Dodkong minions

Casimir Liber

Adventurer
So fleshing out a campaign with a stone giant lich (the dodkong)....came up with the following...SG wight I have used...others are a WIP. Also in my world am using levels of exhaustion to simulate level drain of older editions. troglodytes I thought of as fun as the stench becomes necrotic and even more dangerous.

So if wight statblock is scaling up of commoner or lvl 1 character, then troglo-wight is stronger as a troglodyte is meatier than a human (was my idea). Hadn't yet added exhaustion and necrotic damage to them.

My idea is the dodkong converts recently dead victims (or victims with bodies) to wights, and "revives" ancient dead as wraiths...with vestigial memories. They in turn make zombies and spectres.
 

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Cleon

Legend
So if wight statblock is scaling up of commoner or lvl 1 character, then troglo-wight is stronger as a troglodyte is meatier than a human (was my idea). Hadn't yet added exhaustion and necrotic damage to them.

I tend to interpret the 5E Wight as being an undead warrior that looks like it'd lurk in a barrow in an old Norse Myth.

Why would an ordinary commoner have a longsword? Or be so skilled with it they can attack per round?

Fifth Edition is clearly taking a different approach to the Wight than earlier versions. A 1E Wight is a stony-skinned corpse that only uses its life draining touch against its enemies, not a weapon wielder.
 

Casimir Liber

Adventurer
Well the barrow wight had a weapon..so maybe a regression to original source. But anyway. sort of sidetracked. I made the troglo-wights buffed but can reduce them a bit
 

Cleon

Legend
Well the barrow wight had a weapon..so maybe a regression to original source. But anyway. sort of sidetracked. I made the troglo-wights buffed but can reduce them a bit

That's no big deal. So long as they're mechanically sound and "interesting" for the PCs to deal with it's all good.

I'll post blank Enworld Drafts and then we can start discussing them in detail.

EDIT: Seems prudent to add an Index here so they're easy to find without resorting to the Completed Fifth Edition Creatures Index.

Dodkong Index
NAME​
CR​
D&D Beyond [CC Post]​
Enworld​
Cairn Shadowraith (Undead Stone Giant)ᴴ​
13​
Cairn Wight (Undead Stone Giant)ᴴ​
16​
Cairn Zombie (Undead Stone Giant)ᴴ​
7​
Dodkongᴴ³​
25​
Troglo-wightᴴ​
5​
 
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Cleon

Legend
Cairn Wight (Undead Stone Giant)
Huge undead, neutral evil
Armor Class 17 (natural armor)
Hit Points 200 (16d12 + 96)
Speed 40 ft.

STR​
DEX​
CON​
INT​
WIS​
CHA​
23 (+6)​
15 (+2)​
22 (+6)​
10 (+0)​
13 (+1)​
15 (+2)​

Saving Throws DEX +7, CON +11, WIS +6
Skills Athletics +16, Perception +6, Stealth +7
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 120 ft., passive Perception 16
Languages Giant
Challenge 16 (15,000 XP) Proficiency Bonus +5

Stone Camouflage. The cairn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Sunlight Sensitivity. While in sunlight, the cairn wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The cairn wight makes two skull mace attacks or two rock attacks. It can use its Soul Drain in place of one skull mace attack.

Death Grip. Melee Weapon Attack: +11 to hit (automatically hits a restrained opponent), reach 15 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the cairn wight can't use Death Grip on another target.
 In addition, if the target is a creature, it must succeed on a DC 19 Constitution saving throw or suffer 1 level of exhaustion. If the target fails the saving throw by 5 points or more, it suffers an additional level of exhaustion. This exhaustion remains until it is healed magically: a lesser restoration can remove one level of exhaustion from a victim with two or fewer levels, a greater restoration will remove three levels of exhaustion. The target dies if it suffers 6 levels or exhaustion.
 A humanoid or giant slain by this attack rises 24 hours later as a shadow under the cairn wight's control, unless the victim is restored to life or its body is destroyed. The cairn wight can have no more than twelve shadows under its control at one time.

Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Rock Bowling. The cairn wight sends a rock tumbling along the ground in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 28 (4d10 + 6) bludgeoning damage and falling prone on a failed save, on a success they take no damage and remain standing.

Kick. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage. If the target is Medium size or smaller it must make a DC 19 Dexterity saving throw or be flung 30 feet away from the cairn wight and fall prone.

