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    Beasts of the Scarlet Brotherhood - 5e Update
    Posted on Sun, April 14, 2019 by LordCeb
    woesinger writes "Based on Beasts of the Scarlet Brotherhood - by Paul Looby and Stuart Kerrigan, which appeared in Living Greyhawk Journal No. 24 / Polyhedron 165 / Dungeon 106

    The yeshir (halfling hound), mazchedeen (tunnel-hunters), dreamstealer, dreamstealer spawn (template), and overseer, all updated to 5th Edition D&D.


    Yeshir (halfling hound)

    Medium beast, unaligned

    Armor Class 14 (Natural Armor)

    Hit Points 21 (3d8+3)

    Speed 40 ft. burrow 20 ft.

    STR 15 (+2) DEX 15 (+2) CON 13 (+1) INT 2 (-4) WIS 14 (+2) CHA 10 (+0)

    Damage Immunities Poison

    Condition Immunities Poisoned

    Skills Perception +4, Stealth +4, Survival +4

    Senses Darkvision 60 ft., passive Perception 14

    Challenge CR 2 (450 XP)

    Keen Scent. Yeshir have advantage on Wisdom (Perception) and (Survival) tests based on scent.

    Fear Aura. When they first hear or see a yeshir, halflings must make a DC 11 Wisdom saving throw or become frightened. Halflings do not gain advantage on this saving throw. If the target passes, they are immune to the fear aura effect for 1 hour.

    Pack Tactics. The yeshir has advantage on an attack roll against a creature if at least one of the yeshir’s allies is within 5 feet of the creature and the ally isn't incapacitated.

    Multiattack. A Mazchedeen makes two attacks: one with its bite and one with its claws.

    ACTIONS

    Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6+2) piercing damage and the target must make a DC 12 Constitution saving throw, taking 2d6 poison damage and becoming poisoned on a failed save, or half 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. Halflings are vulnerable to yeshir venom and make the saving throw to resist at disadvantage. Stout halflings make the saving throw without advantage and take regular damage on a failed save or half damage on a successful save.

    Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4+2) slashing damage.

    Mazchedeen (Tunnel-hunters)

    Medium aberration, lawful neutral

    Armor Class 17 (Natural Armor)

    Hit Points 27 (4d8+4)

    Speed 40 ft., climb 20 ft.

    STR 14 (+2) DEX 18 (+4) CON 13 (+1) INT 9 (-1) WIS 10 (+0) CHA 10 (+0)

    Damage Immunities Acid

    Skills Perception +3, Stealth +7

    Senses Blindsight 60 ft., passive Perception 13

    Challenge CR 2 (450 XP)

    Camouflage. Due to their rough pigmented hide, mazchedeen gain advantage on Dexterity (Stealth) checks.

    Suel Failsafe. Mazchedeen are bred not to attack humans of purely Suel origin unless attacked first.

    Multiattack. A Mazchedeen makes two attacks: one with its bite and one with its claws.

    ACTIONS

    Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6+2) piercing damage.

    Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4+2) slashing damage.

    Spit Acid (recharge 5-6). Mazchedeen can spit a 15 foot line of acid. Creatures in the line must make a DC 12 Dexterity saving throw or take 4d4 points of acid damage, or half damage on a successful saved.

    Dreamstealer

    Medium undead (incorporeal), neutral evil

    Armor Class 14

    Hit Points 51 (6d8+6)

    Speed 30 ft., fly 60 ft.

    STR 6 (-2) DEX 18 (+4) CON 16 (+3) INT 14 (+2) WIS 14 (+2) CHA 20 (+5)

    Damage Resistance Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

    Damage Immunities Necrotic, Poison

    Condition Immunities Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained

    Skills Acrobatics +4, Insight +2, Intimidation +5, Investigation +2, Perception +2, Stealth +4

    Senses Blindsight 60 ft., passive Perception 12

    Languages The Languages It Knew In Life

    Challenge CR 4 (1,100 XP)

    Incorporeal Movement. The dreamstealer can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

    Unnatural Aura. Wild and undomesticated animals can sense the unnatural presence of a dreamstealer at a distance of 30 feet and become frightened.

