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    Witchwood Random Encounters

    Encounter #1 (400 XP)
    Stirge *16

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


    This stat block is, of course, straight from the MM (as most random encounters will be). This encounter will test the CR system, and Bounded Accuracy, and the party's access to AoE. If this encounter ends up being too easy, which is possible, at least it was just a random encounter anyway.

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    Encounter #2 (700 XP)
    Giant Wasp *7

    Spoiler: Giant Wasp
    Show
    Medium Beast, Unaligned
    -------------------------
    Armor Class 12
    HP 13 (3d8)
    Speed 10 ft, fly 50 ft
    -------------------------
    Str 10 (+0), Dex 14 (+2), Con 10 (+0)
    Int 1 (-5), Wis 10 (+0), Cha 3 (-4)
    -------------------------
    Senses passive Perception 10
    Languages n/a
    CR 1/2 (100 XP)
    -------------------------
    Actions
    Sting (melee 5 ft) +4: 1d6+2 piercing, and the target must make a DC 11 Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.


    Just like the stirge encounter, this is a test of whether swarms of low-CR creatures can be a reasonable threat. After playtesting, though, I'm considering bumping the number of wasps up to more than 7. Thoughts? How hard should random encounters really be?

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    Encounter #3 (800 XP)
    Worg *4
    Goblin Wolf Rider *4


    Spoiler: Worg
    Show
    Large Monstrosity, Neutral Evil
    -------------------------
    Armor Class 13 (natural armor)
    HP 26 (4d10+4)
    Speed 50 ft
    -------------------------
    Str 16 (+3), Dex 13 (+1), Con 13 (+1)
    Int 7 (-2), Wis 11 (+0), Cha 8 (-1)
    -------------------------
    Skills Perception +4
    Senses darkvision 60 ft, passive Perception 14
    Languages Worg, Goblin
    CR 1/2 (100 XP)
    -------------------------
    Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.
    -------------------------
    Actions
    Bite (melee 5 ft) +5: 2d6+3 piercing, and if the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

    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


    The goblin wolf rider is an example of a random encounter that's not straight out of the MM; it's heavily based on the Scout NPC stat block, but with some modifications to make it more goblin-y.

    Note that this encounter could affect the ongoing plot more than most random encounters: goblins and worgs won't hesitate to run for their lives if they're losing, and if they escape, they may give some useful information about the adventurers to Vraath Keep.

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    Encounter #4 (1050 XP)
    Dryad *3
    Awakened Tree


    Spoiler: Dryad
    Show
    Medium Fey, Neutral
    -------------------------
    Armor Class 11 (16 with barkskin)
    HP 22 (5d8)
    Speed 30 ft
    -------------------------
    Str 10 (+0), Dex 12 (+1), Con 11 (+0)
    Int 14 (+2), Wis 15 (+2), Cha 18 (+4)
    -------------------------
    Skills Perception +4, Stealth +5
    Senses darkvision 60 ft, passive Perception 14
    Languages Sylvan, Elvish
    CR 1 (200 XP)
    -------------------------
    Innate Spellcasting. The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components:
    At will: druidcraft
    3/day each: entangle, goodberry
    1/day each: barkskin, pass without trace, shillelagh
    Magic Resistance. The dryad has advantage on saving throws against spells and other magical effects.
    Speak with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared a language.
    Tree Stride. Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be large or bigger.
    -------------------------
    Actions
    Club (melee 5 ft) +2 (+6 with shillelagh): 1d4 bludgeoning, or 1d8+4 bludgeoning with shillelagh.
    Fey Charm. The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can.
    Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours.
    The dryad can have no more than one humanoid and up to three beasts charmed at a time.

