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5E: Fifth Edition Monster Variants Inspired by Fourth Edition Sources
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<blockquote data-quote="Cleon" data-source="post: 9051771" data-attributes="member: 57383"><p>Let's see, what else to update. We settled on the following for its insane strength:</p><p></p><p style="margin-left: 20px"><em><strong>Strength of Madness (Recharge 4-6).</strong></em> Until the end of the chaos savant's turn, the savant gains advantage on melee attack rolls and its melee weapons do an additional 4 (1d8) damage if they hit.</p><p></p><p>And tweaked the psychic scourge as follows:</p><p></p><p style="margin-left: 20px"><em><strong>Mind Scourge.</strong></em> The chaos savant targets one creature within 60 feet, who takes 10 (3d6) psychic damage and must make a DC 15 Intelligence saving throw. If the save fails, then at the start of the target's next turn it must choose between taking an additional 10 (3d6) psychic damage or being stunned until the end of that turn.</p><p></p><p>Now we're moving onto its two Madness auras.</p><p></p><p>Here's a rough first draft for the maddening Windows.</p><p></p><p style="margin-left: 20px"><em><strong>Window to Madness (Recharge 5-6?).</strong></em> The chaos savant targets one creature within 60 feet. The targeted creature must succeed at a DC 15 Wisdom or Charisma saving throw (target's choice) or take 10 (3d6) psychic damage or become <em>crazed</em> for 1 minute. All other creatures within # feet of the creature targeted by <em>Window to Madness</em> must succeed at a DC 15 Wisdom or Charisma saving throw (creature's choice) or take 5 (1d10) psychic damage and is <em>crazed</em> until the end of their next turn. Derro are immune to psychic damage caused by <em>Window of Madness</em> but can become crazed.</p> <p style="margin-left: 20px"> A crazed creature has disadvantage on any ability check to interact socially with creatures who are not crazed or insane (such as derro). [<span style="color: red">Effects that protect against charms or confusion, such as immunity to the charmed condition, provide the same protection from being crazed. <strong>?</strong></span>]</p> <p style="margin-left: 20px"> The crazed target must make a DC 15 Wisdom or Charisma saving throw (target's choice) at the start of each turn, ending the effect on itself on a success. If the save fails, the target must choose whether to take 5 (1d10) psychic damage or become <em>Dancing Mad</em> (see below) until the start of its next turn. If the target fails the saving throw by 5 or more, it takes 5 (1d10) psychic damage and is <em>Dancing Mad</em> that turn.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong><span style="font-size: 18px">N</span>EW<span style="font-size: 18px"> C</span>ONDITION<span style="font-size: 18px">: D</span>ANCING<span style="font-size: 18px"> M</span>AD</strong></p> <p style="margin-left: 20px">A dancing mad creature must move one-third of its movement (minimum 5 feet) in a random direction at the end of each of its turns. If the random direction is blocked by an obstacle, the creature changes direction to randomly use up its remaining dancing movement. The creature will only remain in place if there is nowhere for it to randomly dance into. Dancing movement counts against the creature's normal movement allowance (i.e. its Speed does not increase by 10 ft.). The random movement avoids hazards the creature is aware of, such as cliffs or traps: the creature is insane, not stupid!</p><p></p><p>The <em><strong>Dance of Madness</strong></em> bonus action targets a creature that's been crazed by <em><strong>Window of Madness</strong></em> and causes it to radiate an aura that causes psychic damage and the <strong>Dancing Mad</strong> condition for its turn.</p><p></p><p>Oh, and in case you where wondering why I named the condition <strong><a href="https://www.youtube.com/embed/nqPP9tp6PKo" target="_blank">Dancing</a> <a href="https://www.youtube.com/embed/DMDcL0reo5Y" target="_blank">Mad</a></strong>…</p></blockquote><p></p>
[QUOTE="Cleon, post: 9051771, member: 57383"] Let's see, what else to update. We settled on the following for its insane strength: [INDENT][I][B]Strength of Madness (Recharge 4-6).[/B][/I] Until the end of the chaos savant's turn, the savant gains advantage on melee attack rolls and its melee weapons do an additional 4 (1d8) damage if they hit.[/INDENT] And tweaked the psychic scourge as follows: [INDENT][I][B]Mind Scourge.[/B][/I] The chaos savant targets one creature within 60 feet, who takes 10 (3d6) psychic damage and must make a DC 15 Intelligence saving throw. If the save fails, then at the start of the target's next turn it must choose between taking an additional 10 (3d6) psychic damage or being stunned until the end of that turn.[/INDENT] Now we're moving onto its two Madness auras. Here's a rough first draft for the maddening Windows. [INDENT][I][B]Window to Madness (Recharge 5-6?).[/B][/I] The chaos savant targets one creature within 60 feet. The targeted creature must succeed at a DC 15 Wisdom or Charisma saving throw (target's choice) or take 10 (3d6) psychic damage or become [I]crazed[/I] for 1 minute. All other creatures within # feet of the creature targeted by [I]Window to Madness[/I] must succeed at a DC 15 Wisdom or Charisma saving throw (creature's choice) or take 5 (1d10) psychic damage and is [I]crazed[/I] until the end of their next turn. Derro are immune to psychic damage caused by [I]Window of Madness[/I] but can become crazed.[/INDENT] [INDENT] A crazed creature has disadvantage on any ability check to interact socially with creatures who are not crazed or insane (such as derro). [[COLOR=red]Effects that protect against charms or confusion, such as immunity to the charmed condition, provide the same protection from being crazed. [B]?[/B][/COLOR]][/INDENT] [INDENT] The crazed target must make a DC 15 Wisdom or Charisma saving throw (target's choice) at the start of each turn, ending the effect on itself on a success. If the save fails, the target must choose whether to take 5 (1d10) psychic damage or become [I]Dancing Mad[/I] (see below) until the start of its next turn. If the target fails the saving throw by 5 or more, it takes 5 (1d10) psychic damage and is [I]Dancing Mad[/I] that turn.[/INDENT] [INDENT][/INDENT] [INDENT][B][SIZE=5]N[/SIZE]EW[SIZE=5] C[/SIZE]ONDITION[SIZE=5]: D[/SIZE]ANCING[SIZE=5] M[/SIZE]AD[/B][/INDENT] [INDENT]A dancing mad creature must move one-third of its movement (minimum 5 feet) in a random direction at the end of each of its turns. If the random direction is blocked by an obstacle, the creature changes direction to randomly use up its remaining dancing movement. The creature will only remain in place if there is nowhere for it to randomly dance into. Dancing movement counts against the creature's normal movement allowance (i.e. its Speed does not increase by 10 ft.). The random movement avoids hazards the creature is aware of, such as cliffs or traps: the creature is insane, not stupid![/INDENT] The [I][B]Dance of Madness[/B][/I] bonus action targets a creature that's been crazed by [I][B]Window of Madness[/B][/I] and causes it to radiate an aura that causes psychic damage and the [B]Dancing Mad[/B] condition for its turn. Oh, and in case you where wondering why I named the condition [B][URL='https://www.youtube.com/embed/nqPP9tp6PKo']Dancing[/URL] [URL='https://www.youtube.com/embed/DMDcL0reo5Y']Mad[/URL][/B]… [/QUOTE]
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