiamat last session, so seemed appropriate now that the boards are back to come and say thank you! This thread was an incredible help for my campaign (both the conversions and the magic items for sale were my constant prep companions). It's the first campaign my players and I have seen through to its conclusion (and what a conclusion!) and I can't thank you enough.

    I've included some observations from my own campaign in the hope they're useful for someone.

    Spoiler: Some thoughts from my own Campaign
    Show
    • Ch 1 - WITCHWOOD
    • The hobgoblin fights early on REALLY punished poor positioning. I also used the optional flanking rules, and the party's Beastmaster had a real knack for getting himself surrounded and KO'd. However, fireball trivialised these encounters (particularly the Streets of Blood encounters in Brindol), and I wish I had doubled or trebled the numbers of hobgoblins to keep them competitive.
    • Koth almost wiped the party out with a Surprise Attack Scorching Ray from Invisibility (those particular features are very mean together) but my parties monk took him out single handedly in a climactic duel on the battlements.
    • The dragon fights across the board were somewhat underwhelming (as most solo monster fights tend to be). My players, a shield master fighter and a monk were able to knock the dragons prone or stun them for a round and dogpile on them. It took me several dragons to learn to respect how quickly a caught out dragon could be torn apart, and I ought to have used higher CR dragons across the board. This was particularly apparent in our fight with Arbithriax the Red, a major player in my elf cleric's backstory, who as a large size adult was an enormous anticlimax for my PCs who had guzzled potions of flight and went down like a stone. Better use of their flight (strafing tactics, etc, especially over the big chasms like Skull Gorge).
    • My PCs collapsed Skull Gorge Bridge with an Acorn Feather Token I'd given them in Session Zero planted in the fissures. Points for ingenuity!

      Ch 2 - THE BLACKFENS
    • A general note about travel, but I really glossed over the time between setpieces and it led to the world feeling very small and not much space for the characters to process information and plan. I would suggest DMs take the time to flesh out the travel, and make the world feel bigger.
    • My party Cleric used Control Water to great effect in Rhest, knocking the Ogre guards into the murky lake and flushing out the inhabitants of the Town Hall. This was also their first use of Divination to locate the group's leaders. Divination became a big part of the game in a way I hadn't expected, and in retrospect I would have withheld more information in the interrogations so that this scrying and divining could have more payoff. I had the PCs be scryed on through the Mindbender's pearl of power by the Doom Priests and Azzar Kul in the fane, (which I reflavored as a dragon egg and holy symbol of Tiamat), but by the end of the campaign had not done anything with that information or revealed it to the PCs.
    • The potions of flight the party found in the Bell Tower in Rhest became something they heavily relied on in the campaign. As a rare magic item that lasts a full hour, it trivialised a lot of later combats (although allowing the fighter and monk a way to deal with flying enemies in a party with only a single caster). I would force the players to RATION these, and have perhaps only one available in Brindol instead of making them available in infinite numbers for purchase.

      Ch 3 - THE GHOSTLORDS LAIR
    • Ulwai became a constant thorn in my PCs sides between Greater Invisibility and Dimension Door. Unlike the other wyrmlords who went down like chumps, she had perhaps too many tools for escape.
    • The Behir, a solo encounter, by contrast, was Banished by my cleric and summarily dogpiled by readied attacks. The Ghostlord was stunlocked and suffered a similar fate. Turns out Liches arent immune to stun, and I had let my PCs loot the bonelords stash unmolested (a mistake), so that he autofailed his save against Web due to stun, and then restrained could be knocked prone and dogpiled willy-nilly.
    • I replaced the Bonedrinkers with Mummys to allow my Sun Soul Monk an opportunity to use her burning hands ability, but both the Light Cleric and Monk refused to take advantage of their fire vulnerability at all and instead dragged out the mummy fight into an incredibly long encounter where they turned them and picked them off in tight quarters one by one, meaning we didn't actually get time for the Ghostlord fight that session... PLAYERS, am I right?

      Ch 4 - ENEMIES AT THE GATES
    • I used the mob attack optional rules to run the Streets of Blood optional encounter, with conditional modifiers for both side's respective use of the Leadership feature (that both Hobgoblin Captains and Knights posessed), half cover, and the modified Berserker's reckless attack (I used Berserkers with the Bugbears extra damage die for a devastating 2d12+3 reckless attack to put the fear of death into my players, but they were melted by archer fire and AoE magic). The table is included below.
    • As noted above, Arbithriax was a very underwhelming encounter. Scared off by the high numbers of the Adult Red Dragon, I nevertheless wish I had used a wyrm with legendary actions for this fight, as the action economy really favored the PCs and it just felt like a bit of anticlimax. I'd still probably scale back the adult red dragon to be more in line with one of the weaker Adult dragons, but my PCs had fire resist gear and potions of flight, so I needn't have worried. Adjust to match your PCs level of preparation, but I'd say a more powerful dragon is best. You can always have allies come and aid them if the scales tip too far against them!
    • I ran Wyrmlord Kharn as a modified Champion NPC from Volo's, with a vicious greatsword and red dragon hide armor and the Martial Advantage trait. His legendary actions gave his Hill Giants extra attacks, and he would have fared much better if he had hung back in the second rank and used them as a buffer. He had the help of Ulwai in this encounter, but was still no match for the stunlock, and was killed outright before the bard could dimension door him out of there. I'd definitely use that statblock again, but respect the PCs deadliness a little more.
    • My party cleric burned the red dragon Arbithriax's remains in Cathedral Square and used the parties accumulated wealth to cast Planar Ally. The Monk PC was being groomed as a "living saint" by the cleric after the death of her prior incarnation at the red dragon's hands. The party enlisted the help of the saint, now a Deva, for their final battle at the Fane. A really cool moment, and not too overpowering considering the capabilities of 10th and 11th level PCs.


