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Converting Monsters from White Dwarf Magazine


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Cleon

Adventurer
Pine Kindred, Thrall

Special Traits

Pine Blood. Pine kindred count as both plant and undead for any effect related to type.

Actions

Multiattack. The pine thrall makes two claw attacks.

Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage or 5 (1d8 + 1) piercing damage if used with two hands. Ranged Weapon Attack: +2 to hit, range 20/60 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Dart. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.

Will modify the text version of the Thrall so the Actions match (but left the Piercing how we wanted it).

Oh, and better correct the text version's Passive Perception while I'm at it.
 

Cleon

Adventurer
Checking the latest Pine Kindred, it still doesn't have "The kindred must take a multiattack action on its subsequent turns to continue wailing" in Shrieking Wail and I think we've both messed up its Passive Perception. It is 10 plus its Perception skill isn't it? So that's Passive Perception 12 not 8.

Oh, and there appears to be a space missing in "Multiattack.The" and "Dart.Ranged" which is odd, since version 6 was properly spaced there.

EDIT: Oh, and I also increase CHA to 7 (−2) so it's (a) higher than the Thrall's and (b) matches the Shrieking Wail's DC.
 
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Casimir Liber

Explorer
and jarl up to speed....circle text to be determined...need to read up on circles....

thinking about it, I think I prefer them at 6th level spellcasting rather than 8th level. I envisage them as local influence creatures only I think
 

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Cleon

Adventurer
Checking the latest Pine Kindred Thane, I've made quite a few tweaks in my proposal (see Pine Kindred Thane Text Version). To whit:

Hit Points are now 45 (7d8 + 14)
Since I increased the Con to 14 (+2).

Saving Throws added Dex +4.

Senses has Passive Perception 14.
(Due to its Perception +4 skill.)

The Spellcasting still needs a bit of polish (will talk about that separately).

Actions are fine.

The Bonus Actions needs removing, as its wailing is now an Action.
 
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Cleon

Adventurer
Checking the latest Pine Kindred Jarl.

One reason I liked making them 8th-level casters is a 6th level druid has a +3 Proficiency Bonus like a Monster with Challenge 5 and I liked the idea of spacing the Kindred / Thane / Jarl a couple of Challenges apart.

I have no great objection to keeping them 6th-level spellcasters, but if we do that I feel the Jarl ought to be Challenge 4 rather than my text draft's current CR 5 PB +3.

That'd require some additional tweaking to the Pine Kindred Jarl Text Version, mainly due to the lower Proficiency Bonus:

Hit Points 67 (9d8 + 27)
Increased due to higher Con. I was thinking of adding a couple more since 67 hp felt a trifle feeble for CR 5. However, it'is more acceptable for CR 4, especially for a spellcaster.

Saving Throws Dex +5, Int +3, Wis +5
Skills Arcana +3, Nature +5, Perception +5, Religion +5, Stealth +5
Senses Darkvision 60 ft., Passive Perception 15
Challenge 4 (1,100) Proficiency Bonus +2

Spellcasting. The pine kindred jarl is a 6th-level spellcaster that used Wisdom as its spellcasting ability (spell save DC 13; +5 to hit with spell attacks). The thane has the following spells prepared from the druid's spell list. [maybe increase to 8th-level spellcaster?]

Cantrips (at will): druidcraft, second cantrip, third cantrip
1st level (4 slots): [spells to be decided]
2nd level (3 slots): [spells to be decided]
3rd level (3 slots): [spells to be decided]

Some pine kindred know spells from outside the druid's spell list (see Dark Druidic Mysteries).

…Oh, and its Attack "to hit" values drop by one since its Proficiency Bonus is lower:

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.

Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Shrieking Wail should be DC 13 now.
 
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Cleon

Adventurer
Spellcasting

A 4th-level druid with a +2 Wisdom bonus can prepare six spells, which matches with the current Thane.

A 6th-level druid with a +3 Wisdom bonus can prepare nine spells, but the current Jarl has only six. It needs another three.

Oh, almost forgot. There's something else rather important missing:

Create Kindred. [to be decided]
 

Cleon

Adventurer
Blast it, I've got a whole pile of "Hit Dice" that should be "Hit Points". Better correct them.

Force of habit from writing so many standard-issue 3E conversions.
 


Cleon

Adventurer
Okay (touch wood) that's got all the errors corrected on this page and the previous one.

I think that'll do me for this evening. Toodles!
 

Cleon

Adventurer
And I might as well working draft the Pine Puppies while I'm at it!

Pine Kindred, Pine Hound

I spent ages vaccillating between a Dog's ferocity and bite-and-grab, a Wolf's pack tactics and pite-to-knock-prone and a Zombie Dog's pounce (which is basically an alternate phrasing of the Wolf's bite attack.

Couldn't decide which I liked better, although I was leaning slightly towards the Dog's version, but eventually concluded that they were (a) all a bit too fiddly and (b) seemed slightly too potent for CR 1/8 so just dropped them in favour of a plain vanilla bite.

What do you think?

Dog Version
Ferocity. When the pine hound drops to 0 hit points, it immediately makes one attack against a creature within 5 feet as a reaction before dying.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, and a Medium or smaller creature is grappled (escape DC 11). A grappled creature takes 1d6 + 1 piercing damage at the end of its turn.

Wolf Version
Pack Tactics
. The pine hound has advantage on attack rolls against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Zombie Dog Version
Pounce. If the pine hound moves at least 15 feet directly toward a creature, and then hits it with a bite attack on the same turn, the target must succeed on a DC 11 Strength saving throw, or be forced prone.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
 

Casimir Liber

Explorer
I think it
I spent ages vaccillating between a Dog's ferocity and bite-and-grab, a Wolf's pack tactics and pite-to-knock-prone and a Zombie Dog's pounce (which is basically an alternate phrasing of the Wolf's bite attack.

