Warlock of Firetop Mountain - Monsters and Magic

In this post, I will be detailing any custom statblocks necessary for this adventure, in addition to any and all magic items in the adventure that need more detail to be run in D&D than is provided in the book.

Monsters

Crippled Ogre


Crippled Ogre
Large Giant, Chaotic Evil


Armour Class: 11 (hide armour)
Hit Points: 45 (6d10 + 12)
Speed: 30 ft.


STR DEX CON INT WIS CHA
17(+3) 7(-2) 14(+2) 5(-3) 7(-2) 7(-2)


Senses: darkvision 60 ft., passive Perception 8
Languages: Common, Giant
Challenge: 1


Actions
Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage

This Ogre is chained to a wall in a small cavern, limiting how far it can move. It is fairly small for an ogre, and is heavily emaciated. Additionally, it only has a single arm, with the other seemingly cut off near the shoulder.

Iron Cyclops

As an Animated Armour (MM page 19, CR 1), except the Iron Cyclops possesses and can use The Eye of the Cyclops (detailed later in this post).

Magic Hand

As a Crawling Claw (MM page 44, CR 0), except a Magic Hand is a construct, has 4 (2d4) hit points and does not have the Crawling Claw Turn Immunity feature.

The Giant Sandworm

Giant Sand Worm
Huge Monstrosity, unalinged


Armour Class: 13 (natural armour)
Hit Points: 85 (9d12 + 27)
Speed: 40 ft., burrow 20 ft.


STR DEX CON INT WIS CHA
17(+3) 10(+0) 17(+3) 1(-5) 7(-2) 4(-3)


Senses: blindsight 30 ft., tremorsense 60 ft., passive Perception 8
Languages: -
Challenge: 2


Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 Dexterity Saving throw or be swallowed by the worm. A swallowed creature is blinded, restrained, it has total cover against attacks and other effects outside the worm, and it takes 10 (3d6) acid damage at the start of each of the worm’s turns.
If the worm takes more 15 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

Slam. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage

I based this statblock primarily on a heavily scaled-down Purple Worm, and took some attack cues from monsters like the Allosaurus and Giant Toad. As this worm is accustomed to burrowing through sand, I also removed the Tunneler feature of the Purple Worm.

Animated Rope

Animated Rope
Small construct, unaligned


Armour Class: 12
Hit Points: 17 (5d6)
Speed: 0 ft., fly 50 ft.


STR DEX CON INT WIS CHA
14(+2) 15(+2) 11(+0) 1(-5) 5(-3) 1(-5)


Saving Throws: Dex +4
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, deafened, poisoned
Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages: -
Challenge: 1/4


Antimagic Susceptibility. The rope is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rope must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. While the rope remains motionless and isn't flying, it is indistinguishable from a normal length of rope.


Actions
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the rope can't constrict another target.

The Vampire

When it came to creating the vampire statblock, I really couldn't see a way of making it level-appropriate without massively reducing a lot of it's features and maintaining a sort of logic as to why there would be such a weak vampire, compared to the standard. So rather than having a vampire in this crypt, I will be swapping it out for two or three Shadows (MM page 269, CR 1/2), and rather than finding a stake in the Barbarian encounter the players will be able to find a "Divine Favour" Spell Scroll, giving a small boost to this battle.

The Warlock

The Warlock of Firetop Mountain
Medium humanoid (human), lawful evil


Armour Class: 11 (14 with mage armour)
Hit Points: 52 (8d8 + 16) + 20 temporary hit points
Speed: 30 ft.


STR DEX CON INT WIS CHA
12(+1) 12(+1) 14(+2) 13(+1) 10(0) 17(+3)


Saving Throws: Wis +2, Cha + 5
Skills: Arcana + 3, Deception +5, Persuasion +5, Religion +3
Senses: darkvision 60 ft., passive Perception 8
Languages: Common, Infernal
Challenge: 3


Innate Spellcasting. The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15, +5 to hit with spell attacks), requiring no material components:
At will: mage armour (self only), false life (self only)
Spellcasting. The warlock is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The warlock has the following spells prepared:
Cantrips (at will): eldritch blast, mage hand, frostbite
1st-3rd Level (2 3rd-level slots): fireball, burning hands, command, arms of hadar, cloud of daggers, vampiric touch
Dark One's Own Luck (Recharges after a Short or Long Rest). When the warlock makes an ability check or saving throw, it can ad a d10 to the roll. It can do this after the roll is made but before any of the roll's effects occur.
Pact Weapon. The warlock's weapon attacks are magical.


