• The VOIDRUNNER'S CODEX is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Dodkong minions


log in or register to remove this ad

Casimir Liber

Adventurer
Maybe give it a title like "Cairn Wraithlord" or "Cairn Wraith (The Jarl of Shadows)" to add a bit of emphasis?

The dodkong's most powerful offsiders are the dodforers...so we have a name...but they're solid. So maybe we just make weaker wraiths and then the dodforers (as souped up wights!)
 

Cleon

Legend
The dodkong's most powerful offsiders are the dodforers...so we have a name...but they're solid. So maybe we just make weaker wraiths and then the dodforers (as souped up wights!)

Well you could say Dodforer is as much a rank or title as a specific type of undead stone giant since it literally means "Death Chief".

After all, Dodkong means "Deathking" not "Stone Giant Lich". If some vampire stone giant usurped it, wouldn't the new boss still be a Dodkong?

Admittedly that clashes with Underdark which calls the 20 dodforers "a special kind of undead stone giant" but unfortunately no 3E source I could find actually gives stats for them.

I'm OK just making the Cairn Wraiths weaker rather than adding a Dodforer-rank Cairn Wraith.

However, if we continue with that route I don't care for giving a weaker Cairn Wraith Legendary Actions and piles of abilities. For reasons already explained.
 


Cleon

Legend
Ok fair point. Anyway need to focus on big boss right about now :LOL:

Okay, here's the bare bones version of the "Cairn Wraith" I whipped up for your later consideration. Had a bunch of ideas for powers to give the souped-up version but wanted to keep it simple.

Cairn [Name](Wraith? Shadow? Shadowraith?) (Undead Stone Giant)
Huge undead, neutral evil
Armor Class 16 (shadow armor), 13 in sunlight
Hit Points 126 (11d12 + 55)
Speed 60 ft. [or 40 ft. 50 ft.?]


STR​
DEX​
CON​
INT​
WIS​
CHA​
19 (+4)​
16 (+3)​
20 (+5)​
10 (+0)​
13 (+1)​
15 (+2)​

Saving Throws DEX +7, CON +10, WIS +5
Skills Athletics +12, Perception +5, Stealth +7
Damage Vulnerabilities radiant
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 120 ft., passive Perception 15
Languages Giant
Challenge 11 (7,200 XP) Proficiency Bonus +4

Amorphous. The [name] can move through a space as narrow as 1 inch wide without squeezing

Shadow Armor. While out of sunlight, the [name]'s base AC is 13 + its Dexterity modifier.

Shadow Stealth. While in dim light or darkness, the [name] can take the Hide action as a bonus action.

Stone Camouflage. The cairn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Sunlight Vulnerability. While in sunlight, the [name] has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight


Actions

Multiattack. The [name] makes two bone maul attacks.

Greatclub. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage.

Phantom Boulder. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 26 (4d10 + 4) psychic damage. If the target is a creature, it must succeed on a DC 17 Wisdom saving throw or fall prone and be paralyzed until the end of its next turn.

Heart Grip. Melee Weapon Attack: +8 to hit (automatically hits a restrained opponent), reach 15 ft., one creature. Hit: 11 (2d6 + 4) piercing damage plus 21 (6d6) necrotic damage. If the target is a creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the [name] can't use Heart Grip on another target.
 In addition, If the target is a creature, it must succeed on a DC 17 Constitution saving throw or suffer 1 level of exhaustion. This exhaustion remains until it is healed magically: a lesser restoration can remove one level of exhaustion from a victim with two or fewer levels, a greater restoration will remove three levels of exhaustion. The target dies if it suffers 6 levels or exhaustion.
 A humanoid or giant slain by this attack rises 24 hours later as a shadow under the [name]'s control, unless the victim is restored to life or its body is destroyed. The [name] can have no more than [six?] shadows under its control at one time.


