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5E: Converting AD&D Monsters to Fifth Edition

The whirlwind ends if the tornado loses sight of it.

Oops! Methink my copy-and-replace went slightly awry! Should be "The tornado ends if the firelord loses sight of it."

ok so recharge 4-6 - and.....if CR 19 is approx 119 damage/round and this has some area of effect...55 (10d10)?

That's way too much.

Remember, the tornado lasts as long as the firelord can Concentrate, and it can perform actions while concentrating like attacks or casting non-concentration spells. As written, it only needs to spend an action to move the tornado, it can keep it stationary and roast whatever victims are trapped inside it without using an action.

So on subsequent rounds it could be doing 55 (10d10) from a fire tornado plus 66 (12d10) from an incinerating inferno plus whatever damage it can scrape from its Bonus, Reaction and Legendary Actions.

That said, I did want this ability to do hefty damage, so we could either time limit it more severely, like "Recharges On A Short Rest" or tweak it so maintaining it requires an Action.

Like so:

Tornado of Flames #2. A 10-foot-radius, 60-foot-tall cylinder of swirling flames magically forms on a point the efreeti firelord can see within 120 feet of it. The fiery tornado lasts as long as the firelord spends its action each turn maintaining it, which requires concentration (as if concentrating on a spell). A creature takes ## (#d#) fire damage, or half as much damage on a successful DC 22 Dexterity save, when it enters the tornado for the first time on a turn or ends its turn within the tornado. Any creature but the firelord that enters the tornado must succeed on a DC 22 Strength saving throw or be restrained by it. The firelord can move the tornado up to 60 feet as a bonus? action, and creatures restrained by the tornado move with it. The tornado ends if the firelord loses sight of it.
Maybe soften the blow so it requires an Action but no Concentration?

Tornado of Flames #2. A 10-foot-radius, 60-foot-tall cylinder of swirling flames magically forms on a point the efreeti firelord can see within 120 feet of it. The fiery tornado lasts as long as the firelord spends its action each turn maintaining it. A creature takes ## (#d#) fire damage, or half as much damage on a successful DC 22 Dexterity save, when it enters the tornado for the first time on a turn or ends its turn within the tornado. Any creature but the firelord that enters the tornado must succeed on a DC 22 Strength saving throw or be restrained by it. The firelord can move the tornado up to 60 feet as a bonus? action, and creatures restrained by the tornado move with it. The tornado ends if the firelord loses sight of it.
Am also tempted to tweak the penultimate sentence to "The firelord can move the tornado up to 60 feet as a bonus action, and the firelord plus creatures restrained by the tornado move with it."
 

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Hmmm - I think I'd prefer to drop the damage and make it need concentration to maintain (not an action) in the interests of giving it more things to do - maybe recharges after short rest. As a good boss I reckon better if has more things it can do simultaneously
 

Hmmm - I think I'd prefer to drop the damage and make it need concentration to maintain (not an action) in the interests of giving it more things to do - maybe recharges after short rest. As a good boss I reckon better if has more things it can do simultaneously

That's doable.

To budget that DPR wise, we need how many rounds the Tornado lasts (on average).

If it typically does, say, two rounds of damage to the creature(s) caught in winds then following normal AoE guidelines it'd count as a four times the damage of a single target attack, right?

So if the DPR is 110-or so a quarter of that is 27½, or 5d10, which is pretty much the 27 (6d8) a 5th-level wall of fire does.

I'd be fine with either.

The above could come to:

Tornado of Flames #3 (Recharge 5–6). A 10-foot-radius, 60-foot-tall cylinder of swirling flames magically forms on a point the efreeti firelord can see within 120 feet of it. The tornado lasts as long as the firelord maintains concentration (as if concentrating on a spell). A creature takes 27 (6d8 OR 5d10?) fire damage, or half as much damage on a successful DC 22 Dexterity save, when it enters the tornado for the first time on a turn or ends its turn within the tornado. Any creature but the firelord that enters the tornado must succeed on a DC 22 Strength saving throw or be restrained by it. The firelord can move the tornado up to 60 feet as a bonus action, and the firelord plus creatures restrained by the tornado move with it. The tornado ends if the firelord loses sight of it.

A creature can use its action to free a creature restrained by the tornado, including itself, by succeeding on a DC 22 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the tornado.
 

So if the DPR is 110-or so a quarter of that is 27½, or 5d10, which is pretty much the 27 (6d8) a 5th-level wall of fire does.

That reminds me, are we going to "5th level spell slot" the firelord's Innate Spellcasting wall of fire like we did its fireball and flamestrike, or leave it at the 4th-level default of 5d8?
 


damn - thought I replied to this - yes 6d8 / 5th lvl slot

Updating the Efreeti Firelord Working Draft.

I've used 5d10 for the Tornado of Flames damage 'cause we've got a couple of 6d8s in the spellcasting and I like a bit of variety in my dice.

I did wonder about giving the firelord an ability to "supercharge" its flames so they can partially overcome fire immunity and resistance for a round, although I was also going to put that on its Legendary Actions options so we could leave it there rather than making it a standard action option too.

Also musing about some minor powers that might work better as Reactions or Bonus Actions.

So shall we leave the Actions with what we've got and move on to Bonus Actions?
 


5d10 ok

supercharge maybe best to leave in one spot (legendary actions?)

Sure. I'm liking the overcome-fire-resistance ability to be reserved for Legendary Actions.

Oh, and just to confirm, we're using Tornado of Flames version 3 right (this one).

yes let's move to bonus actions

Y'okay.

Okay, my current rough ideas are:

Bonus Actions
Extra Attack. with attack options from Multiattack?

Flash Step. The efreeti firelord momentarily turn into flames and flies up to X feet as if they were in gaseous form. If the firelord passes within 5 feet of a creature or enters another creature's space, that creature is exposed to the firelord's Body of Smokeless Flame. If the flash step's movement ends in a space occupied by an object or a creature, the firelord takes 4d6 force damage and is displaced to the last empty space on the path of its fire step that is large enough to accommodate it, or the starting point if there are no suitable empty spaces on the path.

Fiery Eyes. The efreeti firelord gains truesight ### feet until the end of its next turn. In addition, the firelord may glare at a single creature or object within ### feet and do ## (#d#) damage, halved if the target makes a successful DC 21 [Constitution?] saving throw. Targets with vulnerability to fire damage have the damage increased as if it was fire damage, but immunity to fire and resistance to fire does not protect against fiery eyes damage.
I think that's plenty.
 

Yep - that tornado of flames (5d10?)
flash step and fiery eyes are good.

an extra attack ...pondering this - whether shoud be spruced up somehow...not sure though (could make it a recharge 4-6..or just leave out altogether)
 

Yep - that tornado of flames (5d10?)

Will green the remaining purple Actions and remove the question mark in the next update.

flash step and fiery eyes are good.

Works for me.

We'll need a distance for the stepping and a couple of ranges and a damage for the eyes.

an extra attack ...pondering this - whether shoud be spruced up somehow...not sure though (could make it a recharge 4-6..or just leave out altogether)

Leaving it out is simpler! :p
 

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