Dodkong minions

Cleon

Legend
I've decided to update my version of Dodkong, so if you want to share your thoughts I am happy to incorporate them into my redesign.

Well I'll go through the statblock in order and see what stands out.

The Dodkong's stats start with Huge undead (giant), neutral evil.

Presumably the (giant) tag in the type is so a dwarven thrower, giant slayer, a ranger's Favored Enemy (giant) or other anti-giant attack or ability affects it.

Hmm, that's a good idea. Perhaps we should add it to the Stone Giant Wight?

Not sure whether to bother giving the Stone Giant Wraith the (giant) tag, since it doesn't have a giant's flesh any more, living or otherwise.

EDIT: Doesn't the Dodkong need a (stone giant) tag rather than (giant) to be able to use the Crown of Obadai? That "requires attunement by a stone giant".
 
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Cleon

Legend
Okay, next we have Armor Class 21 (see equipment).

And in equipment is… nothing that provides any AC modifiers.

Isn't it more usual to list the armour-relevant equipment in the AC, not just put in a reference, such as, I don't know "Armor Class 21 (armor of the dead, ring of protection)".

I notice there's mention of a black robe of the archmagi in Magic Resistance, but (a) that item would give AC 16 with your Dodkong's DEX 13 (+1) or AC 17 if you used the (+2) Dexterity modifier it's listed as having for some reason.

That Dex bonus is a point too high. Indeed, ALL its ability bonuses are a point higher than their scores should give them (STR 23 gives +6 not +7, all the way to CHA giving +4 not +5).

Why is this?

Wouldn't it be easier to increase all the Dodkong's ability scores by 2 and have the same bonuses.

Also, I just mispelled its name to "Dongkink", briefly wondered how I could possibly have mistyped it so badly, then corrected it.

I suspect a monster with that name has difficulty being respected by PCs.
 

Cleon

Legend
I notice there's mention of a black robe of the archmagi in Magic Resistance, but (a) that item would give AC 16 with your Dodkong's DEX 13 (+1) or AC 17 if you used the (+2) Dexterity modifier it's listed as having for some reason.

That Magic Resistance is missing a comma by the way, it should be:

Magic Resistance. While wearing its black robe of the archmagi, the Dodkong has advantage in saving throws against spells and other magical effects.​

Also, its Spellcasting numbers are a point too high. Base 8 plus Proficiency +7, INT +6, archmage robes +2 makes a total of DC 23 not 24.

I'm guessing that some of these quirks are due to the custom rules you mentioned.

FYI, I made a stat block for the dodkong a few years back. The numbers are a bit off because it used my modified "5e epic rules," but it mostly works as is.

Since we've started on the Special Traits section, I'll note that Stone Glide gives its tremorsense which isn't mentioned in its Senses. It should

Senses #2 tremorsense 60 ft. while burrowing, truesight 120 ft., passive Perception 20​

However, I see no harm in just giving it normal tremorsense and use the standard wording for Earth Glide:

Senses #3 tremorsense 60 ft., truesight 120 ft., passive Perception 20​
Earth Glide #2. The Dodkong can burrow through nonmagical, unworked earth and stone. While doing so, the Dodkong doesn't disturb the material it moves through.​

It doesn't change the Dodkong's combateffectiveness much since its truesight sees twice as far as its tremorsense, so when it's standing on the ground its vibration sense would only warns it against opponents that are underground.

Come to think of it, it's still not "standard wording" because as written the Dodkong can glide through worked material too, which'd make it:

Earth Glide #3. The Dodkong can burrow through nonmagical earth and stone. While doing so, the Dodkong doesn't disturb the material it moves through.​
 

Casimir Liber

Adventurer
Ok - another way to word the wraith is

Sunlight Sensitivity. While in sunlight, the wraith is unable to use its Umbral Blessing or Shadowy Dodge traits, and has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

In the statblock, I'd list the AC as 15 (as any wraith is just about never found in sunlight) with a note that the cha bonus is included in the AC in the trait.

Re the Dodkong, I'd started on some traits so made:

Saved by the Shadows (5/Day). If the Dodkong fails a saving throw, the shadows swirl around him and enable him to succeed instead (i.e. like Legendary Resistance but with special effects....


Regarding its spells - I was thinking of focussing on earth and necrotic/necromantic spells such as

antilife shell
 
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Cleon

Legend
Ok - another way to word the wraith is

Sunlight Sensitivity. While in sunlight, the wraith is unable to use its Umbral Blessing or Shadowy Dodge traits, and has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

That looks a bit messy and it also changes the wording from the standard version of Sunlight Sensitivity. Plus I'd rather tag the chance to the end of the normal wording, e.g.:

Sunlight Sensitivity. While in sunlight, the stone giant wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight, and is unable to use Umbral Blessing or Shadowy Dodge.​

In the statblock, I'd list the AC as 15 (as any wraith is just about never found in sunlight) with a note that the cha bonus is included in the AC in the trait.

I'd go for "Armor Class 15, 13 while in sunlight" since (a) the fact it has Sunlight Sensitivity suggests there's some chance of it being active in daylight, and (b) the "Armor Class 14 (natural armor), 11 while prone" of an Ankheg suggest that's the preferred 5E format.
 

Cleon

Legend
Re the Dodkong, I'd started on some traits so made:

Saved by the Shadows (5/Day). If the Dodkong fails a saving throw, the shadows swirl around him and enable him to succeed instead (i.e. like Legendary Resistance but with special effects....


Regarding its spells - I was thinking of focussing on earth and necrotic/necromantic spells such as

antilife shell

I'll avoid commenting on the Dodkong and Nightcrawler so we don't have too many monster conversions running simultaneously on this thread.

Previous experience suggests that can get rather confusing!

What about my proposal to make the Stone Giant Wight a Huge undead (giant), neutral evil so anti-giant attacks are effective on it?
 

dave2008

Legend
OK, I have updated the Dodkong to use the standard monster creation rules and make him a warlock based on @Casimir Liber description. So it is a stone giant dreamweaver warlock with lich traits. I used the recent WotC Vecna as an inspiration for the design.

Anyway, here is the updated Dodkong
 

dave2008

Legend
Re the Dodkong, I'd started on some traits so made:

Saved by the Shadows (5/Day). If the Dodkong fails a saving throw, the shadows swirl around him and enable him to succeed instead (i.e. like Legendary Resistance but with special effects....
I missed this post. I will add it now.

PS - I revised it a bit and called it Shadow Recovery.
Regarding its spells - I was thinking of focussing on earth and necrotic/necromantic spells such as

antilife shell
How will that work with him being a warlock. Because you mentioned a shadowfell patron I went with Hexblade.
 



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