Chthonic Journey (Recharges After A Short Rest). The [name] becomes incorporeal and sinks into the ground, allowing it to move through nonmagical, unworked earth and stone without disturbing the material it moves through, along with any equipment it is wearing or carrying. The [name] can move through other creatures as if they were difficult terrain. The first time it enters a creature’s space on a turn, the [name] takes 5 (1d10) force damage and the creature it enters takes 10 (3d6) necrotic damage. Chthonic Journey lasts until the [name] emerges from the ground, which restores its corporeality. While so journeying, the [name] can only travel underground and cannot enter sunlight. Should a chthonic [name] be forcibly exposed to sunlight it must immediately retreat underground. If unable to do so, it takes 55 (10d10) damage and its Chthonic Journey ends.
 The [name] can only attack other incorporeal creatures (e.g. wraiths or spectres) during its Chthonic Journey, but gains tremorsense 60 feet as long as it's journeying.


Reactions

Rock Catching. If a rock or similar object is hurled at the [name], it can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.


Description

???.
 ???.
Subsection. ???.
 ???.

Subsection. ???.
 ???.


(Original monster designed by Cleon on the Creature Catalog Monster Homebrews forum.)
 
Last edited:


Cleon

Legend
Dodkong
Huge undead, neutral evil
Armor Class 18 (natural armor)
Hit Points 350 (28d12 + 168)
Speed 40 ft.

STR​
DEX​
CON​
INT​
WIS​
CHA​
23 (+6)​
17 (+3)​
22 (+6)​
14 (+2)​
18 (+4)​
23 (+6)​

Saving Throws DEX +11, CON +14, INT +10, WIS +12
Skills Arcana +10, Athletics +14, History +10, Insight +12, Perception +12, Stealth +10
Damage Resistances cold, lightning, necrotic
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses truesight 120 ft., passive Perception 22
Languages Giant, Terran, Undercommon
Challenge 25 (75,000 XP)  Proficiency Bonus +8

Saved by the Shadows (5/Day). If the dodkong fails a saving throw while in dim light or darkness, it can choose to succeed instead.

Stone Camouflage. The dodkong has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Innate Spellcasting. The dodkong's spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). It can innately cast the following spells, requiring no material components.
  • At will: animate dead (as an action), detect magic, dispel magic, mage hand, meld into stone, prestidigitation, ray of enfeeblement, scrying
  • 3/day: bones of the earth, circle of death, teleport
  • 1/day: finger of death, earthquake, teleportation circle
Turn Resistance. The dodkong has advantage on saving throws against any effect that turns undead.

Actions

Multiattack. The dodkong makes two shadow staff attacks or two rock attacks. It can use Freezing Death, Phantom Boulder or an at-will spell in place of one attack.

Shadow Staff. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage plus 33 (6d10) necrotic damage. If the target is a creature, it must succeed on a DC 22 Constitution saving throw or suffer 1 level of exhaustion. If the target fails the saving throw by 5 points or more, it suffers an additional level of exhaustion. This exhaustion remains until it is healed magically: a lesser restoration will remove one level of the exhaustion, a greater restoration will remove three levels. The target dies if it suffers 6 levels or exhaustion.
 A humanoid or giant slain by this attack rises 24 hours later as a wraith under the dodkong's control, unless the victim is restored to life or its body is destroyed. The dodkong can have no more than twelve wraiths under its control at one time.

