[5e] Darklords! (Critique/Comments please)

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KtA
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[5e] Darklords! (Critique/Comments please)

Post by KtA »

I am converting some of the 2e Ravenloft material to 5e, starting with RR1 Darklords.

My working assumption, based on Curse of Strahd, is that Ravenloft is basically a tier 1 and 2 (1st-10th level) environment. Strahd is CR 15, and I don't think any of the other Darklords or Ravenloft NPCs should be dramatically above him (Azalin probably just a smidgen above at CR 16...) Ankhtepot and the Elder Brain of Bluetspur would also be in the same ballpark (since a 5e basic mummy lord is CR 15 and an elder brain is CR 14), and it goes from there down to the smaller fish like Tiyet and Gregor Zolnik at CR 8-10.

Here's Tiyet, to start off. As a CR 8 legendary monster, she's probably a suitable foe for 6th or 7th level PCs (dependent on party size, of course- my experience is that HP need to be scaled up for larger parties).

Tiyet
Medium undead, neutral evil

Armor Class 16 (natural armor)
Hit Points 142 (19d8+57)
Speed 30 ft

STR 20 (+5) DEX 19 (+4) CON 17 (+3) INT 14 (+2) WIS 11 (+0) CHA 20 (+5)

Damage Resistances bludgeoning, piercing, and slashing from non-magical weapons
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Saving Throws Dexterity +7, Wisdom +3
Skills Deception +8, Insight +3, Perception +6, Religion +3
Senses darkvision 60 ft., passive Perception 16
Languages Abyssal, Common, Infernal
Challenge 8 (3,900 XP)

Rejuvenation. If reduced to 0 hit points, Tiyet's body crumbles to dust. Unless her heart is destroyed, she reappears 24 hours later in Apophis' temple in the Valley of Death, fully restored.

Shapechanger. As an action, Tiyet can assume the form of a Tiny monkey (speed 30 ft, climb 30 ft) or return to her normal humanoid form. While in monkey form, Tiyet can't speak. Other than size and speed, her statistics are unchanged. Anything she is wearing transforms with her, but nothing she is carrying does.

Actions

Slam (Humanoid Form Only).Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) bludgeoning damage.

Heart-Stopping Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (5d6) necrotic damage. If the target is reduced to 0 hit points by this damage, it dies.

Heart-Chilling Glance. Tiyet targets one creature within 60 feet that she can see. The target must make a DC 16 Constitution saving throw, taking 17 (5d6) necrotic damage on a failed save, or half that much damage on a successful one.

Legendary Actions

Tiyet can take two legendary actions, one at a time, at the end of another creature's turn. She regains spent legendary actions at the end of her turn.

Slam. Tiyet makes a slam attack.

Misty Step (Costs 2 Actions). Tiyet teleports to an unoccupied space within 30 feet of herself.

Heart's Bane (Costs 2 Actions). Tiyet uses Heart-Stopping Touch or Heart-Chilling Glance.



Lair Actions


-Tiyet summons an earth tremor in a 30-foot radius around herself. Each creature in the area must succeed on a DC 16 Strength saving throw or fall prone.
-Tiyet causes an illusion, as the silent image spell, to appear at any point she chooses within her lair. She need not have line of sight.
-Tiyet causes up to three doors in her palace to open or to close and lock, as she chooses. She need not have line of sight to the doors.

[See RR1 Darklords for description and behavior...]

KtA
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Re: [5e] Darklords! (Critique/Comments please)

Post by KtA »

Two shorter entries, that are only modifications to standard stat blocks:

Ankhtepot : Use the mummy lord stat block, except:
- Ankhtepot has no damage vulnerabilities; he has resistance to fire damage.
- Ankhtepot has the following additional trait:
Temporary Life. Ankhtepot can return to life for one day by killing a humanoid within 1 minute of sunrise; this state lasts until sunset. While temporarily alive, Ankhtepot is considered a humanoid rather than an undead, his AC drops to 10, and he loses access to his Magic Resistance and Spellcasting traits, his damage immunities, and his Dreadful Glare action option. His other statistics are unchanged.