Couldn't decide which I liked better, although I was leaning slightly towards the Dog's version, but eventually concluded that they were (a) all a bit too fiddly and (b) seemed slightly too potent for CR 1/8 so just dropped them in favour of a plain vanilla bite.

What do you think?

Dog Version
Ferocity. When the pine hound drops to 0 hit points, it immediately makes one attack against a creature within 5 feet as a reaction before dying.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, and a Medium or smaller creature is grappled (escape DC 11). A grappled creature takes 1d6 + 1 piercing damage at the end of its turn.

Wolf Version
Pack Tactics
. The pine hound has advantage on attack rolls against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Zombie Dog Version
Pounce. If the pine hound moves at least 15 feet directly toward a creature, and then hits it with a bite attack on the same turn, the target must succeed on a DC 11 Strength saving throw, or be forced prone.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
I think it'd be really good to have one of them so they're not so vanilla - my thinking was that the pine kindred pick off hunters and foragers and their pets (hounds)..any wild wolves would flee undead if possble. So like companion pine-mastiffs - either (1) or (3)...slight preference for (1) as (3) possibly too OP...?

I also have to do some adulting for several hours (10am here) - will get back and adjust all corrections later (and do some readiing on druid circles)
 

Casimir Liber

Explorer
PS: I also have an idea for a Circle of Nightmares - (a Far Realm take on Circle of Dreams, which can incorporate the other spells and the kindred creation procedures....watch this space....)
 

Cleon

Adventurer
I think it

I think it'd be really good to have one of them so they're not so vanilla - my thinking was that the pine kindred pick off hunters and foragers and their pets (hounds)..any wild wolves would flee undead if possble. So like companion pine-mastiffs - either (1) or (3)...slight preference for (1) as (3) possibly too OP...?

I also have to do some adulting for several hours (10am here) - will get back and adjust all corrections later (and do some readiing on druid circles)

I was thinking that these undead canines need a bit more "life" to them too.

Also think it should have Speed 40 ft. like most dogs rather than being zombie slow.

After due consideration, I've decided the current outline is a little too tough for Challenge 1/8 and is more like 1/4.

What Challenge Rating are we aiming for?

For CR 1/8 I'd use the Mastiff as a model. It only has a single HD for Hit Points 5 (1d8 + 1) and has the "bite knocks prone" of a Wolf.

I can easily see them being CR 1/4 like a Wolf, CR 1/2 like a Worg or even CR 1 like a Dire Wolf.

Now I don't fancy going so crazy as to stat up different levels of resinous canines, so I think we should pick a CR and I'll revise the Pine Hound Text Version to match.

The special abilities would likely be more extensive if we go for a higher Challenge version, since there'll be less to keep track off.

Oh, one idea I was toying with giving them was a canine version of the Pine Kindred's wail. Maybe call it Howling Wail?
 

Casimir Liber

Explorer
Right. the stats are good - 11hp means they'll maybe live for one or two hits, then if they have the death-reaction-hit give the killing character a nasty surprise. To me I conceptualise them as green-black evil-looking rottweiller-type things, that have been considerably toughened from their original 1d8 + 1 hp to the stats you've created. So - these stats + Ferocity + Howling Wail = ...1/4 probably as the death-attack is pretty meaty at their level I suspect.

Also - so the name is less repetitive...how about "Pine Kindred, Resin-hound"?
 

Cleon

Adventurer
Right. the stats are good - 11hp means they'll maybe live for one or two hits, then if they have the death-reaction-hit give the killing character a nasty surprise. To me I conceptualise them as green-black evil-looking rottweiller-type things, that have been considerably toughened from their original 1d8 + 1 hp to the stats you've created. So - these stats + Ferocity + Howling Wail = ...1/4 probably as the death-attack is pretty meaty at their level I suspect.

Also - so the name is less repetitive...how about "Pine Kindred, Resin-hound"?

Yes, I like Ferocity too, I was thinking of giving them that plus Howling Wail and the zombie dog's Pounce (I like the idea of them running into people to knock them down rather than just jumping on them).

If we're going for the two hit dice version I reckon they'll be CR 1/4.

Resin Hound's fine by me!

Updating the Pine Resin Hound Text Version.
 


Cleon

Adventurer
aaand here...(making sure they align)

Hadn't finished the Resin Hound Text Version update yet!

The Howling Wail took a bit longer than I expected:

Howling Wail. The resin hound bays a terrifying hunting call as a bonus action. Every humanoid and giant within within 300 feet of the resin hound that can hear the wail must succeed on a DC 8 Wisdom saving throw or be compelled to flee in panic until the wail ends; acting as if they had failed their save against a suggestion spell telling them to "run in terror". The hound must take a bonus action on its subsequent turns to continue wailing. It can stop wailing at any time. The wail ends if the hound is incapacitated or if the resin hound makes a bite attack. While affected by the wail, a target ignores the wails of other pine kindred (including resin hounds). If the target is within 300 feet of the kindred, the target must move on its turn away from the hound by the most direct route, trying to get as far away as possible. The target tries to circumvent opportunity attacks and obvious damaging terrain, such as lava or a pit. Whenever it takes damage, the target can repeat the saving throw. The target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the suggestion effect ends on it. The suggestion also ends if the target stops hearing the wail or flees outside ear shot (i.e. more than 300 feet away from the wailing hound). A target who successfully saves is immune to the wails of any pine kindred with the same or fewer Hit Dice as the resin hound they saved against, but can be affected by the wails of pine kindred with more Hit Dice, such as the shrieking wails of standard Kindred and Thanes.
 



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