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Dodkong minions


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Cleon

Legend
Will update the Dodkong soon-ish with the basics.

Updated.

Left the Hit Points as a red blank since we might have to adjust them later to hit CR 25 depending on what the CR Calculator and our guesstimates say.

as discussed - disrupt life, frightening gaze, dread counterspell all added

Moving on.

If you're giving it Dread Counterspell is there any point having counterspell as an Innate Spellcasting option, since Dread Counterspell is simply better and also at-will?

Would suggest that spell be ditched, possibly with another 3/day or at-will spell as compensation?

I'm liking scrying for the extra spell.

The background indicates this stone giant lich likes to scheme and strategize, and gathering information is important for that.

Would also consider giving it teleport instead of plane shift as that'd probably be more useful for the Dodkong.

Hold on, why does Dread Counterspell use an Intelligence check when the dodkong is a Charisma spellcaster?

Well I guess that'd give it a reason to use regular counterspell, a 15% higher chance of success!
 

Cleon

Legend
Out of curiosity, I whipped up a 10th level sorcerer stone giant lich in 3E D&D (see following post).

As mentioned earlier, it's not that powerful a monster and also breaks the Lich template as written, since that can only be applied to humanoids for some bizarre reason.

Also realized it breaks the template because a spellcaster needs to have a caster level of 11+ to make a lich's phylactery and Grugaran is only 10th.

Presumably the crown of Obadai is what got around these restrictions, and I'm thinking it acts as the lich's phylactery.

So maybe the Dodkong can only gets to rejuvenate from being destroyed while attuned to the crown, although it does not have to be wearing it?

Incidentally, Rejuvenation is a rather inappropriate name for this trait but it's what the Monster Manual for the Lich so I guess we're stuck with it.

I don't think the Lich gets younger when it's reborn, returning as the same skeletal old geezer it was destroyed as, so why that name?
 

Cleon

Legend
Dodkong [Homebrew using SRD]

Dodkong

male lich stone giant sorcerer 10
Large Undead (Earth)
Hit Dice: 24d12 (156 hp)
Initiative: +3
Speed: 40 ft.
Armor Class: 23 (–1 size, +3 Dex, +11 natural, + magic armor?), touch 12, flat-footed 20
Base Attack/Grapple: +15/+27
Attack: Greatclub +22 melee (2d8+12); or weapon +22 melee (#d#+8); or slam +22 melee (1d4+8 plus optional paralyzing touch); or paralyzing touch +22 touch (see below); or rock +18 ranged (2d8+12)
Full Attack: Greatclub +22/+17/+12 melee (2d8+12); or weapon +22/+17/+12 melee (#d#+8) and paralyzing touch +17 touch (see below); or slam +22 melee (1d4+8 plus optional paralyzing touch) and slam +22 melee (1d4+8); or rock +18 ranged (2d8+12)
Space/Reach: 10 ft./10 ft.
Special Attacks: Fear aura, paralyzing touch, rock throwing, spells
Special Qualities: Damage reduction 15/bludgeoning and magic, darkvision 60 ft., immunities (cold, electricity, polymorph (they can polymorph themselves), and mind-affecting attacks), low-light vision, phylactery, rock catching, +4 turn resistance, undead traits
Saves: Fort +12, Ref +10, Will +16
Abilities: Str 26, Dex 16, Con —, Int 16, Wis 16, Cha 20
Skills: Climb +, Hide +*, Jump +, Spot + plus sorcerer skills
Feats: Combat Reflexes, Iron Will, Point Blank Shot, Power Attack, Precise Shot plus 4 sorcerer feats

Environment: Temperate mountains
Organization: Solitary or troupe (1 lich, plus 2-4 vampires and 5-8 vampire spawn)
Challenge Rating: 15
Treasure: Standard coins; double goods; double items
Alignment: Neutral evil
Advancement: By character class
Level Adjustment: +8

The dodkong had the following ability scores before racial and template adjustments: Str 10, Dex 12, Con 8, Int 14, Wis 13, Cha 15.

The dodkong is proficient with all simple and martial weapons, light and medium armor, and shields.

Combat
The dodkong's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fear Aura {Su): Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the dodkong must succeed on a DC 27 Will save or be affected as though by a fear spell from a sorcerer of the lich’s level. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours.

Immunities: Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.

Paralyzing Touch (Su): The dodkong has a touch attack that uses negative energy to deal 1d8+5 points of damage to living creatures; a DC 27 Will save halves the damage. It can use its touch attack with its natural weaponry. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack.

Any living creature a lich hits with its touch attack must succeed on a DC 27 Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description).

The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.

Phylactery: An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force. As a rule, the only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich reappears 1d10 days after its apparent death.

Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation.

The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40.

Other forms of phylacteries can exist, such as rings, amulets, or similar items.


Rock Throwing (Ex): Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. The range increment is 180 feet for a stone giant’s thrown rocks. It uses both hands when throwing a rock.

Rock Catching (Ex): A giant of at least Large size can catch Small, Medium, or Large rocks (or projectiles of similar shape).

Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. A stone giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.

Spells: The dodkong is a 10th-level sorcerer. It has all of the sorcerer's class abilities but has not bothered with Summon Familiar.

Typical Spells Known (6/8/7/7/6/4; save DC 15 + spell level)
0—one, two, three, four, five, six, seven, eight, nine;
1st—one, two, three, four, five;
2nd—one, two, three, four;
3rd—one, two, three;
4th—one, two;
5th—one.

Skills: Liches have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

*A stone giant gains a +8 racial bonus on Hide checks in rocky terrain.

Equipment: crown of Obadai plus gear. Standard treasure value for CR 15 is 22,000 gp but lich's get double goods and double items. A standard NPC of the Dodkong's level gets gear worth 59,000 gp.
 

Casimir Liber

Adventurer
removed counterspell from spell list. like idea of scrying. dread counterspell should be charisma (and changed). Had been pasted from an int-based monster.
 

Casimir Liber

Adventurer
Ok using the CR calculator - it should deal about 150 damage/rd to make CR 25.

here

So...?

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

Staff of Shadow. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage, plus 55 (6d6) necrotic damage.

In addition, if the target is a creature, it must succeed on a DC 21 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 shadow under the stone giant wight's control, unless the victim is restored to life or its body is destroyed. The stone giant wight can have no more than twelve shadows under its control at one time.
 

Cleon

Legend
Staff of Shadow. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage, plus 55 (6d6) necrotic damage.

6d6 is 21 average damage not 55.

The attack's "to hit" ought to be +14 not +11 (+6 ability, +8 proficiency bonus).

It's got four Save Proficiencies (assuming you added DEX) rather than the two in the linked calculation.

Also, you've got Angelic Weapons ticked but not Legendary Resistance (5/Day) (which is the closest match to Saved by the Shadows).

I'd guesstimate the DPR is two Staff of Shadows (Hit: 19 (3d8 + 6) bludgeoning damage, plus 21 (6d6) necrotic damage = 40 damage each) plus a Legendary Action sequence of similar damage (i.e. 40) for about 120.

That makes Challenge 25 according to the CR Calculator, although it doesn't make any extra allowance for the exhaustion-inflicting attacks or other special abilities.
 



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