And from the domain of Keening:

Keening Wight. The Keening wight has an “evil eye” power - a fiery attack similar to a flameskull's, emanating from the wight's flaming eyes.

It has the following additional action option:
Fire Ray. Ranged Spell Attack: +4 to hit, range 30 ft., one target. Hit: 14 (4d6) fire damage.

This does not affect the wight's CR.
EDIT: Tristessa (banshee domain lord of Keening) and the Keening Crawling Claw next - both full stat blocks...

KtA
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Re: [5e] Darklords! (Critique/Comments please)

Post by KtA »

Tristessa is proving unexpectedly difficult to determine an appropriate CR; so Monette the werebat is likely next. But here's the Keening crawling claw...

Keening Crawling Claw
Tiny undead, neutral evil

Armor Class 14
Hit Points 18 (4d4+8)
Speed 30 ft., climb 30 ft.

STR 10 (+0) DEX 18 (+4) CON 15 (+2) INT 3 (-4) WIS 10 (+0) CHA 3 (-4)


Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages -
Challenge 1/2 (100 XP)


Actions

Choking Grasp. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage, and the Keening crawling claw attaches to the target. While attached, the claw doesn't attack. Instead, at the start of each of the claw's turns, the target loses 7 (1d6 + 4) hit points due to choking and gouging.
The claw can detach itself by spending 5 feet of its movement. It does so after the target dies. A creature, including the target, can use its action to detach the claw.

KtA
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Re: [5e] Darklords! (Critique/Comments please)

Post by KtA »

Sorry - 500 real-life things have happened, but I didn't mean to abandon this project for 3 months.

Monette, like Tiyet, is a relatively weak domain lord who does not actually rule any populace.

He is a very unusual lycanthrope; he has a human form and a hybrid form, but no full animal form. It's not clear if he can spread his unique form of lycanthropy or not...

Because of this, and also because his "base" form is a human rather than a goblin, he's very different from the official 5E werebats from "Waterdeep: Dungeon of the Mad Mage".

Monette
Medium humanoid (shapechanger), lawful evil

Armor Class 17 (natural armor)
Hit Points 105 (14d8+42)
Speed 30 ft.

STR 15 (+2) DEX 20 (+5) CON 18 (+4) INT 15 (+2) WIS 10 (+0) CHA 12 (+1)

Damage Immunities bludgeoning, piercing, and slashing from non-magical attacks that aren't silvered
Condition Immunities charmed, frightened
Saving Throws Constitution +8, Wisdom +3
Skills Intimidation +4, Perception +6, Survival +3
Senses darkvision 60 ft., passive Perception 16
Languages Common
Challenge 8 (3,900 XP)*

Control Weather. Once per day, Monette can cast control weather as a ritual. However, the altered weather can only affect the sea of Monette's domain; it does not appear over the land of the island itself.

Legendary Resistance (1/Day). When Monette fails a saving throw, he can choose to succeed instead.

Shapechanger. As an action, Monette can assume the form of a human-bat hybrid (speed 30 ft, fly 50 ft) or return to his normal humanoid form. Other than speed, his statistics are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does.

Actions
Multiattack. Monette makes three melee weapon attacks. Only one of these can be a Bite.

Scimitar (Human Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft. Hit: 8 (1d6+5) slashing damage.

Bite. (Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft. Hit: 16 (2d10+5) piercing damage.

Claw. (Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft. Hit: 9 (1d8+5) slashing damage.

*This is the CR that the official guidelines in the DMG would give him (defensive CR 10, offensive CR 6 = average 8). But in reality, his immunity to normal weapons is probably not as useful vs. an 8th-level party as the guidelines would suggest. He's probably somewhat weaker in practice...

KtA
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Re: [5e] Darklords! (Critique/Comments please)

Post by KtA »

Possibly the strangest of all Ravenloft's domain lords, Ebonbane, lord of the tiny domain of Shadowborn Manor, is an intelligent and malicious sword. [Again, see RR1 Darklords for full description, as well as a map of Shadowborn Manor and details on the four keys that constitute Ebonbane's weakness...]

