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Dest

First Post
So what are the kids gonna call this thing? The Black Box, Next Box, True DD Box, 4ob0X, Final Box until 50th Anniversary Box?
 




Remathilis

Legend
I attempted to see if the text on the character sheets were readable. No dice. However, the second sheet appears to be the wizard. What I think I could glean...

Modifiers for ability scores are +0, +2(?), +2, +3, +1, -1

Has proficiency in Int and Wis saves, as well as Arcana, Insight, Religion, Perception, Investigation.

Nothing else was legible.
 

FitzTheRuke

Legend
Considering PCs will have +5 to hits on average, at level 1, and likely +7 by level 4, Ogres are gonna be like hitting the broad side of a barn. I guess that's appropriate, but I'm not sure whatisit... 39? HP are going to be enough for your average Ogre to get more than one or two swings before it dies a pitiable death.

Edit: Maybe it says 59 HP. That's a bit more interesting. It's CR 2. I wonder if that basically tranlates to "A good Fight for 2 level 1 PCs or 1 Level 2 PC" Seems about right to me.

Is that a +6 or a +8 to hit with the greatclub? I'm thinking 6. Hopefully it packs a wollup when it does hit. (I roll like crap, so I need every chance I can get to actually hit a PC.)
 
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MerricB

Eternal Optimist
Supporter
Ogre
Large giant, chaotic evil
Armor Class 11 (hide armor)
Hit Points 59 (7d10+21)
Speed 40 ft
Str 19, Dex 8, Con 16, Int 5, Wis 7, Cha 7
Senses: darkvision 60 ft., passive perception 8
Languages: Common, Giant
Challenge 2 (450 XP)

ACTIONS
Greatclub Melee Weapon Attack: +6 to hit, reach 5 ft. one target
Hit: 13 (2d8+4) bludgeoning damage
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., range 30 ft./120 ft., one target. Hit: 11 (2d6+4) piercing damage

There are very few changes from the Ghosts of Dragonspear Castle version of the Ogre. Hit points have gone up markedly – an extra 3 hit dice and a better Constitution score are behind that. Challenge is a new rating. It doesn’t correspond well to the old Level of the monster (which was higher); the XP awarded have gone up. Strength and Constitution have changed.

Ochre Jelly
Large ooze, unaligned
Armor Class 8
Hit Points 45 (6d10+12)
Speed 10 ft., climb 10 ft.
Str 15, Dex 6, Con 14, Int 2, Wis 6, Cha 1

Damage Resistances acid
Damage Immunities lightning, slashing
Condition Immunities blinded, charmed, deafened, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages -
Challenge 2 (450 XP)

Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing.
Spider Climb. The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

ACTIONS
Pseudopod. Melee weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage plus 3 (1d6) acid damage

REACTIONS
Split. When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly’s, rounded down. New jellies are one size smaller than the original jelly.

Checked against the latest version (Dead in Thay) and the main difference is that Damage Immunities and Condition immunities have been split out. Deafened has been added, and unconscious has been lost.

Nothic
Medium Aberration, neutral evil
Armor Class 13 (natural armor)
Hit Points 43 (6d8+18)
Speed 30 ft.

Str 14, Dex 16, Con 18, Int 13, Wis 10, Cha 8
Skills Arcana +3, Insight +4, Perception +2, Stealth +5
Senses truesight 120 ft., passive Perception 12
Languages Undercommon
Challenge 2 (450 XP)
Keen Sight. The nothic has advantage on Wisdom (Perception) checks that rely on sight.

ACTIONS
Multiattack. The nothic makes two attacks with its claws.
Claws. Melee Weapon Attack:+4 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.
Rotting Gaze. The nothic chooses one creature within 30 feet of it that it can see. The target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) necrotic damage.
Weird Insight. The nothic chooses one creature within 30 feet of it that it can see. The target must contest its Charisma (Deception) check against the nothic’s Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the creature.

(A nicer formatted version is on my blog).
 
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fjw70

Adventurer
Considering PCs will have +5 to hits on average, at level 1, and likely +7 by level 4, Ogres are gonna be like hitting the broad side of a barn. I guess that's appropriate, but I'm not sure whatisit... 39? HP are going to be enough for your average Ogre to get more than one or two swings before it dies a pitiable death.

Edit: Maybe it says 59 HP. That's a bit more interesting. It's CR 2. I wonder if that basically tranlates to "A good Fight for 2 level 1 PCs or 1 Level 2 PC" Seems about right to me.

Is that a +6 or a +8 to hit with the greatclub? I'm thinking 6. Hopefully it packs a wollup when it does hit. (I roll like crap, so I need every chance I can get to actually hit a PC.)

CR 2 means that the PCs should be atleast 2nd level before facing this challange. The XP determines the number of creatures the Pcs should face.
 

Ogre and ochre jelly, sure. Let's talk about that nothic! It's definitely an interesting choice for inclusion in the Starter Set, but not necessarily a poor one.

My original opinion of it was that it's a weird/dumb monster I first saw in 3E. (Miniatures Handbook, maybe?) That said, its appearance here is giving it new credibility and I'm curious to see how it's used in 5E.

Does anyone know more about nothics, like where they were originally published?
 
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