Actions
Multiattack. The warlock makes two melee attacks.
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used in two hands.

I had a lot of fun making this up. I took the basic idea from the "Warlock of the Fiend" in Volo's Guide to Monsters, and de-levelled it a bit and switched some stuff up. The 20 temporary hit points is granted by the Warlock's deck, detailed later in this post.

Magic Items

"Dragonfire" Spell Scroll

This item is a basic spell scroll with the following spell inscribed upon it:

Dragonfire
Abjuration
Level: 4
Casting time: Special
Range: 120 feet
Components: V, S
Duration: Instantaneous 

1 Reaction, which you can take when a dragon you can see within range attempts to use a breath weapon

The dragon attempting to use it's breath weapon must make a Constitution saving throw, or wastes it's use of it's breath weapon and takes damage as if it were hit by it's breath weapon. This damage ignores any resistances or immunities the dragon has to the damage.

The Giver of Sleep

Weapon (longbow), rare
This enchanted weapon is a +1 Longbow. Additionally, whenever this weapon is used to attack an undead target, that target takes an additional 1d6 radiant damage. If the longbow is used with a silvered arrow, this damage increases to 2d6 radiant damage.

The Eye of the Cyclops

Wondrous item, rare
This gem can be used as a spellcasting focus.
While holding this gem, you can use an action to cast the witch bolt spell with it. The gem can't be used this way again until the next dawn. Additionally, while holding this gem you can cast the eldritch blast cantrip, using the gem as the spellcasting focus.
Your attack bonus for these spells is at least +5 when cast in this way.
A creature is hit by any magic or fails the saving throw of any spell other than a cantrip cast using this item as a spellcasting focus must make a DC 13 Constitution saving throw, or have disadvantage on any spell attack rolls until the start of your next turn. If the target has been targeted with this effect in the last 24 hours, they have advantage on the saving throw.

I had a lot of trouble with the specifics of this item while designing it. In the book, it totally cripples the Warlock, foregoing the fight completely, but I didn't want to make it quite so powerful. This item would be a powerful mage-slaying tool, but wouldn't totally win a fight for you. 

Boots of Entrapment

Wondrous item, uncommon
These boots appear to be sturdy and well-made.
Curse. When a character dons these boots, they immediately latch onto the wearer's feet and become very heavy. Whenever a character wearing them attempts to take a move action, they must make a DC 18 Strength saving throw, losing their movement on a failure. Additionally, anyone wearing these boots has their movement speed reduced to 10 feet. The boots can be prized off with a successful DC 22 Strength check, or they can be hacked off. The boots have an AC of 13 and 5 (2d4) hit points. Additionally, if you are targeted by the remove curse spell the boots instantly come off.

Bronze Helmet - Helm of Restraint

Wondrous item, uncommon (requires attunement)
This helmet appears to be a Helm of Deliverance when the identify spell is cast upon it.
Curse. Once you don this cursed helmet, you can't doff it unless you are targeted by the remove curse spell or similar magic. While wearing this helmet, you have a -1 penalty to saving throws.

Iron Helmet - Helm of Deliverance

Wondrous item, uncommon (requires attunement)
While wearing this helmet, you have a +1 bonus to saving throws.

The Warlock's Deck

Wondrous item, rare (requires attunement)
While attuned to this item, and within 30 feet of it, you gain 20 temporary hit points, which restore each dawn. This deck of cards can be destroyed with fire, and if they are destroyed you immediately lose all temporary hit points associated with it, and are stunned until the end of your next turn.

The Tome of Firetop Mountain

Spellcasting focus, rare
This tome functions as a +1 spellcasting focus.
While attuned to it, you can use an action to case one of the following spells:
The tome can't be used this way again until the next dawn.

Well isn't this a nice variety bag! I'm pretty happy with how the monsters in this post turned out, and can't wait to see how they perform at the table. The magic items could do with a little more polish and wording clarifications, but I'm pretty happy with their core mechanics. The only thing I'm on the fence about is whether some if them should have attunement or not, but that might just be my own personal bias against the attunement mechanics (I have to wait to use this cool item I just found?) We're onto the final stretch of forming this dungeon adventure now, with the statblocks, structure, and encounters all taken care of (more or less), I will be moving on to actually forming the adventure with a proper map layout. I'm planning to stick to the adventure formatting presented in official D&D materials like The Princes of The Apocalypse and other official adventure modules as close as I can, along with a short preface involving a local village.

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