Skull Mace. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage plus 10 (3d6) necrotic damage.

Soul Drain. Melee Weapon Attack: +11 to hit, reach 15 ft., one creature. Hit: 21 (4d6 + 7) necrotic damage. If the target is a creature, it must succeed on a DC 19 Constitution saving throw or suffer 1 level of exhaustion. If the target fails the saving throw by 5 points or more, it suffers an additional level of exhaustion. This exhaustion remains until it is healed magically: a lesser restoration can remove one level of exhaustion from a victim with two or fewer levels, a greater restoration will remove three levels of exhaustion. The target dies if it suffers 6 levels or exhaustion.
 A humanoid or giant slain by this attack rises 24 hours later as a shadow under the cairn wight's control, unless the victim is restored to life or its body is destroyed. The cairn wight can have no more than twelve shadows under its control at one time.

Reactions

Rock Catching. If a rock or similar object is hurled at the cairn wight, it can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.

Legendary Actions

The cairn wight can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The cairn wight regains spent legendary actions at the start of its turn.

Boot. The cairn wight uses Kick.

Club (Costs 2 Actions). The cairn wight makes a skull mace attack.

Death Touch (Costs 2 Actions). The cairn wight uses Soul Drain.

Feat of Athletics. The cairn wight makes a DC 20 Strength (Athletics) check. If it succeeds, it can Climb 20 feet, Jump 20 feet or Dash 40 feet. If it fails, the distance it moves is halved.

Rend the Veil The cairn wight momentarily tears the veil between the material plane and the shadowfell, summoning a shadow under the giant wight's control. The cairn wight can have no more than twelve shadows under its control at one time.


Description

Cairn wights appear as deathly pale stone giants whose dark eyes blaze with a white spark when they attack live prey. They exist to wreak havoc among the living.
 If a stone giant dies in a place blighted by great evil or is murdered by an undead being of great power, dark powers sometimes grant the giant's spirit corporeal undead, creating a cairn wight. These stone giant wights possess the intellect of their former selves, so is capable of planning and free will, but this is often overridden by their compulsion to serve agents of the evil powers that create them.

(Original monster designed by Casimir Liber and Cleon on the Creature Catalog Monster Homebrews forum)
 
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Cleon

Legend
Cairn Shadowraith (Undead Stone Giant)
Huge undead, neutral evil
Armor Class 17 (umbral armor), 13 in sunlight
Hit Points 161 (14d12 + 70)
Speed 60 ft.

STR​
DEX​
CON​
INT​
WIS​
CHA​
16 (+3)​
17 (+3)​
20 (+5)​
10 (+0)​
15 (+2)​
15 (+2)​

Saving Throws DEX +8, WIS +7, CHA +7
Skills Athletics +13, Perception +7, Stealth +8 (+13 in dim light or darkness)
Damage Vulnerabilities radiant
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 120 ft., passive Perception 17
Languages Giant
Challenge 13 (10,000 XP) Proficiency Bonus +5

Shadow Stealth. While in dim light or darkness, the cairn shadowraith can take the Hide action as a bonus action.

Stone Camouflage. The cairn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Sunlight Vulnerability. While in sunlight, the cairn shadowraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Umbral Armor. If the cairn shadowraith is in dim light or darkness, its AC can't be less than 14 plus its Dexterity modifier, regardless of what kind of armor it is wearing.

Unearthly Movement. The cairn shadowraith ignores difficult terrain formed from nonmagical earth, sand or rock. It moves across mud or quicksand as if it were solid ground and can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The cairn shadowwight makes two death fist attacks or two phantom boulder attacks. It can use its Doom Strike in place of one attack.

Death Fist. Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: 12 (2d8 + 3) bludgeoning damage plus 18 (4d8) necrotic damage. The target must succeed on a DC 18 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Doom Strike. Melee or Ranged Weapon Attack: +8 to hit, reach 15 ft. or range 60/240, one creature. Hit: 25 (4d8 + 7) necrotic damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or suffer 1 level of exhaustion. If the target fails the saving throw by 5 points or more, it suffers an additional level of exhaustion. This exhaustion remains until it is healed magically: a lesser restoration can remove one level of exhaustion from a victim with two or fewer levels, a greater restoration will remove three levels of exhaustion. The target dies if it suffers 6 levels or exhaustion.