    Spoiler: Awakened Tree
    Show
    Huge Plant, Unaligned
    -------------------------
    Armor Class 13 (natural armor)
    HP 59 (7d12+14)
    Speed 20 ft
    -------------------------
    Str 19 (+4), Dex 6 (-2), Con 15 (+2)
    Int 10 (+0), Wis 10 (+0), Cha 7 (-2)
    -------------------------
    Damage Vulnerabilities fire
    Resistances bludgeoning, piercing
    Senses passive Perception 10
    Languages Sylvan
    CR 2 (450 XP)
    -------------------------
    False Appearance. While the tree remains motionless, it is indistinguishable from a normal tree.
    -------------------------
    Actions
    Slam (melee 10 ft) +6: 3d6+4 bludgeoning


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    Encounter #5 (1050 XP)
    Giant Spider *3
    Ettercap


    Spoiler: Giant Spider
    Show
    Large Beast, Unaligned
    -------------------------
    Armor Class 14 (natural armor)
    HP 26 (4d10+4)
    Speed 30 ft, climb 30 ft
    -------------------------
    Str 14 (+2), Dex 16 (+3), Con 12 (+1)
    Int 2 (-4), Wis 11 (+0), Cha 4 (-3)
    -------------------------
    Skills Stealth +7
    Senses blindsight 10 ft, darkvision 60 ft, passive Perception 10
    Languages n/a
    CR 1 (200 XP)
    -------------------------
    Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
    Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
    Web Walker. The spider ignores movement restrictions caused by webbing.
    -------------------------
    Actions
    Bite (melee 5 ft) +5: 1d8+3 piercing, and the target must make a DC 11 Constitution saving throw, taking 2d8 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
    Web (Recharge 5-6) (ranged 30/60 ft) +5: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

    Spoiler: Ettercap
    Show
    Medium Monstrosity, Neutral Evil
    -------------------------
    Armor Class 13 (natural armor)
    HP 44 (8d8+8)
    Speed 30 ft, climb 30 ft
    -------------------------
    Str 14 (+2), Dex 15 (+2), Con 13 (+1)
    Int 7 (-2), Wis 12 (+1), Cha 8 (-1)
    -------------------------
    Skills Perception +3, Stealth +4, Survival +3
    Senses darkvision 60 ft, passive Perception 13
    Languages n/a
    CR 2 (450 XP)
    -------------------------
    Spider Climb. The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
    Web Sense. While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.
    Web Walker. The ettercap ignores movement restrictions caused by webbing.
    -------------------------
    Actions
    Multiattack. The ettercap makes two attacks: one with its bite and one with either its claws or its web garrote.
    Bite (melee 5 ft) +4: 1d8+2 piercing + 1d8 poison. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    Claw (melee 5 ft) +4: 2d4+2 slashing
    Web Garrote (melee, one Medium or Small creature against which the ettercap has advantage on the attack roll) +4: 1d4+2 bludgeoning, and the target is grappled (escape DC 12). Until this grapple ends, the target can't breathe, and the ettercap has advantage on attack rolls against it.
    Web (Recharge 5-6) (ranged 30/60 ft, one Large or smaller creature) +4: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage.


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    Encounter #6 (1400 XP)
    Adolescent Girallon *2

    Spoiler: Adolescent Girallon
    Show
    Large Monstrosity, Unaligned
    -------------------------
    Armor Class 13
    HP 42 (5d10+15)
    Speed 40 ft, climb 40 ft
    -------------------------
    Str 17 (+3), Dex 16 (+3), Con 16 (+3)
    Int 4 (-3), Wis 13 (+1), Cha 6 (-2)
    -------------------------
    Skills Perception +3, Stealth +5
    Senses darkvision 60 ft, passive Perception 13
    Languages n/a
    CR 3 (700 XP)
    -------------------------
    Leaping Charge. As a bonus action, the girallon can move up to its speed toward a hostile creature that it can see.
    Keen Smell. The girallon has advantage on Wisdom (Perception) checks that rely on smell.
    -------------------------
    Actions
    Multiattack. The girallon makes five attacks: one with its bite and four with its claws.
    Bite (melee 5 ft) +5: 1d4+3 piercing
    Claw (melee 10 ft) +5: 1d4+3 slashing


    This is a souped-down version of the Volo's Guide girallon (adjusted to be a different CR). Hopefully my adjustment algorithm works!