Freezing Death. Melee Spell Attack: +14 to hit, reach 15 ft., one target. Hit: 21 (6d6) cold damage plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 22 Constitution saving throw or suffer 1 level of exhaustion and be slowed for 1 minute. If the target fails the saving throw by 5 points or more, it instead suffers 2 levels of exhaustion and is paralyzed for 1 minute. This exhaustion remains until it is healed magically: a lesser restoration can remove one level of exhaustion from a victim with two or fewer levels, a greater restoration will remove three levels of exhaustion. The target becomes permanently paralyzed if it reaches 5 or more levels or exhaustion due to Freezing Death. This permanent paralysis is almost indistinguishable from death; an observer must succeed at a DC 20 Wisdom (Medicine) check to realize the target is still alive.
 A slowed or paralyzed target can repeat the saving throw at the end of each of its turns, ending the slow or paralysis effect on itself with a success. A permanently paralyzed target can repeat the saving throw once a day, but with disadvantage. If it succeeds, this ends the permanent paralysis effect and the target is at 5 levels of exhaustion.
 A humanoid or giant slain by this attack rises 24 hours later as a wraith under the dodkong's control, unless the victim is restored to life or its body is destroyed. The dodkong can have no more than twelve wraiths under its control at one time.

Phantom Boulder. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 39 (6d10 + 6) psychic damage. If the target is a creature, it must succeed on a DC 22 Wisdom saving throw or fall prone and be paralyzed until the end of its next turn.

Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage plus 14 (4d6) necrotic damage.

Rock Bowling. The dodkong sends a rock tumbling along the ground in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw. On a failed save they fall prone and take 28 (4d10 + 6) bludgeoning damage plus 14 (4d6) necrotic damage, on a success they take no damage and remain standing.

Reactions

Dread Counterspell (Recharge 4-6). If a creature within 100 feet of the dodkong is in the process of casting a spell, the dodkong can attempt to interrupt that spellcaster with a psychic assault. The spellcasting creature must make a DC 22 save using their spellcasting ability, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one. If the creature survives and is casting a spell of 4th level or lower, its spell fails and has no effect. If the spell is 5th level or higher, the dodkong makes an Intelligence check (DC 10 + the spell's level). On a success, the spell fails and has no effect.

Rock Catching. If a rock or similar object is hurled at the dodkong, it can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.

Legendary Actions

The dodkong can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dodkong regains spent legendary actions at the start of its turn.

Countermagic (Costs 2 Actions). The dodkong recharges its Dread Counterspell.

Detect. The dodkong either makes a Wisdom (Perception) check, casts detect magic, or casts scrying.

Dispel (Costs 2 Actions). The dodkong casts dispel magic.

Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the dodkong must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Frightening Gaze. The dodkong fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 22 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the dodkong’s gaze for the next 24 hours.

Rend the Veil (Costs 2 Actions). The dodkong momentarily tears the veil between the material plane and the shadowfell, summoning a wraith under its control. The dodkong can have no more than twelve wraiths under its control at one time.


Description

The dodkong is an undead stone giant spellcaster of great power resembling a giant-sized lich. It appears much as it did when alive: a gaunt and elderly giant with skin resembling weathered granite and black deep-set eyes.
Subterranean Monarch. The dodkong rules an underground kingdom of giants, both living and undead. Its citizens are mostly stone giants and hill giants. The majority of the kingdom's leaders are undead created by the dodkong. The dodkong has a policy of transforming its most powerful and loyal followers into intelligent undead as a reward for their service. These undead giants join the dodkong's council of Dodforerir (Giant for "Death Chiefs"). All dodforerir are cairns, a class of undead stone giant, and most are cairn wights. Traitors and incompetents are punished by becoming mindless undead such as zombies or skeletons.
 The dodkong's kingdom includes humanoids such as orcs and troglodytes as second-class residents and forces nearby humanoid settlements, including human ones, to become tributary communities.

The Crown of Obadai. The dodkong became undead due to the crown of Obadai, an ancient stone giant artefact. Only a stone giant can use the crown, which has vast necromantic powers. The most prominent power is it grants its owner the ability to cast ritual spells that create many kinds of undead, including all manner of cairns. Careless use risks transforming its owner into an undead, and this is said to be how the dodkong became a lich-like entity.
 The dodkong is obsessively possessive of the crown and would tear the world apart to recover the item should it be stolen. It is rumored that if the crown of Obadai is destroyed this also destroys every undead it has created, including the dodkong. Even if this is not the case, the dodkong can only create new cairn undead with this artefact so would be unable to add new Dodforerir to its council. Without the crown it cannot even produce a cairn zombie slave.