Phantom Boulder. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one creature. Hit: 14 (2d10 + 3) psychic damage plus 14 (4d6) necrotic damage. The target must succeed on a DC 18 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Soul Grip. Melee or Ranged Weapon Attack: +8 to hit (automatically hits a restrained opponent), reach 15 ft. or range 15/60, one target. Hit: 25 (4d8 + 7) psychic damage plus 27 (6d8) necrotic damage and the target is grappled (escape DC 18) and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the cairn shadowraith can't use Soul Grip or Doom Strike on another target. The target must succeed on a DC 18 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
 In addition, if the target is a creature, it suffers 1 level of exhaustion if it fails the saving throw. If the target fails the saving throw by 5 points or more, it suffers an additional level of exhaustion. This exhaustion remains until it is healed magically: a lesser restoration can remove one level of exhaustion from a victim with two or fewer levels, a greater restoration will remove three levels of exhaustion. The target dies if it suffers 6 levels or exhaustion.

VARIANT: SPECTRAL GRASP
Many cairn shadowraiths have the following trait.
Spiritual Grapple. The cairn shadowraith's Soul Grip seizes hold of a target's spirit and lifeforce rather than its corporeal body. A creature that is spiritually grappled can use its action to try to escape. To do so, it must succeed on a Charisma or Wisdom saving throw against the escape DC of the grapple.

Create Specter. The cairn shadowraith targets a humanoid or giant within 30 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the shadowraith's control. The shadowraith can have no more than thirteen specters under its control at one time.

Reactions

Sacrifice Specter. If the cairn shadowraith is hit by an attack or fails a saving throw, it can sacrifice a spectre under its control within 30 feet of the cairn shadowraith. The spectre is destroyed, but the attack misses the shadowraith or its saving throw succeeds.

Rock Catching. If a rock or similar object is hurled at the cairn shadowraith, it can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.


Description

A spectral figure several times taller than a man and completely without color, ranging from the gloomy grey of a shadow to the utter blackness of a sealed tomb, a cairn shadowraith is a wraith-like undead stone giant. It always looks like it's been dead for decades, if not centuries, no matter its age.
Phantom Flesh & Shadowy Bones. The appearance and substance of a cairn shadowraith is uncannily mutable. One moment it could be an insubstantial ghostly skeleton, the next a full-fleshed mummy with skin as hard as rock. In darkness it becomes a nigh invisible shadow. This unnatural state of being, neither corporeal not incorporeal, allows a cairn shadowraith to reach an insubstantial hand inside a victim and tear apart their life force, even if the target is outside the shadowraith's physical reach. Shadowraiths can also condense shadow-stuff into rocks to hurl at their enemies or play catch with their peers.
Tomb Dwellers. The cairn shadowraith is closely related to the cairn wight, a fully corporeal undead stone giant. Some necrologists believe that a cairn wight so ancient its flesh and bones have rotted away replaces them with ectoplasmic substitutes and becomes a shadowraith.
 However, it is certain that cairn shadowraiths can be newly created from fresh stone giant corpses. The undead monarch known as the Dodkong has several such shadowraiths in its retinue, created from the wisest stone giant elders who have died and been entombed.
 Both the wight and shadowraith types of cairn inhabit underground tombs. A normal cairn will only ever leave its tomb to punish an enemy or retrieve something stolen from it, but cairns in service to some powerful entity often venture forth on missions for their master. The Dodkong's cairn shadowraith elders act as advisors and spymasters to their lord. They send specter minions to spy on Cairnheim's rivals and watch its living citizens for signs of disloyalty.

(Original monster designed by Casimir Liber and Cleon on the Creature Catalog Monster Homebrews forum.)
 
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Cleon

Legend
Troglo-wight
Size type, alignment
Armor Class ## (type)
Hit Points ## (#d# + ##)
Speed ## ft., climb/fly/swim ## ft.


STR​
DEX​
CON​
INT​
WIS​
CHA​
## (+–#)​
## (+–#)​
## (+–#)​
## (+–#)​
## (+–#)​
## (+–#)​

Saving Throws Stat +#
Skills Skill +#, Skill +#
Damage Vulnerabilities type, type
Damage Resistances type, type
Damage Immunities type, type
Condition Immunities type, type
Senses ???vision/sense/sight ## ft., passive Perception ##
Languages ### —
Challenge # (### XP) Proficiency Bonus +#

Special Trait. ???.