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    Encounter #7 (1400 XP)
    Owlbear *2

    Spoiler: Owlbear
    Show
    Large Monstrosity, Unaligned
    -------------------------
    Armor Class 13 (natural armor)
    HP 59 (7d10+21)
    Speed 40 ft
    -------------------------
    Str 20 (+5), Dex 12 (+1), Con 17 (+3)
    Int 3 (-4), Wis 12 (+1), Cha 7 (-2)
    -------------------------
    Skills Perception +3
    Senses darkvision 60 ft, passive Perception 13
    Languages n/a
    CR 3 (700 XP)
    -------------------------
    Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.
    -------------------------
    Actions
    Multiattack. The owlbear makes two attacks: one with its beak and one with its claws.
    Beak (melee 5 ft) +7: 1d10+5 piercing
    Claws (melee 5 ft) +7: 2d8+5 slashing


    Results

    This was a respectable random encounter. The owlbears rolled well on Stealth and the PCs rolled poorly on Stealth, so the owlbears got the drop on them, and actually did a lot of damage to the normally-invincible Barbarian before she got a chance to rage. They then went down without any real danger to the PCs, but I felt like it was enough of a drain on their resources for a random encounter.

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    Encounter #8 (1800 XP)
    Assassin Vine

    Spoiler: Assassin Vine
    Show
    Large Plant, Unaligned
    -------------------------
    Armor Class 15 (natural armor)
    HP 136 (16d10+48)
    Speed 20 ft, climb 20 ft
    -------------------------
    Str 19 (+4), Dex 12 (+1), Con 16 (+3)
    Int 4 (-3), Wis 11 (+0), Cha 4 (-3)
    -------------------------
    Skills Stealth +4
    Damage Resistances cold, fire, lightning
    Condition Immunities blinded, deafened
    Senses blindsight 60 ft (blind beyond this radius), passive Perception 10
    Languages n/a
    CR 5 (1800 XP)
    -------------------------
    Actions
    Multiattack. The assassin vine makes two constrict attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the assassin vine uses its Engulf on it.
    Constrict (melee 5 ft) +7: 2d8+4 bludgeoning
    Engulf. The assassin vine engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the vine's turns or take 2d8+4 bludgeoning damage. If the vine moves, the engulfed target moves with it. The vine can have only one creature engulfed at a time.


    Careful observers will see that I based the Assassin Vine closely on the Shambling Mound. I did at least look at the Vine Blight monster for inspiration, but I liked the Shambling Mound mechanics better (and the fact that it was already a higher CR).

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    Encounter #9 (1800 XP)
    Dire Boar

    Spoiler: Dire Boar
    Show
    Large Beast. Unaligned
    -------------------------
    Armor Class 14 (natural armor)
    HP 102 (12d10+36)
    Speed 40 ft
    -------------------------
    Str 16 (+3), Dex 11 (+0), Con 17 (+3)
    Int 2 (-4), Wis 6 (-2), Cha 5 (-3)
    -------------------------
    Senses passive Perception 8
    Languages n/a
    CR 5 (1800 XP)
    -------------------------
    Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 4d6 slashing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
    Relentless. If the boar takes 15 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Once this feature has been used, it cannot be used again until the boar completes a short or long rest.
    -------------------------
    Actions
    Tusk (melee 5 ft) +8: 2d12+7 slashing


    This is my attempt to bump a Giant Boar up to CR 5. In playtesting, it wasn't a particularly difficult foe overall, but it did knock one PC unconscious with a single Charge attack. So I guess that's enough "resources spent" for a random encounter.
    Last edited by Draz74; 2019-01-12 at 02:34 PM.
    You can call me Draz.
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    Also of note:

    I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.
    ... yes, I need to be tested for ADHD.