      Ch 5 - FANE OF TIAMAT
    • I kept the blue dragon's wand of fireballs as in the book and attacked the party from a range of 120ft. This fight was really interesting! I had hoped to drive the players into the fane to take cover before they were truly ready (they had already scryed to get the password) but they instead flew out and fought him over the chasm. I had hoped to use my players overreliance on knocking flying enemies prone against them somewhat with the Wing Attack legendary action, but found that there was an exception to magical flight so they would instead just... hover where they were. Strange ruling, but there you go! Perhaps you would rule it differently.
    • I used the Black and Blue Abishai from Mordenkainen's Tome here, without modification. With a Light Cleric and a Helm of Telepathy I had dropped into the treasure hoard above the fane they had ways to deal with invisible foes and darkness. If your group doesnt have these consider making some adjustments. The Blue Abishai used their wyvern zombies as meatshields and included them in the area of their cone of cold spells, then dimension doored behind a wall of force to regroup with the other guards in the corridor.
    • My PCs didnt seek out any of the side passages here. I removed the Zombie Wyverns in the lower Fane and instead inhabited the temple with harmless spectres of fallen hobgoblins (more on this below) as I hoped to get through the Fane in a single session. The Greenspawn Razorfiends who they had already encountered multiple times were replaced with a rematch with Skather, the assassin from the Battle who had previously escaped (a modified Assassin NPC with a breath weapon). He used his assassinate feature on the PCs as they navigated the difficult terrain of the room and were split up.
    • I forgot the Unhallow effect on both of the altars here and the priests (The Doom Hand Cleric's from this conversion and modified War Priests) were made short work of with surprise. I didn't find a satisfying replacement for the Erinyes, I used their Rope of Entanglement variant to tie up PCs in the final fight (I had removed the Abishai and placed them there) but found they did not add much to the encounter.
    • I made Azzar Kul a scaled up warpriest with 14th level casting, and some magic items and increased melee damage. I had big plans for this encounter. One of my PCs, the evil beastmaster ranger, had expressed dissapointment that the hoard were too black and white evil, and that her war-criminal character did not feel as morally gray as she had hoped. I had planned to spin this encounter as a repentant Azzar Kul doing everything in his power to keep the portal closed. Not a great warlord, but a tired, old man. He had sent his horde away from the site of the planar rift for their own safety, and due to the pact the horde had made with Tiamat, their souls were not sent to Acheron and Magubliets armies, but trapped here to fuel Tiamat's return. I had planned for him to use an upcast spirit guardians to turn the ghosts of fallen hobgoblins against the party, all the while pleading for them to not interrupt the ritual. Of course, he was stunned and dogpiled before he could even open his mouth. Very anticlimactic. I ought to have given him the legendary resistance I have included in his statblock below, and perhaps some kind of magical barrier (A Blue Abishai's forcecage?) or Etherealness to allow him to talk to the party from a place of safety. I'd consider adding legendary actions or more minions to tie up the PCs to avoid him just dropping like that.
    • Despite attempts to banish the PCs Deva ally by the clerics and Tiamat's Divine Word, she remained until the final round of the battle with Tiamat, where she finally exhausted her healing and her hitpoint pool.
    • The Tiamat Fight was really swingy. I used the Rise of Tiamat version, which has several conditional modifiers to adjust her stats. I opted to keep her AC at 25, which proved really disheartening for my PCs, as even the Holy Weapon buffed fighter was missing more often than not. I'd be careful if you want to do the same, and just increase her HP instead. I limited her to three legendary actions but otherwise had a health pool on the high end of the spectrum (~300HP) and kept her numbers as is (the Shield Master Fighter and Monk and UM Beastmaster companion both had evasion to avoid the devastating breath weapons and I allowed my PCs to use the altar and balconies as cover). It was a very near thing, but my level 11 PCs all survived this encounter with a CR 30 creature, and with her legendary actions I could have her monologuing for the entire fight unlike Azzar Kul and it was very much the climax I'd hoped for!
    • I'm planning a Planescape followup down the track based loosely on that 4E scales of war adventure path, running the PCs against the githyanki and a vengeful Tiamat across Sigil and the planes for a session or two. But that will come after our next campaign, Curse of Strahd. I hope something in these notes was helpful!



    Spoiler: Mob Attack Tables (Streets of Blood) - Just sub in your PCs AC values!
    Show
    Hogboblin AC 18 HP 11 (18 max) // +3 1d8+1 +2d6 (12 damage)
    Captain AC 19 (shield) HP 39 (60 max) // +4 (1d8+2+3d6) (16 damage)
    Berserker AC 13 HP 67 // +5 (2d12+3) 15dmg
    Berskerker (Reckless) AC 8, HP 67// +10 (2d12+3) 15dmg

    Guard AC 16 HP 11 // +3 crossbow 5 damage (1d8+1)
    Knight AC 18 HP52 // two +5 greatsword 9 damage (2d6+3)
    Scout AC 13, HP 16, // +4 longbow hits 12 damage (1d8+2) x2

    +2 with leadership (1m, 30ft radius)

    HOBGOBLINS +3 atk, 12 dmg, 5 longbow
    Scouts (AC 13) two monsters per success (one if flank/enveloped)
    Guards (AC 16) three monsters per success [two if flank/enveloped]
    Radalia/Spirtle/Trellara (AC 17) three monsters per success [two if flank/enveloped]
    Knight(AC 18) four monsters per success [two if flank/enveloped]
    Aurelius/Horace (AC 20) five monsters per success [three if flank/enveloped]

    HOBGOBLINS (Leadership) +5 atk, 12 dmg, 5 longbow (1d8+1+2d6)
    CAPTAINS +4atk, 16 damage, 6 longbow (1d8+2+3d6)
    BERSERKER +5 Atk, 15dmg (2d12+3)

