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Dodkong minions


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Cleon

Legend
Dodkong published now
Will check it over…

And the results are:

Checking the basics

First issue, has Hit Points 350 (28d12 + 168). 28 times 6 is not 166!​
Second issue, its Innate Spellcasting should be "The dodkong's innate 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." Several of its spells require attack rolls.​

Checking the Actions

The Multiattack should be "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."​
Two of the actions, Shadowstaff and Freezing Death, are incorrect in several ways.​
For example, the Shadowstaff has a lot of holdover from the Cairn Wight's skull mace, the Freezing Death does 6d6 cold not 4d6, both these actions should have Hit: +14 and DC 22, et cetera.​
I'd suggest just swapping in the text from the Dodkong.​
The Phantom Boulder needs "Hit:" in italics.​
The Rock has a #d10 that should be 4d10.​

Checking the Reactions

Its Dread Counterspell is an old version, not the current Dodkong.​

Checking the Legendary Actions

The Frightening Gaze should be DC 22.​

Checking the Description

It's missing a period at "including the dodkong Even" where it starts a new sentence. It should have be "including the dodkong. Even if this is not…"

A few of the above where errors in the Enworld version I hadn't spotted until now.

I've deblued the Dodkong.
 

Casimir Liber

Adventurer
Okay...ummm. Latest version I have is this one...so...picking up where we left off...
And the results are:

Checking the basics

First issue, has Hit Points 350 (28d12 + 168). 28 times 6 is not 166!​
Second issue, its Innate Spellcasting should be "The dodkong's innate 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." Several of its spells require attack rolls.​

Checking the Actions

The Multiattack should be "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."​
Two of the actions, Shadowstaff and Freezing Death, are incorrect in several ways.​
For example, the Shadowstaff has a lot of holdover from the Cairn Wight's skull mace, the Freezing Death does 6d6 cold not 4d6, both these actions should have Hit: +14 and DC 22, et cetera.​
I'd suggest just swapping in the text from the Dodkong.​
The Phantom Boulder needs "Hit:" in italics.​
The Rock has a #d10 that should be 4d10.​

Checking the Reactions

Its Dread Counterspell is an old version, not the current Dodkong.​

Checking the Legendary Actions

The Frightening Gaze should be DC 22.​

Checking the Description

It's missing a period at "including the dodkong Even" where it starts a new sentence. It should have be "including the dodkong. Even if this is not…"

A few of the above where errors in the Enworld version I hadn't spotted until now.

I've deblued the Dodkong.
Here is latest version
 

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Cleon

Legend
Here is latest version

Well it works now!

The Innate Spellcasting is still wrong. It has "requiring no material components" twice.

I could see it being "The Dodkong casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 22, +14 to hit with spell attacks)." or maybe "The Dodkong can innately cast the following spells, requiring no material components and using Charisma as the spellcasting (spell save DC 22, +14 to hit with spell attacks)."

I used the Monster Manual format for Innate Spellcasting, which is "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."

Oh, and I just noticed it's missing scrying from its At will spells.

Reading the Actions, I realized that the "In additon" of Shadow Staff is redundant and have edited the Dodkong to:

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 spectre 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 spectres under its control at one time.​

The Dread Counterspell has some text at the end of the paragraph that's lefovers from the previous version. Delete the "The dodkong utters a dread word to interrupt a creature he can see that is casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell is 5th level or higher, the dodkong makes an charisma check (DC 10 + the spell’s level). On a success, the spell fails and has no effect. Whatever the spell’s level, the caster takes 10 (3d6) psychic damage if the spell fails."
 

Cleon

Legend
Dang it, we decided to use match the spelling of the 5E Specter but I forgot to change all the spectres to specters.

Updating the Dodkong.

EDIT: spectres specters are a bit feeble to be minions for a CR 25 creature. They're only Challenge 1.

Hmm… they're 20% the CR of the standard Wraith that can create them. Wraiths are Challenge 5, meaning they're 20% the CR of the Dodkong, so how about changing the dodkong so it create/summon wraiths instead of spectres?

Actions
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.

Legendary Actions
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.​

Do you think that's worth doing? Since you'll need to change the spectres to specters anyway, it's not any more work to make them wraiths instead.
 
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