(Inspired by the Dodkong that appeared in Underdark (October 2003).)
 
Last edited:

Casimir Liber

Adventurer
ok, maybe just plain "cairn wraith" nudged stats down and ditched legendary actions. latest screenshot
 

Attachments

  • Screenshot 2023-07-02 214024.jpg
    Screenshot 2023-07-02 214024.jpg
    250 KB · Views: 174

Cleon

Legend
ok, maybe just plain "cairn wraith" nudged stats down and ditched legendary actions. latest screenshot

screenshot-2023-07-02-214024-jpg.289326

That works.

I'd suggest a few tweaks.

The AC needs rewording:

Armour Class 15 (umbral blessing), 13 in sunlight​

Might as well make it proficient in Perception and Stealth like the Cairn Wight:

Skills Perception +7, Stealth +8​
Senses darkvision 120 ft., passive Perception 17​

It's missing a Trait:

Stone Camouflage. The cairn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.​

Would rewrite the Soul Drain and Shadow Ball so they match the Cairn Wight's exhaustion tapping powers but would have it turn fully drained victims into spectres rather than shadows, for obvious reasons.

As part of that, the Soul Drain should have a 15 ft. reach like the Cairn Wight has.

Would also suggest tweaking the damage of the Shadow Ball down slightly so the Soul Drain is the better option, otherwise why would it have any incentive to use the latter?:

Soul Drain. Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: 29 (4d12 + 3) necrotic damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or suffer 1 level of exhaustion. If the target fails the saving throw by 5 points or more, it suffers an additional level of exhaustion. This exhaustion remains until it is healed magically: a lesser restoration can remove one level of exhaustion from a victim with two or fewer levels, a greater restoration will remove three levels of exhaustion. The target dies if it suffers 6 levels or exhaustion.​
 [A humanoid or giant slain by this attack rises 24 hours later as a spectre under the cairn wraith's control, unless the victim is restored to life or its body is destroyed. The cairn wight can have no more than seven spectres under its control at one time. ?]​
Shadow Ball. Ranged Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: 26 (4d10 + 3) necrotic damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or suffer 1 level of exhaustion. If the target fails the saving throw by 5 points or more, it suffers an additional level of exhaustion. This exhaustion remains until it is healed magically: a lesser restoration can remove one level of exhaustion from a victim with two or fewer levels, a greater restoration will remove three levels of exhaustion. The target dies if it suffers 6 levels or exhaustion.​
 [A humanoid or giant slain by this attack rises 24 hours later as a spectre under the cairn wraith's control, unless the victim is restored to life or its body is destroyed. The cairn wight can have no more than seven spectres under its control at one time. ?]​

Finally, one of the ideas I came up with for the "souped up" Cairn Wraith was this. How about giving it that instead of Shadowy Dodge?

Sacrifice [Minion]. If the cairn wraith is hit by an attack or fails a saving throw, it can sacrifice a [minion] under its control within 30 feet of the cairn wraith. The [minion] is destroyed, but the attack misses the cairn wraith or its saving throw succeeds.​

Just substitute "spectre" for "[minion]".

Or rather, "specter" since 5E doesn't use the old fashioned spelling of that monster's name, unlike earlier editions of D&D.

Guess the spectral tweak should also apply to the red sections in the Drain and Ball actions, too.

Oh, I don't much care for the power name Shadow Ball. Just seems a bit naff. It just lacks the eldritch spookiness appropriate for an enormous undead horror. It sounds more like an attack power possessed by a generic fighting game ninja to me!
 

Casimir Liber

Adventurer
Ok incorporated all changes - name...ummm....

necrotic orb, necrotic globe, shadow globe/org, life-hungry orb, death comet, ....you had an idea in mind?
 

Voidrunner's Codex

Remove ads

Top