Okay - much of your suggestions I agree with and have taken on board, so strength reduced, Pine blood, languages (I agree that a wight is a good analogue), and dropping charm immunity.
The more I'm thinking about it, the more the Pine Kindred feels like we should bump them up a CR.
A wight is CR 3, after all, and giving a creature who's going to be roughly as good a fighter as a bugbear resistance to weapon damage plus low-level spellcasting is more like a CR 2 maybe?
Bugbears are CR 1, but a Pine Kindred is tougher. Unless their opponent has a magic weapon, the Kindred effectively has twice as many hit points against warrior-type opponents since it takes half damage.
Speaking of being toughness, I'm wondering why you've given them an
Undead Fortitude special trait.
The original monster didn't have a "stepping back from death's door" type ability.
I'm guessing it's a carry-over from the original version being based on the
Zombie rather than a
Ghoul or
Wight.
Shouldn't the Undead Fortitude be removed since, well, it's not a Zombie?
I prefer the idea that they use melee attacks - if they use cantrips at will then they have no need to attack with weapons at all.
Well a cantrip does relatively piddly damage, especially for a 1st-level spellcaster like a standard Pine Kindred. They should do more damage with their weapons.
For example,
produce flame does 1d8, but it could easily do more than that with its sword.
Which reminds me, the original article says "the creature's favourite weapons are jagged sabres and throwing darts" so I'm wondering where the dart attack is?
In 1E AD&D darts are quite an effective weapon since, despite only doing 1d3 damage, they have a Rate Of Fire of 3. So that's three 1d3s, or 6 damage on average compared to 1d8 for a longsword.
I'm thinking that the Pine Kindred could have Multiattack with darts and
maybe its sword.
Speaking of said sword, "sabre" covers quite a wide range of sword types, from light dueling blades to heavy cavalry choppers. The same applies to historical scimitars. Not all of them were lightweight finesse weapons like 3E/5E scimitar. In 1E AD&D, a scimitar did 1d8 damage against M-sized opponents, it wasn't a 1d6 damage weapon like the 3E/5E scimitar.
So how about giving the Pine Kindred a 1d8 damage sword like the Wight? We could just make it a Longsword like the wight, or make up some new weapon called a "Jagged Sabre" with similar stats.
I'd also reconsider making it Strength 15 (+2) but just chucking two darts at a time:
So something like:
Multiattack: The pine kindred makes two longsword attacks or three dart attacks.
Dart: Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Longsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.
Assuming it hits but does not crit with all its attacks, that's an average total damage of 10.5 with darts (3d4+3) and 11 or 13 with longsword (2d8+2 or 2d10+2).
Or possibly:
Strength 15 (+2)
Multiattack: The pine kindred makes two sabre attacks or two dart attacks.
Sabre: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Dart: Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
That's an average total damage of 9 with darts (2d4+4) and 13 with sabre (2d8+4).
At the moment I prefer Multiattack with scimitar and darts:
Multiattack: The pine kindred makes two sabre attacks or two dart attacks.
Scimitar: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Dart: Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
That's an average total damage of 7 with darts (2d4+2) and 9 with scimitar (2d6+2).
I could easily go for Strength 15 (+2) to make the darts 4 (1d4 + 2) and the scimitar 5 (1d6 + 2) for an average total of 9 & 11.
In any case, adding multiattack would further encourage me towards making the base kindred at least CR 2.
The original 1e creature just had a 1st level spell useable once a day, so I like hte idea of keeping some sort of faith with that - hence my idea of a cantrip...but one that the kindred might "forget" to use half the time and just attack with its weapon. The idea of this is to also keep the players guessing (a bit like a hell hound breath weapon...when will it recharge?), and leave the thanes and jarls to do the dark druidic mysteries ( a concept I like very much!)
Well firstly, you can "keep the players guessing" by having the Pine Kindred mix up its 1st level spell, which it also won't be able to spam like a cantrip so the DM only needs to worry about it once.
Rather than worry about them casting
poison spray repeatedly or whatever, I'd rather give then a non-offensive cantrip like, say,
druidcraft plus a single spell.
Upon reflection, I'm thinking they prefer nonlethal spells that'll help them capture victims to transform into more Pine Kindred and just use weapons when they want to kill.
More importantly, the presentation is wonky. If my understanding of the 5E monster design philosophy is correct, the Stat Block (the bit above the Description in this case) is supposed to contain everything needed to run the monster "straight off the card" barring spell descriptions and the like. A Spellcasting section should list the spells a creature has ready to cast, and the current version doesn't have that.
The Stat Block needn't mention alternative spells. The spells in its
Spellcasting Entry are just an example and it's assumed that the monster might have different ones.
So something like:
Spellcasting The pine kindred is a 1st-level spellcaster that used Wisdom as its spellcasting ability (spell save DC ##; +# to hit with spell attacks). A pine kindred has the following spells prepared from the druid's spell list.
Cantrips (at will): druidcraft
1st level (1 slot): entangle
Some pine kindred know spells from outside the druid's spell list (see Dark Druidic Mysteries).
The
Dark Druidic Mysteries text ("
DDM") belongs in the Description section. It is not necessary to run the monster "off the card" so doesn't belong in the Stat Block, putting the text about alternative spells there just clutters up the Special Traits section and makes it harder to read at a glance. Basically, the Stat Block contains the monster's mechanics, not flavour text or variations.
My idea was the standard Pine Kindred's
Description paragraphs would also apply to the Thane and Jarl, who'd only require one or two additional description paragraphs on top of that.
Since all grades of Pine Kindred have druidic powers, I'm wrapping all the basic spellcasting fluff into together into a Dark Druidic Mysteries paragraph(s) one paragraph.
Incidentally, the
DDM I posted was only a rough draft, I'm planning to flesh it out when we get to the Description part of this conversion.