Special Trait. ???.

Actions

Multiattack. The ??? makes ??? attacks: ??? with its ??? and ??? with its ???.

Attack. Melee Weapon Attack: +# to hit, reach # ft., one target. Hit: # (#d# + #) ??? damage.

Attack. Ranged Weapon Attack: +# to hit, range ##/## ft., one target. Hit: # (#d# + #) ??? damage.

Action (#/day). ???.
 ???.

Action (Recharge 5-6 | Recharges After a Short/Long Rest). ???.
 ???.

Bonus Actions

Reactions



Description

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 ???.
Subsection. ???.
 ???.

Subsection. ???.
 ???.


(Original monster designed by Casimir Liber and Cleon on the Creature Catalog Monster Homebrews forum)
 
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Cleon

Legend
Okay, starting with the Stone Giant Wight.

Size, type and alignment look OK.

Armor Class is OK.
Hit Points are OK. We can always modify them later to make it tougher or weaker.
Speed is OK.

However, Ability Scores seem underwhelming. If it's a legendary figure shouldn't they be a bit better than an ordinary stone giant / wight?

Apart from CON (+6) the Dodking's physical modifiers are the same as an SRD Stone Giant (STR +6, DEX +2, CON +5) and its mental modifiers are identical to a standard Wight (INT +0, WIS +1, CHA +2).

I'd consider bumping up at least the Charisma and wouldn't be against a slight tweak upwards of some or many of the other ability scores.

It depends what you're aiming for: Is this guy just a jumbo-sized wight or THE GIANT KING OF THE BARROW DEAD?

If the latter, I'd expect mental attributes closer to, say, a Vampire than a common or garden Wight.

The Saves and Immunities are fine.

I note that its Damage Resistance works against silvered nonmagical weapons unlike a standard 5E Wight's "bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered".

I presume that's deliberate rather than an omission and it's OK by me.

Skills are a combination of a Wight and a Stone Giant but the numbers seem off. If it has single proficiency in Athletics its +5 proficiency bonus would give it Athletics +11. However a Stone Giant has a +3 proficiency bonus and Athletics +12, suggesting it either has double proficiency (which'd make Athletics +16) or an arbitrary +3 bonus on top of its PB (which'd make Athletics +14).

The higher proficiency bonus also means it should have Perception +6 and Stealth +7, which also gives it passive Perception 16 rather than 14.

I can go along with the 120 ft. darkvision in Senses despite wights and stone giants only having 60 ft. darkvision. If it's good enough for a drow it's good enough for a dodking.

Finally, shouldn't it have a Stone Giant's "Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain" ability?

I'll leave quibbling about the Actions for a later post.
 

Casimir Liber

Adventurer
ok - the wights are not the dodkongs. The dodkong is a lich-like creature. I have used a statblock for when the party was lower (7th) level (and fled). Now they are 13th level and returning.

but having said that, they are supposed to be pretty mighty - bumped up WIS to15 and CHA to 16

stone camouflage added.
skills all tweaked as suggested (athletics +16 etc.)

aligned the silvered like wights


So this was someone else's statblock from dndbeyond at dodkong
 
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Cleon

Legend
ok - the wights are not the dodkongs. The dodkong is a lich-like creature. I have used a statblock for when the party was lower (7th) level (and fled). Now they are 13th level and returning.

Okay, my confusion was caused by it having Legendary Actions. Why does a Minion have Legendary Actions? Isn't it more like a lieutenant or something?

When I hear "Minions" I think "a whole bunch of cannon fodder" not a single worthy opponent. If it's Challenge 16 then presumably you're not intending a 13th level party to face a gang of these giant wights!

I was thinking the Troglo-wights were the Minions.

but having said that, they are supposed to be pretty mighty - bumped up WIS to15 and CHA to 16

stone camouflage added.
skills all tweaked as suggested (athletics +16 etc.)

aligned the silvered like wights

I'm fine dropping the silvered as per the earlier draft. At 13th level it hardly matters as all the PCs should have magic weaponry available by then.

Updating Stone Giant Wight.

So this was someone else's statblock from dndbeyond at dodkong

That is rather weak for a Lich, which punch in at CR 21 for the standard variety.
 

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