    ACTIONS

    Wisdom Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (3d8+4) necrotic damage. The target must succeed on a DC 16 Wisdom saving throw or its Wisdom score is reduced by 1d6 and it becomes confused (per the spell) until the end of its next turn. The dreamstealer heals 5 points of damage (10 on a critical) whenever it drains Wisdom, gaining any excess as temporary hit points.  

    A confused creature can't take reactions and rolls a d10 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. On a 9-10 the creature can act and move normally.

    The Wisdom reduction lasts until the target finishes a long rest. As long as this reduction remains, the creature suffers from terrible nightmares when they sleep and must make a DC 16 Constitution saving throw or gain 1 level of exhaustion.

    If the target’s Wisdom is reduced to 0 it is rendered insane. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. Only a greater restoration spell can remove insanity and restore the character’s Wisdom restored to its starting value.

    Wail of Doom (recharge 6). As an action, a dreamstealer can emit a bloodcurdling wail. All living creatures within a 100 foot radius that can hear the wail must make a DC 16 Wisdom saving throw or suffer 5d4 points of psychic damage and become frightened of the dreamstealer. A frightened creature can repeat the saving throw at the end of their next turn to shake off the frightened effect.

    Create Spawn. Any humanoid slain by a dreamstealer rises as a dreamstealer spawn in 1d4 days. The spawn is under the dreamstealer's control.


    Dreamstealer Spawn Template

    Any humanoid killed by a dreamstealer can become a dreamstealer spawn. It keeps its Statistics, except as follows.

    Type. The creature’s type changes to undead, and it gains the incorporeal subtype.

    Speed. Dreamstealer spawn gain a fly speed of 60 feet, unless the base creature has a better fly speed.

    Challenge. Recalculate the rating after you apply the template.

    Senses. The dreamstealer spawn gains Blindsight with a radius of 10 feet

    Resistances. The dreamstealer spawn gains resistance to Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing  damage from Nonmagical Weapons

    Immunities. The dreamstealer spawn gains immunity to Necrotic and Poison damage and to the Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained conditions.

    Armor Class. The dreamstealer spawn loses any natural or physical armour bonus the base creature possesses.

    Attacks. Physical attacks become wisdom drain attacks.

    Damage. The dreamstealer spawn’s wisdom drain attack deal 3d8 points of necrotic damage plus any Dexterity or Strength bonus. The target must succeed on a Wisdom saving throw or its Wisdom score is reduced by 1d6 and it becomes confused (per the spell) until the end of its next turn. The dreamstealer spawn heals 5 points of damage (10 on a critical) whenever it drains Wisdom, gaining any excess as temporary hit points.  

    A confused creature can't take reactions and rolls a d10 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. On a 9-10 the creature can act and move normally.

    The Wisdom reduction lasts until the target finishes a long rest. As long as this reduction remains, the creature suffers from terrible nightmares when they sleep and must make a Constitution saving throw or gain 1 level of exhaustion.

    If the target’s Wisdom is reduced to 0 it is rendered Insane. An Insane creature can't take Actions, can't understand what other creatures say, can't read, and speaks only in gibberish. Insanity can only be removed and the character’s Wisdom restored to its starting value by a greater restoration spell.

    Special Attacks. The dreamstealer spawn retains all the special attacks of the base creature, except those that rely on physical contact. The dreamstealer spawn gains the Wisdom Drain and the Wail of Doom special attacks. Saving throw DCs are 8 + base creatures proficiency level + Charisma modifier.

    Wail of Doom. Once per day, as an action the dream stealer spawn can emit a bloodcurdling wail. All living creatures within a 100 foot radius that can hear the wail must make a Wisdom saving throw or suffer 5d4 points of psychic damage or 1d4 points of psychic damage per Hit Dice, whichever is greater. On a failed save, creatures also become frightened of the dreamstealer spawn. A frightened creature can repeat the saving throw at the end of their next turn to shake off the frightened effect.

