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Adaption/Enhancing Tomb of Annihilation's Dungrunglung
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<blockquote data-quote="Quickleaf" data-source="post: 7595149" data-attributes="member: 20323"><p>You're welcome!</p><p></p><p></p><p></p><p>Here is my stat block for "zoblins" (which includes a version of the Batiri battle stack):</p><p></p><p><strong>Batiri Goblin Zombie (Zoblin)</strong></p><p><em>Small undead, neutral evil</em></p><p><em>Armor Class</em> 11</p><p><em>Hit Points</em> –</p><p><em>Speed</em> 20 ft.</p><p></p><p>STR 8 (-1) DEX 12 (+1) CON 10 (+0) INT 3 (-4) WIS 6 (-2) CHA 5 (-3)</p><p></p><p><strong>Saving Throws</strong> Wis +0</p><p><strong>Skills</strong> Stealth +3</p><p><strong>Damage/Condition Immunities</strong> poison, poisoned</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 8</p><p><strong>Languages</strong> understands Goblin and Common, but can’t speak</p><p><strong>Challenge</strong> 1/4 (50 XP)</p><p></p><p><strong><em>Battle Stacks.</em></strong> Batiri sometimes ride on each other’s shoulders in a “battle stack” up to nine goblins tall. Each goblin is tracked individually, but the stack moves and makes ability checks, attack rolls, and saving throws as one creature. The stack makes one attack for every 10 feet of elevation in which there is a target; it has advantage on its melee attacks or Shove attempts.</p><p></p><p><strong><em>Nimble Escape.</em></strong> The goblin zombie can take the Disengage or Hide action as a bonus action on its turn.</p><p></p><p><strong><em>Undead Fortitude.</em></strong> The zombie is destroyed if it takes radiant damage, suffers a critical hit, or takes 20+ damage from a single attack, spell, or effect. Otherwise, it makes a Constitution saving throw with a DC equal to the damage taken; if it fails, it is destroyed, if it succeeds, it is unharmed.</p><p></p><p><strong>Actions</strong></p><p><strong><em>Shortspear.</em></strong> Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage.</p><p></p><p><strong><em>Vicious Bite.</em></strong> Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage and the zoblin latches on to the target as long as it is not already attached to a creature. The creature the zoblin is latched onto has their movement speed reduced by 10 ft. and takes 2 (1d4) necrotic damage at the end of each of its turns. A creature may use its action to make a DC 11 Strength saving throw, prying the zoblin loose on a successful save.</p><p></p><p></p><p></p><p>A <strong>vine troll skeleton</strong> is a CR 9 monster found in Kobold Press' excellent <u>Tome of Beasts</u>.</p><p></p><p></p><p></p><p>Sure, several ways. The ghouls in the Thorn Maze offered to let PCs go if the PCs agreed to help them find their way through the maze to reach the grung – of course, as my party includes a grung PC that was rejected immediately.</p><p></p><p>I also use zombies as more puzzle/obstacle encounters than strictly combats. For example, placing a McGuffin amidst a horde of zombies, and letting up to the PCs to devise a creative way to reach the McGuffin.</p><p></p><p>I seeded rumors about "spectral pollywogs" in the tadpole pools.</p><p></p><p>The Batiri goblins I mentioned from the Snarling Crocodile clan wear elaborate nasty disguises allowing themselves to pass among zombies unnoticed.</p><p></p><p></p><p></p><p>Yeah, technically it is the Forgotten Realms. But because all my players chose to be Chult-natives, I'm really running a Chult focused campaign. Spellplague is part of the backstory, Amnian colonists were kicked out of Chult, and so forth...but the present time focus is on Chult. That's where all the story and adventure is happening.</p><p></p><p></p><p></p><p>Yeah, there was a lot of "I frickin' <em>knew</em> something was off about him!" when "Artus" was revealed to be a doppelganger. Definitely has led to interesting debate in the party about how to treat the doppelganger.</p><p></p><p></p><p></p><p>Oh, I do a mix of RP and asking for Insight checks. However, in a strange twist of probability, this group has failed every single Insight check they've attempted. Those not-snake-people in a past session became good friends and traveling companions. Artus was <em>clearly</em> not behaving strangely. Etc. It's become a joke that the only requirement for a new player to join the group is that their PC can't be trained in Insight.</p><p></p><p></p><p></p><p>Well, this last session everything went pear-shaped. The PCs includes a red grung – who befriended a treant, reclaimed a grung hero's spear, and used a ring of color changing to appear gold – and they issued a full on challenge against King Groak and his four lieutenants. We ended with them just starting to throw down. So much for best laid plans! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>The goblin paladin PC is hoping that by instilling the grung PC on the throne, that will herald more peaceful relations with the Snarling Crocodile goblins. We'll see how it plays out.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7595149, member: 20323"] You're welcome! Here is my stat block for "zoblins" (which includes a version of the Batiri battle stack): [B]Batiri Goblin Zombie (Zoblin)[/B] [I]Small undead, neutral evil[/I] [I]Armor Class[/I] 11 [I]Hit Points[/I] – [I]Speed[/I] 20 ft. STR 8 (-1) DEX 12 (+1) CON 10 (+0) INT 3 (-4) WIS 6 (-2) CHA 5 (-3) [B]Saving Throws[/B] Wis +0 [B]Skills[/B] Stealth +3 [B]Damage/Condition Immunities[/B] poison, poisoned [B]Senses[/B] darkvision 60 ft., passive Perception 8 [B]Languages[/B] understands Goblin and Common, but can’t speak [B]Challenge[/B] 1/4 (50 XP) [B][I]Battle Stacks.[/I][/B] Batiri sometimes ride on each other’s shoulders in a “battle stack” up to nine goblins tall. Each goblin is tracked individually, but the stack moves and makes ability checks, attack rolls, and saving throws as one creature. The stack makes one attack for every 10 feet of elevation in which there is a target; it has advantage on its melee attacks or Shove attempts. [B][I]Nimble Escape.[/I][/B] The goblin zombie can take the Disengage or Hide action as a bonus action on its turn. [B][I]Undead Fortitude.[/I][/B] The zombie is destroyed if it takes radiant damage, suffers a critical hit, or takes 20+ damage from a single attack, spell, or effect. Otherwise, it makes a Constitution saving throw with a DC equal to the damage taken; if it fails, it is destroyed, if it succeeds, it is unharmed. [B]Actions[/B] [B][I]Shortspear.[/I][/B] Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage. [B][I]Vicious Bite.[/I][/B] Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage and the zoblin latches on to the target as long as it is not already attached to a creature. The creature the zoblin is latched onto has their movement speed reduced by 10 ft. and takes 2 (1d4) necrotic damage at the end of each of its turns. A creature may use its action to make a DC 11 Strength saving throw, prying the zoblin loose on a successful save. A [B]vine troll skeleton[/B] is a CR 9 monster found in Kobold Press' excellent [U]Tome of Beasts[/U]. Sure, several ways. The ghouls in the Thorn Maze offered to let PCs go if the PCs agreed to help them find their way through the maze to reach the grung – of course, as my party includes a grung PC that was rejected immediately. I also use zombies as more puzzle/obstacle encounters than strictly combats. For example, placing a McGuffin amidst a horde of zombies, and letting up to the PCs to devise a creative way to reach the McGuffin. I seeded rumors about "spectral pollywogs" in the tadpole pools. The Batiri goblins I mentioned from the Snarling Crocodile clan wear elaborate nasty disguises allowing themselves to pass among zombies unnoticed. Yeah, technically it is the Forgotten Realms. But because all my players chose to be Chult-natives, I'm really running a Chult focused campaign. Spellplague is part of the backstory, Amnian colonists were kicked out of Chult, and so forth...but the present time focus is on Chult. That's where all the story and adventure is happening. Yeah, there was a lot of "I frickin' [I]knew[/I] something was off about him!" when "Artus" was revealed to be a doppelganger. Definitely has led to interesting debate in the party about how to treat the doppelganger. Oh, I do a mix of RP and asking for Insight checks. However, in a strange twist of probability, this group has failed every single Insight check they've attempted. Those not-snake-people in a past session became good friends and traveling companions. Artus was [I]clearly[/I] not behaving strangely. Etc. It's become a joke that the only requirement for a new player to join the group is that their PC can't be trained in Insight. Well, this last session everything went pear-shaped. The PCs includes a red grung – who befriended a treant, reclaimed a grung hero's spear, and used a ring of color changing to appear gold – and they issued a full on challenge against King Groak and his four lieutenants. We ended with them just starting to throw down. So much for best laid plans! ;) The goblin paladin PC is hoping that by instilling the grung PC on the throne, that will herald more peaceful relations with the Snarling Crocodile goblins. We'll see how it plays out. [/QUOTE]
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