    Scouts (AC 13) two monsters per success (one if flank/enveloped)
    Guards (AC 16) two monsters per success [one if flank/enveloped]
    Radalia/Spirtle/Trellara (AC 17) two monsters per success [two if flank/enveloped]
    Knight(AC 18) three monsters per success [two if flank/enveloped]
    Aurelius/Horace (AC 20) four monsters per success [three if flank/enveloped]

    BERSERKER (RECKLESS) +10 atk, 15dmg (2d12+3)
    Scouts (AC 13) one monsters per success
    Guards (AC 16) two monsters per success
    Radalia/Spirtle/Trellara (AC 17) two monsters per success
    Knight(AC 18) two per success
    Aurelius/Horace (AC 20) two per success

    GUARDS +3, 5dmg (1d8+1)
    Berserker (Reckless, AC 8) one per success
    Berserker (AC 13) two per success [one flank]
    Manticore (AC 14) two per success [one flank]
    Goblin (AC 15) two per success [two flank]
    Thunderlizard (AC 17) three per success [two flank]
    Hobgoblin (AC 18) four per success [two flank]
    Hobgoblin Captain (AC 19) four per success [three flank]
    Hobgoblin -cover (AC 23) impossible [twenty per success]

    SCOUTS +4, 12dmg (1d8+2 x2)
    Berserker (Reckless, AC 8) one per success
    Berserker (AC 13) two per success [one flank]
    Manticore (AC 14) two per success [one flank]
    Goblin (AC 15) two per success [two flank]
    Thunderlizard (AC 17) three per success [two flank]
    Hobgoblin (AC 18) three per success [two flank]
    Hobgoblin Captain (AC 19) four per success [two flank]
    Hobgoblin -cover (AC 23) impossible [ten per success]



    FIREBALL SAVES (DC 17)
    Knight, Thunderlizard +0 1/5 save
    Guard, Hob, Berserker +1 1/4 save
    Goblins, Captain, Scouts +2 1/4 save
    Hob, Zerker (half cover, leadership) Manticore +3 1/3 save
    Hob (3/4 cover) +6 1/2 save
    Hob Capt (3/4 cover) +7 1/2 save

    RESULT NEEDED - MONSTERS PER SUCCESS
    <6 1
    6-12 2
    13-14 3
    15-16 4
    17-18 5
    19 10
    20+ 20

    Spoiler: My Azzar Kul
    Show
    AZZAR KUL CR 14
    Ac 19 HP 216 SPD 30
    S 18 D 14 C 18 I 12 W 18 Ch 12
    Saves +5 Str, +3 Dex, +5 Con, +2 Int, +10 Wis, +7 Cha
    Skills Arcana +8, Insight +10, Intimidation +8, Religion +8
    Senses passive perception 14; darkvision 60
    Spellcasting (14th, DC 17, +9 spell attack)
    Cantrips (at will) guidance, light, sacred flame, spare the dying, thaumaturgy
    1st level (4 slots): bane (C), command^, cure wounds^, inflict^, sanctuary, shield of faith (C)
    2nd level (3 slots): hold person^ (C), magic weapon^ (C), silence (R), spiritual weapon^
    3rd level (3 slots): crusader’s mantle (C), dispel magic, spirit guardians^ (C)
    4th level (3 slots): banishment^ (C), death ward, freedom of movement, stoneskin (C)
    5th level (2 slots): commune (R), contagion, flame strike, hold monster^ (C), planar binding
    6th level (1 slot): harm
    7th level (1 slot): etherealness, temple of the gods
    Combat Gear potion of speed (1 minute), potion of flight, spell scroll (heal), spell scroll (word of recall)
    Multiattack (+1 greatsword). The High Wyrmlord makes two greatsword attacks +10 (4d6+5) slashing damage.
    Martial Advantage (1/round) Deal an additional 4d6 damage with a melee weapon attack if an ally is within 5ft.
    Legendary Resistance (3/day) When Azzar Kul fails a saving throw, he can choose to succeed instead.
    REACTION - Guided Strike (2/Short Rest). The priest grants a +10 bonus to an attack roll made by itself or another creature within 30 feet of it. The priest can make this choice after the roll is made but before it hits or misses.
    Equipment +1 full plate, +1 greatsword, stone of good luck [factored in]

  11. - Top - End - #101
    Pixie in the Playground
    Join Date
    Dec 2019

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

    Quote Originally Posted by Ciaran View Post
    Hey! Long time lurker here and found your notes incredibly useful. My group just conquered the Fane and took out Tiamat last session, so seemed appropriate now that the boards are back to come and say thank you! This thread was an incredible help for my campaign (both the conversions and the magic items for sale were my constant prep companions). It's the first campaign my players and I have seen through to its conclusion (and what a conclusion!) and I can't thank you enough.

    I've included some observations from my own campaign in the hope they're useful for someone.

    Spoiler: Some thoughts from my own Campaign
    Show
    • Ch 1 - WITCHWOOD
    • The hobgoblin fights early on REALLY punished poor positioning. I also used the optional flanking rules, and the party's Beastmaster had a real knack for getting himself surrounded and KO'd. However, fireball trivialised these encounters (particularly the Streets of Blood encounters in Brindol), and I wish I had doubled or trebled the numbers of hobgoblins to keep them competitive.
    • Koth almost wiped the party out with a Surprise Attack Scorching Ray from Invisibility (those particular features are very mean together) but my parties monk took him out single handedly in a climactic duel on the battlements.
    • The dragon fights across the board were somewhat underwhelming (as most solo monster fights tend to be). My players, a shield master fighter and a monk were able to knock the dragons prone or stun them for a round and dogpile on them. It took me several dragons to learn to respect how quickly a caught out dragon could be torn apart, and I ought to have used higher CR dragons across the board. This was particularly apparent in our fight with Arbithriax the Red, a major player in my elf cleric's backstory, who as a large size adult was an enormous anticlimax for my PCs who had guzzled potions of flight and went down like a stone. Better use of their flight (strafing tactics, etc, especially over the big chasms like Skull Gorge).
    • My PCs collapsed Skull Gorge Bridge with an Acorn Feather Token I'd given them in Session Zero planted in the fissures. Points for ingenuity!