    Special Qualities. The dreamstealer spawn retains all the special qualities of the base creature, except those that rely on physical contact.

    Incorporeal Movement. The dreamstealer spawn can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

    Unnatural Aura. Wild and undomesticated animals can sense the unnatural presence of a dreamstealer spawn at a distance of 30 feet and become frightened.


    Dreamstealer spawn hobgoblin

    Medium undead (incorporeal), lawful evil

    Armor Class 11

    Hit Points 11 (2d8+2)

    Speed 30 ft.

    STR 13 (+1)  DEX 12 (+1)  CON 12 (+1)  INT 10 (+0)  WIS 10 (+0)  CHA 9 (-1)

    Damage Resistance Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

    Damage Immunities Necrotic, Poison

    Condition Immunities Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained

    Senses Blindsight 60 ft., passive Perception 10

    Languages Common, Goblin

    Challenge CR 3 (700 XP)

    Martial Advantage. Once per turn, the dreamstealer spawn can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.

    Incorporeal Movement. The dreamstealer spawn can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

    Unnatural Aura. Wild and undomesticated animals can sense the unnatural presence of a dreamstealer spawn at a distance of 30 feet and become frightened.

    ACTIONS

    Wisdom Drain. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (3d8+4) necrotic damage. The target must succeed on a DC 10 Wisdom saving throw or its Wisdom score is reduced by 1d6 and it becomes confused (per the spell) until the end of its next turn. The dreamstealer heals 5 points of damage (10 on a critical) whenever it drains Wisdom, gaining any excess as temporary hit points.  

    A confused creature can't take reactions and rolls a d10 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. On a 9-10 the creature can act and move normally.

    The Wisdom reduction lasts until the target finishes a long rest. As long as this reduction remains, the creature suffers from terrible nightmares when they sleep and must make a DC 10 Constitution saving throw or gain 1 level of exhaustion.

    If the target’s Wisdom is reduced to 0 it is rendered Insane. An Insane creature can't take Actions, can't understand what other creatures say, can't read, and speaks only in gibberish. Insanity can only be removed and the character’s Wisdom restored to its starting value by a greater restoration spell.

    Wail of Doom. Once per day, as an action, a dreamstealer can emit a bloodcurdling wail. All living creatures within a 100 foot radius that can hear the wail must make a DC 10 Wisdom saving throw or suffer 5d4 points of psychic damage and become frightened of the dreamstealer. A frightened creature can repeat the saving throw at the end of their next turn to shake off the frightened effect.


    Overseer

    Tiny aberration, lawful neutral

    Armor Class 15 (natural armour)

    Hit Points 13 (2d8)

    Speed 20 ft.

    STR 6 (-2) DEX 14 (+2) CON 11(+0) INT 12 (+1) WIS 11 (+0) CHA 18 (+4)

    Skills Athletics +0, Investigation +3, Perception +2, Stealth +4

    Senses passive Perception 11

    Challenge CR ¼ (50 XP)

    Attach. If an overseer hits a victim with its biting pincers, it automatically attaches itself to the victim’s body.

    Invisibility. When attached to a host, the overseer can become invisible as a bonus action. Every time the overseer issues an order to a dominated host, the overseer must make a DC 10 Wisdom saving throw or become visible.

    Death Grip. After it has successfully attached itself to a target, killing or removing the overseer can also kill the host. If the overseer is killed or removed, the host must make a DC 10 Wisdom saving throw or suffer 1d6 points of psychic damage per hour the overseer has been attached (minimum 1d6, maximum 10d6; save for half damage).

    ACTIONS

    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. one target. Hit: (1d4+2) piercing damage.

    Domination. As an action, an attached overseer can attempt to dominate its victim. The host must make a DC 14 Wisdom saving throw or be dominated per the dominate person spell. This condition lasts until the overseer is detached from the host.


    "
     
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    Re: Beasts of the Scarlet Brotherhood - 5e Update (Score: 1)
    by JellyMin on Mon, February 21, 2022
    (User Info | Send a Message)
    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. Halflings are vulnerable to yeshir venom and make the saving throw to resist at disadvantage.





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