D&D 5E elemental grues

pukunui

Legend
I'm working on updating and upscaling the Scourge of the Sword Coast for levels 5-7. Most of the monsters have finalized stats in the MM that I can use, but there are a few that are unique to the adventure and will need tweaking. One such set of monsters are the evil elemental grues.

The grues as presented in the module are pretty simple and probably only need a bit of adjustment in the AC/HP/Atk modifier departments. However, for the fun of it, I went back and had a look at some of the earlier versions. I haven't got the 1e Monster Manual II in which they first appeared, but I have got both Dragon #285 and Complete Arcane, which give me the 3e and 3.5 versions respectively.

I think the devs did a pretty decent job representing the spirit of the grues in Scourge. However, the 3.x versions have this ability called Spell Disruption. In the original 3e stats, the ability stopped any spells of the corresponding elemental type from being cast within 40 feet of it, while also dispelling any such pre-existing spells. For 3.5, it was modified so that the caster has to make a check to be able to successfully cast the spell.

While I can understand why the devs might have opted to ignore that for 5e, with its emphasis on streamlined simplicity, I think it could potentially make the grues a little more interesting - and tougher to fight, which I'll need since my PCs will be 5th-7th level rather than 2nd-4th.

How would you go about updating the Spell Disruption trait for 5e?

For starters, I'd probably reduce the range to 30 ft, as that seems to be one of the standard range marks in 5e. Perhaps the advantage/disadvantage mechanic could come into play, although I'm sure there are plenty of spells that wouldn't be targeting the grue directly that could still be affected, so maybe stick with a spellcasting check (like trying to cast a higher-level spell from a scroll)?

In addition, the 3.5 earth grue gains Sneak Attack, while the 3.5 fire grue has a burning hands-like ability in addition to its blink effect (which is present in the Scourge version). Meanwhile, the water grue's 30-ft water jet attack has been reduced to 5ft and it has gained a rechargeable "blinding jet" ability instead.

What do you guys reckon?



Thanks,
Jonathan


p.s. On a side note, I wonder if we'll be getting updated grue stats in Princes of the Apocalypse?
 

log in or register to remove this ad

Well it's been over six years and still no elemental grues. I reallly liked them in 1e and made para-elemental analogues as well. I would have thought they'd have been good for that campaign setting...oh well....
 

I actually wrote up a version of a Fire Grue (Harginn) because... well, because I'm a big geek.


Harginn (Fire Grue)
Medium elemental (shapechanger), neutral evil
Armor Class 13
Hit Points 38 (7d8+7)
Speed 40 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 12 (+1) 9 (-1) 11 (+0) 8 (-2)

Skills Perception +2, Stealth +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities fire, poison
Condition Immunities poisoned, prone
Senses darkvision 60 ft., passive Perception 12
Languages Ignan (Primordial)
Challenge 2 (450 XP)

Alternate Forms. As a bonus action, the harginn can change into an orb of flame or a bronze-skinned human, along with anything it carries or wears. Its natural form is human-like with its lower body and head engulfed by spectral flames.

Displacement. The harginn naturally flickers and wavers as if under the effect of a blur spell, causing attacks rolls against it to have disadvantage. If the harginn suffers cold damage, this trait is disrupted until the end of its next turn. An attacker is immune to this effect if it doesn’t rely on sight (as with blindsight) or can see through illusions (as with truesight).

Grue Sight. Magical darkness doesn’t impede the harginn’s darkvision.

Magical Remains. If the harginn dies, its body disappears in a flurry of sparks, leaving behind only a red gem inscribed with arcane writings equivalent to a spell scroll of blur (50%) or flaming sphere (50%).

Spell Disruption. Any spellcaster within 30 feet of the harginn who casts a fire-based spell must make a DC 13 Constitution saving throw to concentrate or the spell fails. If the harginn enters the area of an ongoing fire-based spell or magic effect, its presence immediately acts as dispel magic (using Wisdom as its spellcasting ability) on the spell or effect.

Sunlight Hypersensitivity. The harginn takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Scimitar (human or natural form only).
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage and 7 (2d6) fire damage.

Hurl Flame. Ranged Weapon Attack: +5 to hit, range 30 ft., one target. Hit: 14 (4d6) fire damage.
 



Remove ads

Top