      Ch 2 - THE BLACKFENS
    • A general note about travel, but I really glossed over the time between setpieces and it led to the world feeling very small and not much space for the characters to process information and plan. I would suggest DMs take the time to flesh out the travel, and make the world feel bigger.
    • My party Cleric used Control Water to great effect in Rhest, knocking the Ogre guards into the murky lake and flushing out the inhabitants of the Town Hall. This was also their first use of Divination to locate the group's leaders. Divination became a big part of the game in a way I hadn't expected, and in retrospect I would have withheld more information in the interrogations so that this scrying and divining could have more payoff. I had the PCs be scryed on through the Mindbender's pearl of power by the Doom Priests and Azzar Kul in the fane, (which I reflavored as a dragon egg and holy symbol of Tiamat), but by the end of the campaign had not done anything with that information or revealed it to the PCs.
    • The potions of flight the party found in the Bell Tower in Rhest became something they heavily relied on in the campaign. As a rare magic item that lasts a full hour, it trivialised a lot of later combats (although allowing the fighter and monk a way to deal with flying enemies in a party with only a single caster). I would force the players to RATION these, and have perhaps only one available in Brindol instead of making them available in infinite numbers for purchase.

      Ch 3 - THE GHOSTLORDS LAIR
    • Ulwai became a constant thorn in my PCs sides between Greater Invisibility and Dimension Door. Unlike the other wyrmlords who went down like chumps, she had perhaps too many tools for escape.
    • The Behir, a solo encounter, by contrast, was Banished by my cleric and summarily dogpiled by readied attacks. The Ghostlord was stunlocked and suffered a similar fate. Turns out Liches arent immune to stun, and I had let my PCs loot the bonelords stash unmolested (a mistake), so that he autofailed his save against Web due to stun, and then restrained could be knocked prone and dogpiled willy-nilly.
    • I replaced the Bonedrinkers with Mummys to allow my Sun Soul Monk an opportunity to use her burning hands ability, but both the Light Cleric and Monk refused to take advantage of their fire vulnerability at all and instead dragged out the mummy fight into an incredibly long encounter where they turned them and picked them off in tight quarters one by one, meaning we didn't actually get time for the Ghostlord fight that session... PLAYERS, am I right?

      Ch 4 - ENEMIES AT THE GATES
    • I used the mob attack optional rules to run the Streets of Blood optional encounter, with conditional modifiers for both side's respective use of the Leadership feature (that both Hobgoblin Captains and Knights posessed), half cover, and the modified Berserker's reckless attack (I used Berserkers with the Bugbears extra damage die for a devastating 2d12+3 reckless attack to put the fear of death into my players, but they were melted by archer fire and AoE magic). The table is included below.
    • As noted above, Arbithriax was a very underwhelming encounter. Scared off by the high numbers of the Adult Red Dragon, I nevertheless wish I had used a wyrm with legendary actions for this fight, as the action economy really favored the PCs and it just felt like a bit of anticlimax. I'd still probably scale back the adult red dragon to be more in line with one of the weaker Adult dragons, but my PCs had fire resist gear and potions of flight, so I needn't have worried. Adjust to match your PCs level of preparation, but I'd say a more powerful dragon is best. You can always have allies come and aid them if the scales tip too far against them!
    • I ran Wyrmlord Kharn as a modified Champion NPC from Volo's, with a vicious greatsword and red dragon hide armor and the Martial Advantage trait. His legendary actions gave his Hill Giants extra attacks, and he would have fared much better if he had hung back in the second rank and used them as a buffer. He had the help of Ulwai in this encounter, but was still no match for the stunlock, and was killed outright before the bard could dimension door him out of there. I'd definitely use that statblock again, but respect the PCs deadliness a little more.
    • My party cleric burned the red dragon Arbithriax's remains in Cathedral Square and used the parties accumulated wealth to cast Planar Ally. The Monk PC was being groomed as a "living saint" by the cleric after the death of her prior incarnation at the red dragon's hands. The party enlisted the help of the saint, now a Deva, for their final battle at the Fane. A really cool moment, and not too overpowering considering the capabilities of 10th and 11th level PCs.