Ebonbane
Small construct, chaotic evil

Armor Class 20 (natural armor)
Hit Points 142 (19d6+76)
Speed 0 ft, fly 30 ft

STR 19 (+4) DEX 13 (+1) CON 19 (+4) INT 17 (+3) WIS 17 (+3) CHA 19 (+4)

Damage Resistances cold, fire
Damage Immunities poison; bludgeoning, piercing, and slashing from non-magical attacks
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 13
Languages Abyssal, Common; telepathy 120 ft.
Challenge 13 (10,000 XP)

Magic Weapon. Ebonbane's weapon attacks are magical.

Rejuvenation. When reduced to 0 hit points, Ebonbane shatters into fragments. It reforms from these fragments 24 hours later unless the four keys are brought into contact with the remains.

Actions
Multiattack. Ebonbane makes two Strike attacks.

Strike. +9 to hit, reach 5 ft. Hit: 10 (1d10+5) slashing damage.

Empowered Strike. +9 to hit, reach 5 ft. Hit: 10 (1d10+5) slashing damage and 10 (3d6) force damage.

Runes of Horror (1/Day). All creatures other than undead or constructs within 60 feet of Ebonbane must make a DC Wisdom saving throw, taking 21 (6d6) psychic damage on a failed save, or half that much damage on a successful one. Creatures that failed their saves are also frightened of Ebonbane until the end of Ebonbane's next turn.

Summon Swords (1/Day). Ebonbane summons four flying swords, which appear in unoccupied spaces of Ebonbane's choice within 30 feet of itself.

Legendary Actions
Strike. Ebonbane makes a Strike attack.

Move (Costs 2 Actions) Ebonbane moves up to its fly speed without provoking attacks of opportunity.

Empowered Strike (Costs 2 Actions) Ebonbane makes an Empowered Strike attack.

Bladestorm (Costs 3 Actions) Ebonbane generates a whirl of phantom swords in a 30-foot radius around itself. Each creature in the area must make a DC Dexterity saving throw, taking 14 (4d6) slashing damage on a failed save, or half that much damage on a successful one.

*Again, this is the CR determined by official guidelines, it may over-value immunity to non-magical weapons for characters of this level.

KtA
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Re: [5e] Darklords! (Critique/Comments please)

Post by KtA »

Tristessa
Medium undead, chaotic evil


Armor Class 15
Hit Points 119 (14d8+56)
Speed 0 ft., fly 40 ft.

STR 1 (-5) DEX 20 (+5) CON 18 (+4) INT 14 (+2) WIS 12 (+1) CHA 19 (+4)

Damage Resistances acid, fire, lightning, thunder; bludgeoning, slashing, and piercing from non-magical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Skills Arcana +6, Insight +5, Perception +5
Senses darkvision 120 ft., detect life (see below), passive Perception 15
Languages Common, Elven, Undercommon

Detect Life. Tristessa can magically sense the presence of all creatures within Keening that aren't undead or constructs. She knows the general direction they're in but not their exact locations.

Incorporeal Movement. Tristessa can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.

Innate Spellcasting. Tristessa uses Charisma for her innate spells (save DC 16). At will – faerie fire, invisibility.

Actions

Corrupting Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) necrotic damage.

Horrifying Visage. Each non-undead creature within 60 feet of Tristessa that can see her must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if Tristessa is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to Tristessa’s Horrifying Visage for the next 24 hours.

Wail (3/Day). Tristessa releases a mournful wail, provided that she isn’t in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 16 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.

KtA
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Re: [5e] Darklords! (Critique/Comments please)

Post by KtA »

I am still not sure of Tristessa's CR, but here is the rest of her stat block. The main difficulty is what the wail ability is worth; its "drop to 0 hit points" effect is hard to fit into the CR guidelines in the 5E DMG. I am thinking CR 8 or 9 maybe?

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