      Ch 5 - FANE OF TIAMAT
    • I kept the blue dragon's wand of fireballs as in the book and attacked the party from a range of 120ft. This fight was really interesting! I had hoped to drive the players into the fane to take cover before they were truly ready (they had already scryed to get the password) but they instead flew out and fought him over the chasm. I had hoped to use my players overreliance on knocking flying enemies prone against them somewhat with the Wing Attack legendary action, but found that there was an exception to magical flight so they would instead just... hover where they were. Strange ruling, but there you go! Perhaps you would rule it differently.
    • I used the Black and Blue Abishai from Mordenkainen's Tome here, without modification. With a Light Cleric and a Helm of Telepathy I had dropped into the treasure hoard above the fane they had ways to deal with invisible foes and darkness. If your group doesnt have these consider making some adjustments. The Blue Abishai used their wyvern zombies as meatshields and included them in the area of their cone of cold spells, then dimension doored behind a wall of force to regroup with the other guards in the corridor.
    • My PCs didnt seek out any of the side passages here. I removed the Zombie Wyverns in the lower Fane and instead inhabited the temple with harmless spectres of fallen hobgoblins (more on this below) as I hoped to get through the Fane in a single session. The Greenspawn Razorfiends who they had already encountered multiple times were replaced with a rematch with Skather, the assassin from the Battle who had previously escaped (a modified Assassin NPC with a breath weapon). He used his assassinate feature on the PCs as they navigated the difficult terrain of the room and were split up.
    • I forgot the Unhallow effect on both of the altars here and the priests (The Doom Hand Cleric's from this conversion and modified War Priests) were made short work of with surprise. I didn't find a satisfying replacement for the Erinyes, I used their Rope of Entanglement variant to tie up PCs in the final fight (I had removed the Abishai and placed them there) but found they did not add much to the encounter.
    • I made Azzar Kul a scaled up warpriest with 14th level casting, and some magic items and increased melee damage. I had big plans for this encounter. One of my PCs, the evil beastmaster ranger, had expressed dissapointment that the hoard were too black and white evil, and that her war-criminal character did not feel as morally gray as she had hoped. I had planned to spin this encounter as a repentant Azzar Kul doing everything in his power to keep the portal closed. Not a great warlord, but a tired, old man. He had sent his horde away from the site of the planar rift for their own safety, and due to the pact the horde had made with Tiamat, their souls were not sent to Acheron and Magubliets armies, but trapped here to fuel Tiamat's return. I had planned for him to use an upcast spirit guardians to turn the ghosts of fallen hobgoblins against the party, all the while pleading for them to not interrupt the ritual. Of course, he was stunned and dogpiled before he could even open his mouth. Very anticlimactic. I ought to have given him the legendary resistance I have included in his statblock below, and perhaps some kind of magical barrier (A Blue Abishai's forcecage?) or Etherealness to allow him to talk to the party from a place of safety. I'd consider adding legendary actions or more minions to tie up the PCs to avoid him just dropping like that.
    • Despite attempts to banish the PCs Deva ally by the clerics and Tiamat's Divine Word, she remained until the final round of the battle with Tiamat, where she finally exhausted her healing and her hitpoint pool.
    • The Tiamat Fight was really swingy. I used the Rise of Tiamat version, which has several conditional modifiers to adjust her stats. I opted to keep her AC at 25, which proved really disheartening for my PCs, as even the Holy Weapon buffed fighter was missing more often than not. I'd be careful if you want to do the same, and just increase her HP instead. I limited her to three legendary actions but otherwise had a health pool on the high end of the spectrum (~300HP) and kept her numbers as is (the Shield Master Fighter and Monk and UM Beastmaster companion both had evasion to avoid the devastating breath weapons and I allowed my PCs to use the altar and balconies as cover). It was a very near thing, but my level 11 PCs all survived this encounter with a CR 30 creature, and with her legendary actions I could have her monologuing for the entire fight unlike Azzar Kul and it was very much the climax I'd hoped for!
    • I'm planning a Planescape followup down the track based loosely on that 4E scales of war adventure path, running the PCs against the githyanki and a vengeful Tiamat across Sigil and the planes for a session or two. But that will come after our next campaign, Curse of Strahd. I hope something in these notes was helpful!



    Spoiler: Mob Attack Tables (Streets of Blood) - Just sub in your PCs AC values!
    Show
    Hogboblin AC 18 HP 11 (18 max) // +3 1d8+1 +2d6 (12 damage)
    Captain AC 19 (shield) HP 39 (60 max) // +4 (1d8+2+3d6) (16 damage)
    Berserker AC 13 HP 67 // +5 (2d12+3) 15dmg
    Berskerker (Reckless) AC 8, HP 67// +10 (2d12+3) 15dmg

    Guard AC 16 HP 11 // +3 crossbow 5 damage (1d8+1)
    Knight AC 18 HP52 // two +5 greatsword 9 damage (2d6+3)
    Scout AC 13, HP 16, // +4 longbow hits 12 damage (1d8+2) x2

    +2 with leadership (1m, 30ft radius)

    HOBGOBLINS +3 atk, 12 dmg, 5 longbow
    Scouts (AC 13) two monsters per success (one if flank/enveloped)
    Guards (AC 16) three monsters per success [two if flank/enveloped]
    Radalia/Spirtle/Trellara (AC 17) three monsters per success [two if flank/enveloped]
    Knight(AC 18) four monsters per success [two if flank/enveloped]
    Aurelius/Horace (AC 20) five monsters per success [three if flank/enveloped]

    HOBGOBLINS (Leadership) +5 atk, 12 dmg, 5 longbow (1d8+1+2d6)
    CAPTAINS +4atk, 16 damage, 6 longbow (1d8+2+3d6)
    BERSERKER +5 Atk, 15dmg (2d12+3)

    Scouts (AC 13) two monsters per success (one if flank/enveloped)
    Guards (AC 16) two monsters per success [one if flank/enveloped]
    Radalia/Spirtle/Trellara (AC 17) two monsters per success [two if flank/enveloped]
    Knight(AC 18) three monsters per success [two if flank/enveloped]
    Aurelius/Horace (AC 20) four monsters per success [three if flank/enveloped]

    BERSERKER (RECKLESS) +10 atk, 15dmg (2d12+3)
    Scouts (AC 13) one monsters per success
    Guards (AC 16) two monsters per success
    Radalia/Spirtle/Trellara (AC 17) two monsters per success
    Knight(AC 18) two per success
    Aurelius/Horace (AC 20) two per success

    GUARDS +3, 5dmg (1d8+1)
    Berserker (Reckless, AC 8) one per success
    Berserker (AC 13) two per success [one flank]
    Manticore (AC 14) two per success [one flank]
    Goblin (AC 15) two per success [two flank]
    Thunderlizard (AC 17) three per success [two flank]
    Hobgoblin (AC 18) four per success [two flank]
    Hobgoblin Captain (AC 19) four per success [three flank]
    Hobgoblin -cover (AC 23) impossible [twenty per success]

    SCOUTS +4, 12dmg (1d8+2 x2)
    Berserker (Reckless, AC 8) one per success
    Berserker (AC 13) two per success [one flank]
    Manticore (AC 14) two per success [one flank]
    Goblin (AC 15) two per success [two flank]
    Thunderlizard (AC 17) three per success [two flank]
    Hobgoblin (AC 18) three per success [two flank]
    Hobgoblin Captain (AC 19) four per success [two flank]
    Hobgoblin -cover (AC 23) impossible [ten per success]



    FIREBALL SAVES (DC 17)
    Knight, Thunderlizard +0 1/5 save
    Guard, Hob, Berserker +1 1/4 save
    Goblins, Captain, Scouts +2 1/4 save
    Hob, Zerker (half cover, leadership) Manticore +3 1/3 save
    Hob (3/4 cover) +6 1/2 save
    Hob Capt (3/4 cover) +7 1/2 save

    RESULT NEEDED - MONSTERS PER SUCCESS
    <6 1
    6-12 2
    13-14 3
    15-16 4
    17-18 5
    19 10
    20+ 20

    Spoiler: My Azzar Kul
    Show
    AZZAR KUL CR 14
    Ac 19 HP 216 SPD 30
    S 18 D 14 C 18 I 12 W 18 Ch 12
    Saves +5 Str, +3 Dex, +5 Con, +2 Int, +10 Wis, +7 Cha
    Skills Arcana +8, Insight +10, Intimidation +8, Religion +8
    Senses passive perception 14; darkvision 60
    Spellcasting (14th, DC 17, +9 spell attack)
    Cantrips (at will) guidance, light, sacred flame, spare the dying, thaumaturgy
    1st level (4 slots): bane (C), command^, cure wounds^, inflict^, sanctuary, shield of faith (C)
    2nd level (3 slots): hold person^ (C), magic weapon^ (C), silence (R), spiritual weapon^
    3rd level (3 slots): crusader’s mantle (C), dispel magic, spirit guardians^ (C)
    4th level (3 slots): banishment^ (C), death ward, freedom of movement, stoneskin (C)
    5th level (2 slots): commune (R), contagion, flame strike, hold monster^ (C), planar binding
    6th level (1 slot): harm
    7th level (1 slot): etherealness, temple of the gods
    Combat Gear potion of speed (1 minute), potion of flight, spell scroll (heal), spell scroll (word of recall)
    Multiattack (+1 greatsword). The High Wyrmlord makes two greatsword attacks +10 (4d6+5) slashing damage.
    Martial Advantage (1/round) Deal an additional 4d6 damage with a melee weapon attack if an ally is within 5ft.
    Legendary Resistance (3/day) When Azzar Kul fails a saving throw, he can choose to succeed instead.
    REACTION - Guided Strike (2/Short Rest). The priest grants a +10 bonus to an attack roll made by itself or another creature within 30 feet of it. The priest can make this choice after the roll is made but before it hits or misses.
    Equipment +1 full plate, +1 greatsword, stone of good luck [factored in]
    Any chance you could post the stat blocks you used for the Monsters/NPCs in the Fane area?

  12. - Top - End - #102
    Pixie in the Playground
     
    BardGuy

    Join Date
    Mar 2020

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

    Quote Originally Posted by B33bl3br0x View Post
    Any chance you could post the stat blocks you used for the Monsters/NPCs in the Fane area?
    Sure! They're in shorthand for the most part but here's what I have. Hope it's helpful.

    Monster Manual Critters: Bone Devil, Barbed Devil, Bearded Devil, Night Hag, Adult Blue Dragon (w/ wand of fireballs), Erinyes

    Mordenkainen's Critters (below): Blue Abishai, Black Abishai

    Spoiler: Wyvern Zombie CR 6
    Show
    Wyvern Zombie x2
    AC 13 HP 123 SPD 20 ft. (fly 80?)
    STR 20 DEX 10 CON 18 INT 1 WIS 8 CHA 2
    Immune poison Condition Immunities poison
    Multiattack One bite +8 (reach 10) (2d6 +5) and one stinger +8 (reach 10) (2d6 +5) and DC 15 CON or (7d6) poison, save for half
    Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.


    Spoiler: Doom Hand Cleric CR 3
    Show
    Doom Hand Cleric CR 3
    AC 15 (chain shirt) HP 33 (48 w/ aid) SPD 30ft
    S 11 D 14 C 12 I 10 W 13 Ch 14
    Saves Dark Devotion - adv. vs charm or frightened
    Skills Deception +4, Persuasion +4, Religion +2
    Senses passive Perception 11; Darkvision 60ft
    Spellcasting (4th, DC 11, +3 spell attack)
    Cantrips (at will) light, sacred flame, thaumaturgy
    1st (4 slots) command (60ft. targets wis), inflict wounds (3d10 necrotic) [or bane*], shield of faith*
    2nd (3 slots) hold person (targets wis)*, spiritual weapon* (1d8+1 force), invisibility
    Multiattack (two whip) +4 to hit, reach 10ft. 4 (1d4+2) piercing damage
    Hook: Bombards PCs with threats of doom, pain, despair and death.


    Spoiler: Doom Hand War Priest CR 9 (as Volos Warpriest)
    Show
    War Priest CR 9
    Ac 18 HP 117 SPD 30
    S 16 D 10 C 14 I 11 W 17 Ch 13
    Saves Con +6, Wis +7
    Skills Intimidation +5, Religion +4
    Senses passive perception 13; darkvision 60
    Spellcasting (9th, DC 15, +5 spell attack)
    Cantrips (at will) light, mending, sacred flame, spare the dying
    1st level (4 slots): divine favor, guiding bolt, healing word, inflict wounds, shield of faith
    2nd level (3 slots): aid, hold person, silence, spiritual weapon
    3rd level (3 slots): beacon of hope, crusader’s mantle, dispel magic, revivify, spirit guardians, water walk
    4th level (3 slots): banishment, freedom of movement, guardian of faith, stoneskin
    5th level (1 slot): flame strike, mass cure wounds, hold monster
    Multiattack. The priest makes two morningstar attacks +7 (1d8+3) piercing
    Morningstar +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
    REACTION - Guided Strike (Recharges after a Short or Long Rest). The priest grants a +10 bonus to an attack roll made by itself or another creature within 30 feet of it. The priest can make this choice after the roll is made but before it hits or misses.


    Clerics Quarters: 2 warpriests, 5 clerics - Total XP: 13,500
    Inner Sanctum: 2 warpriests, 5 clerics, 4 wraiths - Total XP: 20,700

    An argument could be made for giving these guys Martial Advantage, but I didnt find it necessary. The clerics used a combination of hold person and auto-crit inflict wounds on my party, and the warpriests had pre-buffed with a 4th level aid spell on their cronies so that they had a better chance of surviving an extra round. The warpriests used their guided strike to help the clerics land their spell attacks against the high AC players). They were made short work of by my party's AoE magic between the cleric's fireball and the ranger's wand of fireball from the blue dragon (they rested in the treasure cave to attune to it and prepare for the Fane proper)

    Spoiler: Blue Abishai
    Show
    Blue Abishai
    MTF
    p161
    Medium fiend (devil), lawful evil
    Armor Class 19 (natural armor)
    Hit Points 195 (26d8 + 78)
    Speed 30 ft., fly 50 ft.
    STR DEX CON INT WIS CHA
    15 (+2) 14 (+2) 17 (+3) 22 (+6) 23 (+6) 18 (+4)
    Saving Throws Int +12, Wis +12
    Skills Arcana +12
    Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
    Damage Immunities fire, lightning, poison
    Condition Immunities poisoned
    Senses darkvision 120 ft., passive Perception 16
    Languages Draconic, Infernal, telepathy 120 ft.
    Challenge 17 (18,000 XP)
    Devil's Sight. Magical darkness doesn't impede the abishai's darkvision.
    Magic Resistance. The abishai has advantage on saving throws against spells and other magical effects.
    Magic Weapons. The abishai's weapon attacks are magical.
    Spellcasting. The abishai is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The abishai has the following wizard spells prepared:
    Cantrips (at will): friends, mage hand, message, minor illusion, shocking grasp
    1st level (4 slots): chromatic orb, disguise self, expeditious retreat, magic missile, charm person, thunderwave
    2nd level (3 slots): darkness, mirror image, misty step
    3rd level (3 slots): dispel magic, fear, lightning bolt
    4th level (3 slots): dimension door, greater invisibility, ice storm
    5th level (2 slots): cone of cold, wall of force
    6th level (1 slot): chain lightning
    7th level (1 slot): teleport
    Actions
    Multiattack. The abishai makes two attacks: one with its quarterstaff and one with its bite.
    Quarterstaff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands.
    Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage plus 14 (4d6) lightning damage.


    These guys are a higher CR than the adult dragon solo encounter outside, and really depleted my PCs resources at the start of the fane. I didn't change them from the book but only used the two at the front of the fane and cut them from the final confrontation. They opened with two cone of colds while the PCs were engaged with the wyvern zombies (eating through the wyvern's HP as well as the parties). They used defensive spells (mirror image by the one engaged by the fighter and monk, and greater invis respectively) on round 2 and tried to offload their two chain lightning spells (one upcast 7th level) after that. My PCs had one Shield Master and two PCs with evasion. Your party might not be able to deal with AoE magic as well as mine, so adjust accordingly.

    Per the tactics in the book, the inhabitants of the other rooms locked the doors (DC 20 Str to open), leading from the first antechamber. The Blue Abishai and Wyverns held them off for a few rounds before a wave of 6 Black Abishai entered the melee and cast their creeping darkness ability and engaged in melee against their now blinded foes (all devils have devils sight and are unaffected.

    Spoiler: BLACK ABISHAI CR 7
    Show

    Black Abishai
    MTF
    p160
    Medium fiend (devil), lawful evil
    Armor Class 15 (natural armor)
    Hit Points 58 (9d8 + 18)
    Speed 30 ft., fly 40 ft.
    STR DEX CON INT WIS CHA
    14 (+2) 17 (+3) 14 (+2) 13 (+1) 16 (+3) 11 (+0)
    Saving Throws Dex +6, Wis +6
    Skills Perception +6, Stealth +6
    Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
    Damage Immunities acid, fire, poison
    Condition Immunities poisoned
    Senses darkvision 120 ft., passive Perception 16
    Languages Draconic, Infernal, telepathy 120 ft.
    Challenge 7 (2,900 XP)
    Devil's Sight. Magical darkness doesn't impede the abishai's darkvision.
    Magic Resistance. The abishai has advantage on saving throws against spells and other magical effects.
    Magic Weapons. The abishai's weapon attacks are magical.
    Shadow Stealth. While in dim light or darkness, the abishai can take the Hide action as a bonus action.
    Actions
    Multiattack. The abishai makes three attacks: two with its scimitar and one with its bite.
    Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
    Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 9 (2d8) acid damage.
    Creeping Darkness (Recharge 6). The abishai casts darkness at a point within 120 feet of it, requiring no components. Wisdom is its spellcasting ability for this spell. While the spell persists, the abishai can move the area of darkness up to 60 feet as a bonus action.


    The second wave of Abishai stayed in Reserve, and once the blues dropped to half HP I had them dimension door to the northern corridor and wait, blocking the passage with Wall of Force. Without access to Disintegrate, and needing a high ability check or their most powerful spell slot to dispel it, the party were forced to go around, putting them in danger of encountering another roomfull of enemies. The Abishai could have retreated like this deeper and deeper into the dungeon, only able to be bypassed by the secret doors and some stealth rolls, but my PCs managed to run them down in this hallway.

    200 hit points each is nothing to sneeze at, but once stunned by my monk these guys were toast. PCs that don't focus on the spellcasters however or have a way to shut them down might have trouble.

    My PCs bypassed the side chambers in the Fane (I'd really pushed the "race against the clock" element and they wanted to push through to stop the High Wyrmlord) but the high ceilings here would've seen me using the devil's flight to hug the ceilings and use hit and run tactics (provoking an AoO, but avoiding their multiple atacks a round). I cut the 5 wyvern zombies as above, and had my PCs run into Skather again (below), who this time ambushed them as a solo encounter and allowed my party some sweet sweet revenge.

    Spoiler: SKATHER CR 8 (Assassin Variant)
    Show

    Medium fiend, Chaotic Evil
    AC 17 (studded leather)
    HP 120 (12d8+24, max)
    Damage Resistances Poison
    Spd 30ft.

    S 11 D 18 C 14 I 13 W 11 Ch 10
    Saving Throws DEX +7, INT +4
    Skills Acrobatics +7, Deception +3, Perception +3, Stealth +10
    Senses Passive Perception 13
    Languages Thieves' Cant, Common, Draconic
    Challenge 8 (3,900 XP)

    Assassinate During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
    Evasion If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
    Sneak Attack (4d6) Once per turn, the assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
    ACTIONS
    Multiattack. The assassin makes two shortsword attacks.
    Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
    Longbow. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 7 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
    Acid Breath (Recharge 5–6). The blackspawn exhales acid in a 30*-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 36 (8d8) acid damage on a failed save, or half as much damage on a successful one.

    EQUIPMENT
    Combat Gear caltrops, potion of greater healing (4d4+4), potion of invisibility (2), oil of sharpness (+3 bonus to slashing or piercing wep for 1 hr), wyvern poison (injury, DC 15 or 7d6 poison)
    Other Gear shortsword, longbow, 40 arrows, burglar’s kit, silk rope, grappling hook


    He was an assassin with the fiend type, a breath weapon and potions of invisibility. His single attacks made him a pretty underwhelming solo encounter, even with the impressive poison damage. His purpose was to land his assassinate feature, tie up the party for a few rounds and get the hell out of dodge with his potions.

    Spoiler: Tiamat
    Show
    Tiamat
    Gargantuan fiend, chaotic evil

    Armor Class 20 Natural Armor
    Hit Points 340
    Speed 60 ft., fly 120 ft.

    STR
    30 (+10)
    DEX
    10 (+0)
    CON
    30 (+10)
    INT
    26 (+8)
    WIS
    26 (+8)
    CHA
    28 (+9)

    Saving Throws STR +16, DEX +6, WIS +14
    Skills Arcana +17, Perception +26, Religion +17
    Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
    Damage Immunities Acid, Cold, Fire, Lightning, Poison
    Condition Immunities Blinded, Charmed, Deafened, Frightened, Poisoned, Stunned
    Senses Darkvision 240ft., Truesight 120ft., Passive Perception 36
    Languages Common, Draconic, Infernal

    Discorporation. When Tiamat drops to 0 hit points or dies, her body is destroyed but her essence travels back to her domain in the Nine Hells, and she is unable to take physical form for a time.
    Innate Spellcasting (3/Day). Tiamat can innately cast divine word (spell save DC 21). Her spellcasting ability is Charisma.
    Legendary Resistance (5/Day). If Tiamat fails a saving throw, she can choose to succeed instead.
    Magic Weapons. Tiamat’s weapon attacks are magical.
    Multiple Heads. Tiamat can take one reaction per turn, rather than only one per round. She also has advantage on saving throws against being knocked unconscious. If she fails a saving throw against an effect that would stun a creature, one of her unspent legendary actions is spent.

    Actions
    Multiattack. Tiamat can use her Frightful Presence. She then makes three attacks: two with her claws and one with her tail.
    Claw. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 21 (3d6 + 10) slashing damage.
    Tail. Melee Weapon Attack: +14 to hit, reach 25 ft., one target. Hit: 23 (3d8 + 10) piercing damage.
    Frightful Presence. Each creature of Tiamat’s choice that is within 240 feet of Tiamat and aware of her must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Tiamat’s Frightful Presence for the next 24 hours.
    Legendary Actions
    Tiamat can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Tiamat regains spent legendary actions at the start of her turn.
    Tiamat’s legendary action options are associated with her five dragon heads (a bite and a breath weapon for each). Once Tiamat chooses a legendary action option for one of her heads, she can’t choose another one associated with that head until the start of her next turn.
    Bite. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 27 (3d10 + 10) slashing damage plus 11 (3d6) acid damage (black dragon head), lightning damage (blue dragon head), poison damage (green dragon head), fire damage (red dragon head), or cold damage (white dragon head).
    Black Dragon Head: Acid Breath (Costs 2 Actions).Tiamat breathes acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.
    Blue Dragon Head: Lightning Breath (Costs 2 Actions).Tiamat breathes lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
    Green Dragon Head: Poison Breath (Costs 2 Actions).Tiamat breathes poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.
    Red Dragon Head: Fire Breath (Costs 2 Actions). Tiamat breathes fire in a 90-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
    White Dragon Head: Cold Breath (Costs 2 Actions).Tiamat breathes an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one
    Last edited by Ciaran; 2020-03-10 at 04:47 AM.

  13. - Top - End - #103
    Pixie in the Playground
    Join Date
    Dec 2019

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

    Quote Originally Posted by Ciaran View Post
    Sure! They're in shorthand for the most part but here's what I have. Hope it's helpful.
    That's awesome. Thank you a lot.

    I'm really quite **** at building custom monsters and adjusting CRs.

  14. - Top - End - #104
    Pixie in the Playground
    Join Date
    Mar 2020

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

    I can’t thank you enough!
    I’d always wanted to run RHoD, and while I love 5e, my old man brain just can’t get as familiar with it as I was with previous editions. You’re a lifesaver!

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